Your Village/Town/Castle steward must have these skills. In order to train the steward, talk to him and set a schedule to upgrade his skills, then train him in the location menu. It will take a certain amount of money and time to upgrade your steward. After the session is finished, your steward will have all top values of every skill in your party - it doesn't matter whether you or one of your companions has the highest skill, the steward will get it.
Base Income Increase directly increases the amount of taxes you will earn next payday. Prosperity will increase Base Income over time and finally bring your village from neglected status to filthy rich. Needless to say, the most desirable buildings are the most beneficial and expensive ones.
Note: Orange items are pending clarification from SD ~Delve
° in 2.5: Relation boost with location rather than improving your parties morale.
| Required Skill 1
| Required Skill 2
| Required Skill 3
| Location Type**
| Prosperity
| Morale Bonus°
| Base Income Increase |
Blacksmith
| Tactics 2 | Trade 3 |
| V,C,T | +5 | 0 | +5 |
Building Inspectors
| Tactics 2 | Spotting 2 |
| T | +3 | +1 | +2 |
Cathedral
| Persuasion 7 | Leadership 7 | Engineering 5 | T | +20 | +10 | +20 |
| Chapel | Persuasion 3 | Leadership 3 |
| C,T | 0 | 0 | +5 |
| Church | Persuasion 5 | Leadership 5 | Engineering 3 | V,C,T | +10 | +5 | +5 |
Civic Patrols
| Spotting 2 | Tracking 2 |
| T | +2 | +5 | +1 |
Court System
| Persuasion 5 | Tactics 4 | Prisoner Management 3 | T | +10 | +5 | +5 |
Crop Rotation
| Inventory Management 4 | Tactics 3 |
| V | +10 | 0 | 0 |
Fire Brigade
| Spotting 2 | Pathfinding 2 |
| V,C,T | +5 | +3 | 0 |
Fish Pond
| Spotting 2 | Engineering 1 |
| V | +10 | 0 | +10 |
Foresters
| Pathfinding 3 | Tracking 4 |
| V,C,T | +5 | 0 | +5 |
Herbalist
| First Aid 3 | Wound Treatment 3 |
| V | +10 | +5 | 0 |
Hospital
| Tactics 3 | Surgery 5 | Persuasion 3 | T | +10 | +5 | +5 |
Hunting Lodge
| Pathfinding 3 | Tracking 3 |
| V | +5 | 0 | +5 |
Improved Roads
| Engineering 3 | Pathfinding 4 |
| V,C,T | +20 | +2 | +5 |
Knights Chapel
| Leadership 5 | Tactics 3 | Weapon Mastery 5 | C,T | +5 | +5 | 0 |
Lamplighters
| Pathfinding 2 |
|
| T | +2 | +2 | 0 |
Manor*
| Engineering 2 |
|
| V | +10 | 0 | +10 |
Market
| Persuasion 2 | Looting 2 | Trade 5 | V,C | +50 | 0 | +10 |
Messenger Post*
| Engineering 2 | Pathfinding 2 |
| V,C,T | 0 | +5 | 0 |
Mine
| Engineering 4 | Trade 4 | Tactics 3 | V,C,T | +5 | 0 | *** |
Monastery
| Persuasion 4 | Training 4 |
| V,C,T | +5 | +5 | +5 |
Organized Guilds
| Persuasion 5 | Tactics 5 | Trade 5 | T | +25 | 0 | +50 |
Prisoner Tower*
| Engineering 2 | Prisoner Management 2 |
| C,T | 0 | +5 | 0 |
Prospecting*
| Engineering 1 | Spotting 1 |
| V,C,T | 0 | 0 | 0 |
Renderers
| Inventory Management 2 |
|
| V | +4 | 0 | +2 |
Sanitation Standards
| Spotting 2 | Tactics 3 | Engineering 2 | V,C,T | +2 | +5 | +2 |
School*
| Training 2 |
|
| V | 0 | 0 | 0 |
Sheriff*
| Tactics 3 | Training 3 | Tracking 2 | V,C | +10 | +5 | 0 |
Shrine
| Persuasion 3 | Wound Treatment 3 |
| V | +5 | +5 | 0 |
Skilled Craftsmen
| Persuasion 2 | Tactics 3 | Trade 4 | V,C,T | +20 | 0 | +50 |
Street Sweepers
| Tracking 2 |
|
| T | +3 | +3 | 0 |
Tax Collector
| Looting 3 |
|
| V,C,T | -10 | -2 | 50 |
Thieves Guild*
| Persuasion 2 | Looting 5 | Tactics 5 | T | +15 | -10 | +20 |
Town Crier
| Spotting 2 |
|
| T | +2 | +1 | +1 |
Training Ground
| Training 4 | Weapon Mastery 5 |
| C,T | 0 | 0 | +3 |
University
| Persuasion 4 | Engineering 4 | Training 5 | T | +10 | +5 | +10 |
Warehouses
| Inventory Management 4 | Trade 2 |
| T | +5 | 0 | +5 |
Watch Tower*
| Engineering 1 | Spotting 2 |
| V | 0 | +5 | 0 |
Well Cleaners
| Spotting 2 |
|
| T | +2 | +2 | +2 |
Winery
| Persuasion 3 | Tactics 4 | First Aid 2 | C,T | +5 | +3 | +50 |
* Additional benefits, see list below
** Location types where the improvement is available = V - Village, C - Castle, T - Town
*** Based on mineral value
Special Buildings:
Prospecting:
Initiating the prospecting project will change the mining value of the location where it is build.
