buildings wetland_pastoralism - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Wetland Pastoralism (adaptive husbandry)

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3 levels, each replacing the one before it: you upgrade in place rather than building alongside.

Reedland Pasturing (Adaptive husbandry) โ†’ Seasonal Pasture Rotation (Adaptive husbandry) โ†’ Managed Wetland Pastures (Adaptive husbandry)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Reedland Pasturing (Adaptive husbandry) 700 2 town Seasonal Pasture Rotation (Adaptive husbandry)
Seasonal Pasture Rotation (Adaptive husbandry) 1,400 3 large town Managed Wetland Pastures (Adaptive husbandry)
Managed Wetland Pastures (Adaptive husbandry) 2,800 4 city โ€”

Costs in denarii, build time in turns.

Reedland Pasturing (Adaptive husbandry)

Reedland Pasturing (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.

Allowing livestock to graze freely within the wetlands

Most animals don't mind the muck. In fact, left to their own in a marshland they will do quite well feeding on the myriad nutritious plants, even going into mires that humans would find difficult to traverse. The challenges for the shepherds include keeping sight of their animals, to guard them from predators, save the unlucky animals that get stuck in the mires and occasionally having to move them out of the way of a flash flood.

Wetland pastoralism is available here because this is a wetlands region.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 700 denarii
Build time 2 turns
Minimum settlement town
Upgrades to Seasonal Pasture Rotation (Adaptive husbandry)

Requirements: all of these must hold before this level can be built.

What it does

Show 6 effects that apply only in some circumstances

Seasonal Pasture Rotation (Adaptive husbandry)

Seasonal Pasture Rotation (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.

Seasonally rotating between grazing areas taking adavantage of natural resources along the way

The shepherds living in these vast wetlands have come to understand a great deal of its seasonal patterns. They see that it is best to not overgraze areas and to regularly move their flocks to other areas, with feeding on diverse foliage also producing healthier animals. Understanding the patterns of past flood events helps these people from going where they shouldn't and grazing their animals on risky wetland pastures, reducing losses to the herds.

Wetland pastoralism is available here because this is a wetlands region.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 1,400 denarii
Build time 3 turns
Minimum settlement large town
Upgrades to Managed Wetland Pastures (Adaptive husbandry)

Requirements: all of these must hold before this level can be built.

What it does

  • -1 population growth
Show 8 effects that apply only in some circumstances

Managed Wetland Pastures (Adaptive husbandry)

Managed Wetland Pastures (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.

Effectively managing the marsh ecosystem for sustainable pastoralism

The peoples who live in, and with, the wetlands for generations may adapt to it to such an extent that all their social organization is based on its natural patterns. When to move the herds, when to harvest the reeds, and when to tactically move back to avoid drowning have become deeply honed instincts. And even true settlements can be supported from the wetlands when its potential is further enhanced by human management and its waterways made into avenues of trade. While the enemies of the marshland tribes find that subjugating a people so at home in such a hostile enviroment is hardly worth the trouble.

Wetland pastoralism is available here because this is a wetlands region.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 2,800 denarii
Build time 4 turns
Minimum settlement city

Requirements: all of these must hold before this level can be built.

What it does

  • -2 population growth
Show 8 effects that apply only in some circumstances

Traits and retinue

Traits

Trait Building Points Chance
Respectable Herds Reedland Pasturing (Adaptive husbandry) or above +1, +2, +5 10โ€“100%
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