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Found a clan, build a homestead from raw materials, and grow it into a base for administration, training, and economy.
Family origin, bloodline, birthplace, constellation, traits, and the talent system used at the start of every run.
The empire-building path: conquer counties and prefectures, manage a growing realm, and contest the seven warring factions of Yu Province.
Around eighty recruitable historical figures who serve as companions, generals, advisors, and partners during a long campaign.
Nine playable philosophical schools drawn from the broader Hundred Schools tradition. Joining a school grants ideology, perks, and faction interactions.
How criminal status, constable AI, and in-city crime clearing work in the current Early Access build.
The lone-warrior alternative to clan founding and conquest. Travel between schools, duel masters, take freelance work, and live without a faction.
Trade, alliance, recruitment, and faction-relationship mechanics in the current build, with the deeper vertical and horizontal alliance systems planned for later updates.
Slip into rival cities under cover, pass dice-roll checks, and use disguise to trade, recruit, and operate inside enemy walls.