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Crafting and Business
February 10, 2026 at 09:58 PM
Full article on crafting disciplines, mass production, business types, architecture, farming, and animal husbandry
There are three core crafting disciplines: cooking, textile weaving, and metallurgy. Each one functions as its own production chain. You start doing things by hand and can eventually scale up to mass production by hiring workers and building dedicated production lines. The transition from solo craftsman to factory owner is gradual, not a single unlock.
The game has roughly 1,000 craftable items spread across these disciplines. That number includes food, clothing, weapons, tools, and materials. Crafting feeds into the business system: you make goods, then sell them through shops you own and operate.
Early on, you craft things yourself. One item at a time, manual labor. As you progress and earn money, you hire workers to help. Eventually you can set up full production lines where workers handle the crafting while you manage the operation. The game treats this progression as a natural economic arc rather than a tech tree with gated unlocks.
This connects directly to the life simulation side of the game. Your workers are NPCs with their own lives. They need to be hired, paid, and managed. If you are running a large production operation, labor management becomes part of your daily routine.
The building system uses close to 2,000 components, all based on Tang and Song Dynasty architecture. You can buy and decorate properties, plan out entire cities, assign housing to NPCs, and construct commercial buildings from the ground up.
This is not a simple "place a building" interface. You are working with individual architectural components. Walls, roofs, pillars, courtyards, gates. The Tang and Song Dynasty aesthetic runs through everything, so the buildings you create look historically grounded even when you are assembling them from modular parts.
City planning ties into faction management. If you control territory, you are responsible for where people live and what services are available. A well-planned city with good businesses attracts residents. A poorly planned one loses them.
The types of businesses you can establish and run:
Restaurants
Hotels
Inns
Pharmacies
Banks
Pawn shops
Cloth shops
Grain shops
Each one operates as a real business. You hire employees, set prices, and compete against other establishments in the area. Pricing too high drives customers to competitors. Pricing too low eats your margins. Employees have their own skills and personalities, so staffing decisions matter.
The Steam store page mentions using "strategies and even underhanded tactics" for competitive advantage. That language implies you can sabotage competitors, spy on their operations, or otherwise play dirty to get ahead. The game does not seem to draw a hard moral line here. If you want to run an honest pharmacy, you can. If you want to undermine every other pharmacy in town, that appears to be an option too.
Over 60 plant varieties are available. Each crop has specific requirements for soil type, water levels, and temperature. You cannot just plant anything anywhere. A crop suited to wet lowland soil will not thrive on a dry hillside.
Farming output feeds into cooking and trade. Growing the right crops in the right conditions is the foundation of your food supply and one of the more reliable early income sources. The farming system is detailed enough that it could occupy most of your time if you let it, but it also works as a background income generator once you have workers managing the fields.
Over 30 animal species exist in the game. Animals serve multiple purposes: raw materials (meat, hides, wool), combat companions, and transportation. Some animals are domesticated livestock. Others are wild species you have to find and tame.
Breeding mechanics include mutation chances. Offspring are not always identical to their parents, and rare mutations can produce animals with unusual traits. Rare species also exist in the wild, waiting to be discovered. Breeding and animal management sit alongside farming as the agricultural foundation of your economy.
For the full picture of how crafting and business fit into the sandbox, see the overview. The life simulation article covers the day-to-day living systems that these economic activities plug into.