RTR: Imperium Surrectum
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Levels at a glanceSlash and Burn (Crops)Assart Clearings (Crops)Rotational Grove Fields (Crops)Lowland Deforestation (Crops)Reclaimed Woodland Estates (Crops)Traits and retinue

Forest Clearance Farming (crops)

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5 levels, each replacing the one before it: you upgrade in place rather than building alongside.

Slash and Burn (Crops) → Assart Clearings (Crops) → Rotational Grove Fields (Crops) → Lowland Deforestation (Crops) → Reclaimed Woodland Estates (Crops)

Levels at a glance

LevelCostBuild timeMinimum settlementUpgrades toLevelCostBuild timeMinimum settlementUpgrades to
Slash and Burn (Crops)1,0002townAssart Clearings (Crops)Assart Clearings (Crops)2,0003large townRotational Grove Fields (Crops)
Rotational Grove Fields (Crops)3,0004cityLowland Deforestation (Crops)Lowland Deforestation (Crops)6,80010large cityReclaimed Woodland Estates (Crops)
Reclaimed Woodland Estates (Crops)9,20012huge city—

Costs in denarii, build time in turns.

Slash and Burn (Crops)

Slash and Burn (Crops)

Burning sections of forest to temporarily enrich the soil for farming before moving on

This community survives in great forests by cutting down some trees, burning them and farming the cleared land. Sadly, this method can exhaust the soil, though it lasts longer in temperate forests. When the soil fails, the village must find a new patch of forest. This prevents formation of true towns and keeps the tribe near subsistence levels, augmented with hunting and gathering. On the bright side, it prevents concentration of farmland ownership, making for a more egalitarian society.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.

Availability

Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.

Limited to: Tier 5: forest

Cost1,000 denariiBuild time2 turnsMinimum settlementtownUpgrades toAssart Clearings (Crops)

Requirements: all of these must hold before this level can be built.

What it does

  • +1 farming level
  • +1 population growth
Show 4 effects that apply only in some circumstances

Assart Clearings (Crops)

Assart Clearings (Crops)

Clearing patches of forest for sustained cultivation and permanent settlement

Patches in the great forest are carefully chosen for quality soil and flat land to be cleared for sustained cultivation. As people can now stay put, new villages and small towns spring up in these clearings. The growth of such settlements creates a need for more clearings to support them. Where once there were only trees, numerous small openings now appear in the forest with smoke rising above the canopy.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.

Availability

Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.

Limited to: Tier 5: forest

Cost2,000 denariiBuild time3 turnsMinimum settlementlarge townUpgrades toRotational Grove Fields (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 6 effects that apply only in some circumstances

Rotational Grove Fields (Crops)

Rotational Grove Fields (Crops)

Sustained agriculture in forest clearings combined with rotated use of the remaining woodland

A significant settlement now relies on regular food from villages in the cleared parts of the forest. Yet the people remain forest people, supplementing grain harvests with hunting and gathering. While parts have been subjected to man's axe, most is carefully preserved and managed so its resources recover before being harvested. The forest surrounding the clearings has become an extension of farm fields, no longer as wild as the forests our fathers walked.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.

Availability

Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.

Limited to: Tier 5: forest

Cost3,000 denariiBuild time4 turnsMinimum settlementcityUpgrades toLowland Deforestation (Crops)

Requirements: all of these must hold before this level can be built.

Show the full conditions

What it does

  • -1 population growth
Show 5 effects that apply only in some circumstances

Lowland Deforestation (Crops)

Lowland Deforestation (Crops)

Organized, large-scale clearing of forests to create permanent farmland in the lowlying areas.

As the population has grown, the extensive forests have outlived their usefulness. The separate clearings have been connected so all fertile lowland is now cleared and dedicated to growing food the civilized way. While barbarians may lament the loss of the deep forest they could hide in, the townsfolk and settled farmers rejoice in efforts that will secure their livelihoods for generations.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.

Availability

Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.

Limited to: Tier 5: forest

Cost6,800 denariiBuild time10 turnsMinimum settlementlarge cityUpgrades toReclaimed Woodland Estates (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 7 effects that apply only in some circumstances

Reclaimed Woodland Estates (Crops)

Reclaimed Woodland Estates (Crops)

Vast farming estates built upon permanently cleared forest land.

The great forests that once stood here have been reduced to mere patches of trees on ridges and outskirts, while great agricultural Latifundia have taken over the landscape. The unstoppable march of civilization has tamed the chaos of the wilderness. Our nobles profit greatly from this advance, as does our state treasury. Where before this landscape could hardly support scattered villages, we now see a surfeit of food being brought to great cities' markets.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.

Availability

Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.

Limited to: Tier 5: forest

Cost9,200 denariiBuild time12 turnsMinimum settlementhuge city

Requirements: all of these must hold before this level can be built.

What it does

  • -1 population growth
  • -2 public order (happiness)
Show 7 effects that apply only in some circumstances

Traits and retinue

Traits

TraitBuildingPointsChanceTraitBuildingPointsChance
AdministratorAssart Clearings (Crops) or above+130%GrowerAssart Clearings (Crops) or above+1100%

Retinue

MemberBuildingChanceMemberBuildingChanceMemberBuildingChanceMemberBuildingChance
Agricultural ExpertAssart Clearings (Crops) or above1%AgriculturalistAssart Clearings (Crops) or above2%AgriculturalistRotational Grove Fields (Crops) or above1–2%GardenerAssart Clearings (Crops) or above2%
OverseerSlash and Burn (Crops) or above2%Pious AristocratSlash and Burn (Crops) or above2%