Wetland Pastoralism (adaptive husbandry)
3 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Reedland Pasturing (Adaptive husbandry) → Seasonal Pasture Rotation (Adaptive husbandry) → Managed Wetland Pastures (Adaptive husbandry)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Reedland Pasturing (Adaptive husbandry) | 700 | 2 | town | Seasonal Pasture Rotation (Adaptive husbandry) | Seasonal Pasture Rotation (Adaptive husbandry) | 1,400 | 3 | large town | Managed Wetland Pastures (Adaptive husbandry) | ||
| Managed Wetland Pastures (Adaptive husbandry) | 2,800 | 4 | city | — |
Costs in denarii, build time in turns.
Reedland Pasturing (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.
Allowing livestock to graze freely within the wetlands
Most animals don't mind the muck. In fact, left to their own in a marshland they will do quite well feeding on the myriad nutritious plants, even going into mires that humans would find difficult to traverse. The challenges for the shepherds include keeping sight of their animals, to guard them from predators, save the unlucky animals that get stuck in the mires and occasionally having to move them out of the way of a flash flood.
Wetland pastoralism is available here because this is a wetlands region.
Note on the effects
Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.
Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.
| Cost | 700 denarii | Build time | 2 turns | Minimum settlement | town | Upgrades to | Seasonal Pasture Rotation (Adaptive husbandry) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Wetlands
What it does
Show 6 effects that apply only in some circumstances
- +1 farming level, only when the region has neither Livestock nor Fish
- +2 farming level, only when the region has Livestock or Fish
- +1 trade income, only when the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- Additional +1 farming due to resources: livestock, fish, only when the region has Livestock or Fish
- Trade bonus 10% due to resources: livestock, medicinal herbs&perfumes, papyrus, honey, wild animals, only when the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- From tier 2 onwards this line will gain trade bonus 10% due to resource: salt, only when the region has Salt or Salt Exports (Industry) is built somewhere in your empire
Seasonal Pasture Rotation (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.
Seasonally rotating between grazing areas taking adavantage of natural resources along the way
The shepherds living in these vast wetlands have come to understand a great deal of its seasonal patterns. They see that it is best to not overgraze areas and to regularly move their flocks to other areas, with feeding on diverse foliage also producing healthier animals. Understanding the patterns of past flood events helps these people from going where they shouldn't and grazing their animals on risky wetland pastures, reducing losses to the herds.
Wetland pastoralism is available here because this is a wetlands region.
Note on the effects
Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.
Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.
| Cost | 1,400 denarii | Build time | 3 turns | Minimum settlement | large town | Upgrades to | Managed Wetland Pastures (Adaptive husbandry) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Wetlands
What it does
- -1 population growth
Show 8 effects that apply only in some circumstances
- +3 farming level, only when the region has neither Livestock nor Fish
- +4 farming level, only when the region has Livestock or Fish
- +1 trade income, only when either the region has Salt or Salt Exports (Industry) is built somewhere in your empire, and the region has none of Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- +1 trade income, only when the region has no Salt, no Salt Exports (Industry) is built anywhere in your empire and the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- +2 trade income, only when either the region has Salt or Salt Exports (Industry) is built somewhere in your empire, and the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- Additional +1 farming due to resources: livestock, fish, only when the region has Livestock or Fish
- Trade bonus 10% due to resources: livestock, medicinal herbs&perfumes, papyrus, honey, wild animals, only when the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- Trade bonus 10% due to resource: salt, only when the region has Salt or Salt Exports (Industry) is built somewhere in your empire
Managed Wetland Pastures (Adaptive husbandry)

The game ships no picture of its own for this level and shows another building's picture instead.
Effectively managing the marsh ecosystem for sustainable pastoralism
The peoples who live in, and with, the wetlands for generations may adapt to it to such an extent that all their social organization is based on its natural patterns. When to move the herds, when to harvest the reeds, and when to tactically move back to avoid drowning have become deeply honed instincts. And even true settlements can be supported from the wetlands when its potential is further enhanced by human management and its waterways made into avenues of trade. While the enemies of the marshland tribes find that subjugating a people so at home in such a hostile enviroment is hardly worth the trouble.
Wetland pastoralism is available here because this is a wetlands region.
Note on the effects
Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.
Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.
| Cost | 2,800 denarii | Build time | 4 turns | Minimum settlement | city |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Wetlands
- You play a Brittonic (other than Caledonii, Ordovices and Silures) faction, or Getae, Crobyzi, Tyragetae, Eravisci, Insubres, Scordisci, Gallic Veneti, Salluvii, Sotiates, Cisalpine Boii, Ambrones, Veneti, Cimbri, Lugii, Frisii, Chauci, Cherusci, Bastarnae, Langobardi, Hermunduri, Venedae, Suebi, Asta, Messapians, Characene, Mauri, Chorasmia or Triballi
What it does
- -2 population growth
Show 8 effects that apply only in some circumstances
- +5 farming level, only when the region has neither Livestock nor Fish
- +6 farming level, only when the region has Livestock or Fish
- +1 trade income, only when either the region has Salt or Salt Exports (Industry) is built somewhere in your empire, and the region has none of Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- +1 trade income, only when the region has no Salt, no Salt Exports (Industry) is built anywhere in your empire and the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- +2 trade income, only when either the region has Salt or Salt Exports (Industry) is built somewhere in your empire, and the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- Additional +1 farming due to resources: livestock, fish, only when the region has Livestock or Fish
- Trade bonus 10% due to resources: livestock, medicinal herbs&perfumes, papyrus, honey, wild animals, only when the region has Livestock, Perfumes & Medicinal Herbs, Papyrus, Honey or Wild Animals
- Trade bonus 10% due to resource: salt, only when the region has Salt or Salt Exports (Industry) is built somewhere in your empire
Traits and retinue
Traits
| Trait | Building | Points | Chance | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Respectable Herds | Reedland Pasturing (Adaptive husbandry) or above | +1, +2, +5 | 10–100% |
