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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.
The lone-warrior alternative to clan founding and conquest. Travel between schools, duel masters, take freelance work, and live without a faction.
How criminal status, constable AI, and in-city crime clearing work in the current Early Access build.
Trade, alliance, recruitment, and faction-relationship mechanics in the current build, with the deeper vertical and horizontal alliance systems planned for later updates.
How quests are found, accepted, and tracked in the Early Access build, including bulletin-board work, story lines, and the streamlining changes made since launch.
Slip into rival cities under cover, pass dice-roll checks, and use disguise to trade, recruit, and operate inside enemy walls.
The clan's shared record of books read and recipes learned, what it tracks, and how clansmen and retainers draw on it.