Travelers of Ki'Mara

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Land System

Each piece of land has a deed attached to it. The deed records a great deal of important information regarding the purchase and current status of the land, and the Landowner must be able to present the deed as proof of ownership if required by law.

Land Deed: Front

The front of your Land Deed records the following information:

Territory: The name of the land referenced by the deed. If this field is blank, the Landowner may choose a name for the territory by filling it in.

Property Code: The code indicating the territory for legal purposes. The code contains the Region and a letter or number indicating the plot within that region the deed references. Property Codes may be used to indicate available territory on maps provided.


Landowner: The signature of the person who will own the property, signed at the time of purchase.

Seller: The previous owner of the property, signed at the time of purchase. If the property is being purchased from the state, 
the seller is the representative of Parliament responsible for adjudicating the sale of the property, and is in possession of the deed at the time of sale.

Witness: The signature of any passport-carrying individual who understands the terms of sale, signed at the time of purchase.

Passport No: All signees must be passport-carrying individuals, and must clearly indicate their passport number when signing for record purposes.

Land Deed: Back

The back of your Land Deed records the following information:


Acreage: The size of the land, in Acres. By Parliamentary Edict, no Caravan Member may legally own more than 30 Acres of Land in any given region.


Upkeep: The combined upkeep cost of all developments. Most Land Deeds initially feature no Upkeep. 

Taxes and Fees:
Every month, you must pay both your Acreage and Upkeep in Sovereigns. Your Acreage fees represent Parliamentary taxes, while your Upkeep fees represent the cost of keeping your developments running. Should a Landowner fail to pay either of these expenses for any length of time it may result in Parliament repossessing the property, workers striking, or other disasters. 


Natural Resources: Includes traits that many developments require, such as Rocky, Woods, River, Ore Deposit, or Fertile.


Developments: Buildings and other constructed facilities on the Land. Most land deeds initially feature no developments. Each development has four listed traits- Area, Workers, Upkeep and Effects, which are explained in more detail in the section below regarding developments.

Developments

The Developments provided here are just examples, core production developments that are likely to be popular; your imagination and common sense are the only limits to what you can develop on your land. In the same spirit, please keep in mind that the rules below are only a guideline and don't represent the full extent of challenges and requirements you may face when purchasing and developing land. Weather, natives, settlers, and strikes are only a few examples of the obstacles you may be faced with in the adjudication of your land. Disaster often strikes on the frontier; you have been warned!


If you are interested in building something that isn’t listed here, inquire in-character about how to construct them, and within one month the staff will make a ruling on their on their cost and benefit. Depending on how experimental a development is, there may be research costs and benefits that remain vague until construction is complete.


Developments Note: Required Commodities - Developments, for construction and general function once complete may require certain commodities, in addition to (or instead of) producing them. These commodities can be purchased through a trading post on the land (or on another piece of land you own in the region), or you can provide them yourself from the bounties of the Ki’Maran frontier. If you choose to ship resources to your land this way, the cost and risk of doing so vary widely based on the resource being shipped, the distance from you to your land, and any terrain features in between. The same rules apply to any commodities produced by your developments that you wished to have shipped to you. Selling your commodities locally will always be more profitable.


Each Development features the following traits:


Area: The number of Acres the development requires. The area is used up as soon as construction begins on the development.


Workers: The number of Workers a development requires to function. The land owner must provide sufficient housing for all workers required by various developments on the land. Should an owner be unable to house the full number of Workers, the development will suffer severe production penalties or outright fail to produce any Effect.


Upkeep: This cost must be paid in Sovereigns every month. If the Land itself does not produce any sovereigns, the owner must pay a +10% fee to have the sovereigns shipped. Should an owner be unable to pay the full Upkeep cost, the development will suffer severe production penalties or outright fail to produce any Effect.


Effects: What the development produces every month, or some other benefit. Housing has no month-to-month effect, simply giving your workers space to live; all other developments listed here have their indicated effects once per month. (Assuming you are consistent about paying your Upkeep and housing your Workers). Some developments have different versions indicated in the Effects field (such as Lumber Mill and Flour Mill) you must permanently choose between these effects at the start of construction. Some developments, (such as Trading Post), grant multiple Effects every month (you can both buy and sell in the amounts indicated).