Sheriff:
Building a sheriff will allow militia spawn to occur and reduces the amount of bandit spawns.
Thieves Guild:
Building a thieves guild will increase the rate at which bandits spawn.
Manor, School, Watch Tower, Prisoner Tower, Messenger Post:
These buildings give the same benefits as in Native.
The max values from the table above, by skill, are:
Tactics - 5
Trade - 5
Spotting - 2
Persuasion - 7
Leadership - 7
Engineering - 5
Tracking - 4
Prisoner Management - 3
Inventory Management - 4
Pathfinding - 4
First Aid - 3
Wound Treatment - 3
Surgery - 5
Weapon Mastery - 5
Looting - 5
Training - 5
As you see the list of improvements, a few things should be noted:
- AI lords don't upgrade their fiefs.
- AI lords don't repair damaged facilities.
- Facilities get damaged each time the village is looted or the town/castle successfully sieged and taken.
However, economy does impact and affect lords to a far greater extent than one may guess. As the amount of renown decides how many troops a lord can field, the wealth of his holdings affects the quality of his army. A rich lord will be recover from defeat with a strong army, or even turn out stronger. A poor lord will get fewer soldiers and lower-quality troops. A poor lord without land will likely get a small army of mainly recruits and milita to fight you. This does not take place immediately but if you watch it progress over time, the connection is obvious.
Economy as a whole is a bit more complicated than mentioned above. Prosperity as a whole is most likely a combination of prosperity and wealth of a location.
An example:
You own a town and a village, both have about average prosperity. However, the town is twice as wealthy as the village. The village generates 1500 denarii tax revenue per week, but your town generates 3000.
Both wealth and prosperity can be steadily improved over time by farmers and caravans arriving - but that will take a long time, so erecting improvements will be a must if you really want to improve your fiefs. Almost as important is to ensure your farmers can reach their governing town/castles and caravans can pass unharmed, as both will increase prosperity and wealth upon arrival. Caravans do so if they return home after their trade circle, farmers do it once they arrive at town (affects town) and once they return home to their village (affects village). So safe travel (King's peace, hello sheriff!) around a town/castle/village can improve the fiefs of your fellow lords greatly - and thus noticeably increase their strength.
Upgrading your holdings manually is costly and takes quite some time, but in the long run it is worth it. Wealth mainly determines how rich your fief is, and prosperity how well it is doing. The higher each is, the better. Serious income can only be had from fiefs that are both rich and prospering. Well-developed cities will provide around 8-10k taxes, villages 2-4k, per week. The longer you develop them, the more will they earn.
The prosperity status displayed at the various reports changes upon hitting certain prosperity value tresholds, these are:
| Impoverished |
| 0 |
| Extremely Poor |
| 1 |
| Very Poor |
| 10 |
| Poor |
|
|
| Very Neglected |
|
|
| Neglected |
| ~130 |
| Beyond Average |
| ~160 |
| Average |
| 180 |
| Above Average |
| ~230 |
| Prospering |
| ~265 |
| Wealthy |
| ~300 |
| Opulent |
| ~330 |
The smaller and poorer levels are as yet rather uncertain; the figures from Average upwards are pretty accurate, and those are the ones you will need to worry about as they are the most desirable.
Bandit infestation reduces a village's prosperity by at least ten points, and doesn't recover once you wipe them out. Infestation is more likely to occur in areas overrun with bandit spawns.
In short, caring for your fiefs pays off in the long run. In a long game, having two towns and five villages will enable you to pay 25k wages per week from tax revenues alone. While the real money is made somewhere else - loot and prisoners - it's convenient to be able to maintain your huge high-end army in times of peace without having to disband half your honor troops.