Chapter 41: Fate Events

Building Infrastructure in a Data Driven World

Since this section was still locked, Su You couldn’t see it, so she didn’t plan to explore it in advance.

This information panel, from top to bottom, starts with the name... After creating her territory earlier, Su You had gotten distracted by the building cards and completely forgot about this.

But it didn’t really matter—naming the territory wasn’t that important. Whether you had a name or not was up to personal preference.

Su You herself didn’t care much about territory names, so she simply reused the name from her previous territory—Sunset.

That’s right, her previous territory was also called Sunset Territory.

There wasn’t any special reason for the name; she was just too lazy to come up with something new, so she used the name of the Sunset Continent and changed her territory’s name to Sunset as well.

[Confirm changing territory name to ‘Sunset Territory’?]

[Kind Reminder: The territory name can only be changed once. Please choose carefully.]

After checking that the name was correct, Su You confirmed the change.

[Territory name has been changed. Relevant information has been updated.]

Just like when she upgraded her backpack, the backpack interface closed during the upgrade. After changing the territory name, the territory interface also closed.

When Su You opened it again, the panel now displayed [Sunset Territory].

As for the other information, aside from the territory reputation increasing from ‘0’ to ‘1’, nothing else had changed.

“You actually get a bit of reputation just for changing the name?” Su You hadn’t noticed this before, because she never realized you could name your territory. By the time she discovered the renaming feature, her territory had already been upgraded to a ‘Large Village’.

At that point, her territory reputation was already in the hundreds, so such a minor change was impossible to notice unless she was specifically looking for it.

Next was the territory level.

There are six levels of territory: Camp, Village, Town, Township, City, and Capital.

Each level is divided into several stages. For example, Camp is split into Small Camp, Medium Camp, and Large Camp. Once you reach Large Camp, you can upgrade to Village, and so on.

Her previous main account had successfully upgraded the territory all the way to ‘Capital’.

She’d even heard rumors that there was a level above Capital, but she never saw the seventh level before the game company shut down.

Su You didn’t know if this data-driven world had designed that final level... but that was something to worry about later, not now.

Aside from these, the other information on this interface was also quite important.

For example, Territory Prosperity and Territory Reputation—one is a key value for upgrading the territory, the other represents the territory’s fame on the continent and affects the quality of NPCs.

The higher your reputation, the more powerful NPCs will be attracted to your territory on their own, without needing to be recruited...

Territory population is self-explanatory—right now, it’s just Su You herself.

Then there’s the Territory Aura and Territory Events. The former displays the ‘Initial Protection’ aura Su You mentioned earlier, which lasts for three days. During these three days, the territory is invincible.

Finally, there are Territory Events, also called ‘Fate Events’. These refresh from time to time to inform the player about possible upcoming events.

For example, the first one:

I: [A dark force seems to be quietly approaching...]—this refers to the dark creatures’ attack on day ten.

The second one:

II: [Some wanderers are searching for a place to settle down...]—this is a random event that appears after building the bulletin board. When this event is present, it means wandering NPCs will soon arrive at the territory.

The ‘Wanderers’ event appears randomly and lasts for an uncertain amount of time. Once all the NPCs triggered by this event have arrived (regardless of whether they join), the event disappears.

After it disappears, it will reappear again after a while.

Seeing that Event II hadn’t disappeared yet, Su You knew that at least one more NPC would arrive today or tomorrow... This was just based on experience—there was no fixed pattern.

...

After checking the territory information, Su You opened the building list. She casually flipped through it, marked a few buildings, and began preparing materials for one of them.

The three buildings she needed most right now were: Basic Farmland, Quest Hall, and Warehouse.

[Basic Farmland]

Cost: Wooden Fence*10, Fence Gate*2, Ash*20

Required Tool: Shovel

Construction Time: 120 minutes

Building Condition: Must be built on loose soil

Description: A plot of land for growing plants. Due to limited conditions, only low-level crops can be planted.

[Quest Hall]

Cost: Wooden Plank*10, Marble Brick*5, Stone Brick*5

Required Tool: None

Construction Time: 300 minutes

Building Condition: Must first build a Bounty Board

Description: A place to accept or post quests. After merging with the Bounty Board, you can activate Regional Bounties (meaning all factions within a certain range can see your posted bounties—the higher your reputation, the wider the range and the higher the response rate).

...

These two buildings are essential in the early stages because they are key to a territory’s development and prosperity.

Take farmland, for example.

Farmland is one of the few buildings that can continuously generate prosperity.

Other buildings increase prosperity by a fixed amount when constructed, but farmland’s prosperity is calculated based on its output.

In other words, as long as you can keep planting and harvesting, prosperity will steadily rise with each harvest.

Although the increase isn’t huge, it’s the most stable way to boost prosperity.

If you want to increase prosperity through buildings and population, it takes a lot of materials and time, since no building is free.

Gathering materials takes time, and construction takes time. Compared to that, farmland is much more stable and effortless.

After all, once you’ve planted your crops, you don’t need to do much—just water and weed occasionally... That’s much easier than collecting building materials.

Then there’s the Quest Hall. Its main function isn’t to accept or post quests, but to enable Regional Bounties.

If you only need the first two functions, the Bounty Board is enough—you don’t need to spend extra materials to build a Quest Hall.

Regional Bounties basically mean you can use the Quest Hall as a kind of ‘networked’ platform."

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