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Clans and Homesteads
August 17, 2026 at 03:48 PM
Added the clan rank ladder with retainer and facility caps, the clan overview fields, and the current status of the planned marriage and heir systems
The clan and homestead loop is one of the three pillar play styles in Huaxia: Warring States, alongside personal combat and the conquest path. A clan is a player-founded social and political unit. A homestead is the physical estate a clan owns, used for crafting, training, recruitment, and administration of nearby counties.
Most playthroughs do not start as a clan founder. The early game has the player born into one of eight family origins, learning a school of thought, and gathering enough resources, retainers, and reputation to declare an independent clan. Once founded, the clan has its own banner, name, and retainer roster.
The clan founding is also a turning point in the simulation: the world begins to react to the clan as a faction in its own right. Other clans take notice, neighbors react with diplomacy or hostility, and the player gains the ability to administer counties and field armies under their banner.
A clan carries a rank that gates how large it can grow. The opening rank is Family, described in game as blood relatives who have banded together but remain unremarked in a chaotic age. Advancing to the next rank, Clan, takes twenty points of progress and is framed as the point where the group has real but still slight strength and needs more money behind it.
Rank | Retainer Cap | Facility Cap |
|---|---|---|
Family | 4 | 5 |
Clan | 6 | 7 |
The clan overview tracks the head of the clan, the state they answer to, the head's social standing, the count of blood kin against a ceiling, retainers against the rank cap, and how many members hold official posts. A second block covers holdings: homestead type, where it stands, how many facilities are built, what the clan's property is worth, and the clan's own treasury, which is separate from what you carry. Clan traits sit in their own list and start empty. See Retainers and Conquest.
The clan panel also holds the Nine Cauldrons tab and the shared collection, so recipes and books unlocked by anyone in the clan are available to everyone in it.
A homestead is the permanent base for the clan. It is built on a chosen plot, usually near a settlement or a strategic terrain feature, and grows from a small estate into a working complex. Construction follows a clear loop:

Choose a plot. Plots near rivers, fertile land, or trade routes have different starting bonuses than mountain plots.
Gather materials through hunting, mining, lumber gathering, or trade.
Place foundational buildings: residence, training hall, kitchen, and storage.
Expand into specialty buildings: forge, library, stable, garden, study, ancestral hall, and others.
Recruit servants and retainers to staff each building.
Building | Role | ||
|---|---|---|---|
Residence | Where the player and family live; provides rest and family events. | ||
Ancestral Hall | Central building tied to clan identity, ancestor worship, and clan-wide bonuses. | ||
Training Hall | Train martial arts and improve unit drill. | ||
Library | Study schools of thought, store scrolls, and improve scholar retainers. | ||
Forge | Craft | and armor. | |
Stable | House mounts and breed horses for | . | |
Garden / Farm | Grow food, herbs, or specialty crops. | ||
Storage | Hold gathered materials and harvested goods. |
Specific building lists, costs, and unlock conditions are subject to change between Early Access builds. The structural loop above is the part that has been stable across the launch window.
A homestead is only as productive as the people in it. Retainers assigned to specific buildings or roles boost output, training quality, and administrative capacity. Some retainers are best as field generals, others as scholars, doctors, or smiths. Specialization matters for clan growth.

Servants and lower-tier staff are recruited locally and form the day-to-day labor of the homestead. Senior retainers are recruited through quests, school study, or recommendation chains.
Once a clan controls one or more counties through conquest or peaceful means, the homestead becomes the administrative base. Edicts, taxation rates, recruitment quotas, and food storage are managed from the homestead. Mismanagement leads to discontent, banditry, and eventual loss of control. Good administration grows population, taxes, and military strength.
Upkeep runs on a fixed clock. Soldier salaries and hero supplies are deducted every five days rather than continuously, which makes payroll a predictable budgeting beat and lowered the overall drain compared with the launch build. City commerce was also streamlined: a settlement’s merchants were consolidated into three stalls, one for consumables and goods, one for equipment, and one for materials, so resupplying an army and a homestead is less of a menu hunt than it was at launch.
A July 2026 update gave the clan a shared Collection Library. Books and recipes that any member reads or learns are stored there and become available to the whole clan, including retainers, rather than being locked to the protagonist. The library also lists every craftable recipe with its sources, required materials, and the stats of the finished item, which makes it the reference point for what the homestead can produce.
The same patch merged party inventories into one shared bag. Instead of each hero carrying a separate item bar, the whole party draws from a single inventory, which cuts down on shuffling items between characters when someone fills up.
Clans persist across generations. Marriages between the player and notable retainers or rival-clan members affect alliances, and children inherit the clan if the player character dies or retires. Family events are part of the homestead loop, and they intertwine with diplomacy and dynastic strategy.
The studio restated on August 8, 2026 that political marriage and children are planned as the route to growing clan membership, and was explicit that it will finish the warfare layer before returning to clan systems. The dated roadmap places clan technology, marriage alliances, and heir development in a January to February 2027 window. Treat both as announced rather than shipped. See Early Access Roadmap.

A homestead is not invulnerable. Hostile clans, bandits, and faction armies can siege it during open warfare. Walls, gate buildings, and a trained garrison reduce the risk. A poorly defended homestead can be sacked or razed, costing months of progress.
Conquest: when clan administration becomes empire-building.
Wandering Warrior Path: the alternative for players who do not want to settle.
Retainers: who you recruit shapes your homestead.
Hundred Schools of Thought: school study takes place in the library.