Developments
 Area
 Workers
 Upkeep
 Effects
Housing
1ac
0
5sv
House up to 10 Workers
       Advanced Housing
2ac
0
10sv
House up to 20 Workers
Water Reservoir
3ac
5
5sv
Produce 5 Units of Drink Commodity (Water) Per Month
       Advanced Reservoir
4ac
10
10sv
Produce 10 Units of Drink Commodity (Water) Per Month
Logging Camp
5ac
10
10sv
Produce 5 Units of Material Commodity (Logs) Per Month
        Advanced Logging Camp
7ac
15
15sv
Produce 10 Units of Material Commodity (Logs) Per Month
Farm
(Plantation/Ranch)
5ac
10
10sv
Plantation: Produce  5 Units of Food Commodity (Wheat, Vegetables, Fruit or Tobacco) or 5 Units of Material Commodity (Cotton) Per Month

Ranch: Produce 5 Units of Food Commodity (Meat, Milk, or Eggs) Per Month
       Advanced Farm
       (Plantation/Ranch)
7ac
15
15sv
Plantation: Produce 10 Units of Food Commodity (Wheat, Vegetables, Fruit or Tobacco) or 10 Units of Material Commodity (Cotton) Per Month

Ranch: Produce 10 Units of Food Commodity (Meat, Milk, or Eggs) Per Month
 Quarry
3ac
10
10sv
Produce  5 Units of Material Commodity (Stone)
       Advanced Quarry
5ac
15
15sv
Produce  10 Units of Material Commodity (Stone)
  Mine
5ac
15
15sv
Produce  5 Units of Material Commodity (Ore (Various), Coal)
       Advanced Mine
7ac
25
25sv
Produce 10 Units of Material Commodity (Ore (Various), Coal)
Smelter
 3ac
10
15sv
Convert 5 Material Commodity (X Ore) into 10 Material Commodity (X Bar)
     Advanced Smelter
 5ac
15
 25sv
Convert 10 Material Commodity (X Ore) into 20 Material Commodity (X Bar)
Mill
(Lumber, Flour, Textile, Steel)
3ac
15
15sv
Lumber Mill: Convert 10 Material Commodity (Logs) into 20 Material Commodity (Lumber)

Flour Mill: Convert 10 Food Commodity (Wheat or Corn) into 20 Food Commodity (Flour)

Textile Mill: Convert 10 Material Commodity (Cotton) into 20 Clothing Commodity (Varies)

Steel Mill: Convert 5 Material Commodity (Coal) and 5 Material Commodity (Iron Ore) into 20 Material Commodity (Steel)
       Advanced Mill
       (Lumber, Flour, Textile,            Steel)
4ac
25
25sv
Lumber Mill: Convert 20 Material Commodity (Logs) into 40 Material Commodity (Lumber)

Flour Mill: Convert 20 Food Commodity (Wheat or Corn) into 40 Food Commodity (Flour) Per Month

Textile Mill: Convert 20 Material Commodity (Cotton) into 40 Clothing Commodity (Varies)

Steel Mill: Convert 10 Material Commodity (Coal) and 10 Material Commodity (Iron Ore) into 40 Material Commodity (Steel)
Cannery
3ac
15
15sv
Convert 10 Food Commodity (Fruit, Vegetables or Meat) into 20 Food Commodities (Canned Goods)
       Advanced Cannery
4ac
25
25sv
Convert 20 Food Commodity (Fruit, Vegetables or Meat) into 40 Food Commodities (Canned Goods)
Trading Post
1ac
5
10sv
Sell up to 15 Commodities Per Month at 50% Market Value
Buy up to 15 Commodities Per Month at 150% Market Value
       Advanced Trading Post
2ac
10
15sv
Sell up to 30 Commodities Per Month at 75% Market Value
Buy up to 30 Commodities Per Month at 125% Market Value

Construction

If you wish to hire Contractors to engage in a construction project in land you own, register your construction project with Logistics, pay The Resource and Sovereign Cost, and your construction will begin. You may engage in up to three construction projects at a time in each territory you own. Each Construction project features the following traits:


Resource Cost: The required resources to facilitate the construction of this development. The resources may be provided by the Land Owner or purchased from the contractor for 175% Market Price. The owner may save on Resource Costs by producing the required Commodities themselves or buying them through a Trading Post Development.


