Themes: Foreign Trade, Prosperity, and Peril
1. New Social Class: The Elite
- Characteristics: Work productivity, combat capability, and max HP are all increased by +25% compared to regular villagers.
2. Requirements for Becoming Elite
- Higher Education: Villagers must spend an additional 2 years studying at the University.
- Housing: Must reside in a Tier 6 Shelter (Mini-Manor).
3. New Buildings
- Mini-Manor (Tier 6 Shelter): Requires 150% Desirability. Residents must be supplied with: Luxury Attire, Jewelry, Saffron, Wine, and Perfume. If these demands are not met within 36 consecutive months, the building automatically downgrades to a Tier 5 Shelter.
- Bathhouse
- Weaver Building (Tier 2): Produces Luxury Attire crafted from Silk, Purple Dye, and Fox Fur.
- Jeweler’s Atelier: Crafts Jewelry using Gold Ore and Raw Gems.
- Arborist Building (Tier 2): Cultivates Vineyards (Grapes).
- Brewery (Tier 2): Produces Wine from Grapes.
- Seaport: Specializes in the import and export of resources, raw materials, and luxury goods (Luxury Attire, Jewelry, Saffron, Wine, Perfume, Raw Gems, Purple Dye, Silk). Can only be constructed on a single, designated coastal site on the map. The map layout will be updated: instead of being enclosed by mountains on all 4 sides, it will feature 1 coastal side and 3 mountain sides.
- Perfumer: Extracts Perfume from Rose Bushes.
- Siege Workshop: Manufactures Siege Engines, including Battering Rams and Catapults.
- School (Tier 2 - University): Staffing Requirement: Requires workers with Higher Education.
- Hospital (Tier 2): Reduces mortality rates and shortens treatment duration. Staffing Requirement: Requires workers with Higher Education.
- NOTE: The initial highly educated citizens can only be acquired through immigration. They will only start appearing once the settlement reaches a population of $\ge 500$ and 100% of residential housing has been upgraded to Tier 5.
- Tier 2 Upgrades for Existing Production: The Basket Shop, Cobbler Shop, Tannery, Candle Shop, Charcoal Kiln, Potter Building, Soap Shop, and Glassmaker all receive a Tier 2 upgrade and will exclusively employ workers with Higher Education.
- New Entertainment & Desirability Buildings: Jousting Tournament Grounds, Pleasure Gardens, Menagerie, Bowling Greens, Gaming Parlors, and Great Ballroom.
4. New Enemies
- Overseas Invaders: A foreign force that initially occupies the sole Seaport construction site. Their stronghold is protected by double-layered Fortified Walls and multiple Forts. The enemy’s total army size scales to 50% of your settlement’s current population, consisting entirely of Invading Army Elite Large units.
- Counter-Invasions: Once the initial stronghold is liberated, the enemy will launch a counter-offensive every 10 years with the same force composition. Their numbers, HP, and damage will increase by +10% every 100 years.
- Behavioral Trait: They will only attempt to recapture and rebuild the Seaport fortifications; they will not march inland to attack your Town Center.
5. “Hellish” Survival Mode (Difficulty above Vanquisher)
- Natural Disasters: Storms, tornados, floods, fires, volcanic eruptions, earthquakes, and droughts occur with high frequency and cause 3x more destruction than standard modes.
- Diseases: Human illnesses and crop blights trigger at 3x the standard rate.
- Predators: Bears and wolves actively hunt and raid the settlement in packs, with spawn rates increased by 10x.
- Raids & Invasions: Regular Raiders begin attacking from Year 3, occurring annually and scaling in difficulty over time. From Year 50 onwards, standard raiders are replaced entirely by Invading Army Elite Large forces, invading every 5 years. Their stats (HP, army size, and attack power) permanently increase by +5% per wave—similar to the Taunt Raider mechanic, but completely unstoppable.