Sovereign Cost: This represents the cost of Labor and other expenses related to the construction of this development. This cost is paid in addition to the resource cost.


Build Time: The number of months between inception and completion of the development. During the build time, 


Upgrades: Upgrades replace the previous version of the development. During the build time of the upgrade,  the development requires no Upkeep or Workers, but also confers no Effects.

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Housing

Resource Cost: 5 Lumber, 5 Iron Bars, 5 Stone

Sovereign Cost: 100sv

Build Time: 1 Month

Upgrade: Advanced Housing

Resource Cost: 5 Lumber, 5 Steel Bars

Sovereign Cost: 150sv

Build Time: 1 Month

Reservoir

Resource Cost: 5 Lumber, 10 Iron Bars, 5 Stone

Sovereign Cost: 200sv

Build Time: 2 Months

Special Requirement: Land must contain River or Lake

Upgrade: Advanced Resevoir

Resource Cost: 5 Lumber, 10 Steel Bars

Sovereign Cost: 150sv

Build Time: 2 Months


Logging Camp

Resource Cost: 10 Lumber, 10 Iron Bars, 5 Stone

Sovereign Cost: 300sv

Build Time: 2 Months

Special Requirement: Land must contain Woods

Upgrade: Advanced Logging Camp

Resource Cost: 5 Lumber, 10 Steel Bars

Sovereign Cost: 150sv

Build Time: 2 Months


Farm

Resource Cost: 10 Lumber, 10 Iron Bars, 5 Stone

Sovereign Cost: 100sv

Build Time: 2 Months

Special Requirements: Land must be Fertile

Upgrade: Advanced Farm

Resource Cost: 5 Lumber, 10 Steel Bars

Sovereign Cost: 150sv

Build Time: 2 Months


Quarry

Resource Cost: 10 Lumber, 10 Iron Bars

Sovereign Cost: 200sv

Build Time: 2 Months

Special Requirement: Land must be Rocky

Upgrade: Advanced Quarry

Resource Cost: 5 Lumber, 10 Steel Bars

Sovereign Cost: 150sv

Build Time: 2 Months


Mine

Resource Cost: 15 Lumber, 10 Iron Bars, 5 Stone

Sovereign Cost: 400sv

Build Time: 2 Months

Special Requirement: Land must contain Ore or Coal

Upgrade: Advanced Mine

Resource Cost: 10 Lumber, 10 Steel Bars

Sovereign Cost: 250sv

Build Time: 3 Months


Smelter

Resource Cost: 10 Lumber, 10 Iron Bars, 5 Stone

Sovereign Cost: 500sv

Build Time: 3 Months

Upgrade: Advanced Smelter

Resource Cost: 10 Lumber, 10 Steel Bars

Sovereign Cost: 250sv

Build Time: 2 Months

Mill

Resource Cost: 10 Lumber, 10 Iron Bars, 5 Stone, 5 Steel

Sovereign Cost: 500sv

Build Time: 4 Months

Upgrade: Advanced Mill

Resource Cost: 10 Lumber, 5 Steel Bars

Sovereign Cost: 250sv

Build Time: 3 Months

Cannery

Resource Cost: 10 Lumber, 10 Iron Bars, 5 Stone, 5 Steel

Sovereign Cost: 500sv

Build Time: 4 Months

Upgrade: Advanced Cannery

Resource Cost: 10 Lumber, 5 Steel Bars

Sovereign Cost: 250sv

Build Time: 3 Months

Trading Post

Resource Cost: 10 Lumber, 5 Iron Bars, 5 Stone

Sovereign Cost: 300sv

Build Time: 3 Months

Upgrade: Advanced Trading Post

Resource Cost: 5 Lumber, 5 Steel Bars

Sovereign Cost: 150sv

Build Time: 2 Months