The ‘Fief’ expansion for Wartales adds a whole new way to play, letting you build and manage your own settlement. It’s about more than just defense – you’ll need to carefully plan your town’s layout with different districts, construct useful buildings, create policies, and manage taxes to make it thrive. This guide will give you everything you need to succeed, covering the best ways to build your Fief, choose a government, assign tasks, and more.
Best Buildings For Each District in Wartales Fief
Every area of the city has different building spots and special structures. Picking the best combination of buildings will boost your output and give you access to valuable benefits. Here’s a guide to building in each area:
- Dungeon District is the starter district and has some of the important Special Buildings. The Throne Room and Prison are mandatory, while the Apothecary is a good starter building that produces Knowledge.
- Merchant District focuses on production and trade. So, try building Farms and Caravan Trade Posts with the Market Square special building, which boosts both food production overall.
- Militia District strengthens your Fief’s defenses. So, try to build the Stables, Barracks, and the Workshop, which all complement each other and produce tools as well as Defense.
- Knowledge District increases your scholarly output. The University is the main building in this area, with the Forge and Gambling Den both being good complementary buildings for Scholarly Alignment.
In the External District, there aren’t any pre-built structures, giving you the freedom to construct buildings that address your resource needs or guide your Fief’s overall focus. For instance, building more Militia will lean you towards a Military Alignment, while Farms will favor a Mercantile one, and so on.
Every Special Building & How To Use It
Certain buildings offer special abilities beyond simply gathering resources. These are the highlights of your territory and will greatly impact your game. Let’s explore how to best utilize each one:
Special Building | Function |
---|---|
Stables | Store pets, train them, or duplicate existing ones for 400 coins. |
Church | Remove negative traits from companions (Cost 400 coins + 100 Power). |
University | Teach positive traits to companions (Cost 400 coins + 50 Power). |
Master at Arms (Militia) |
Train companions, or recruit copies of existing ones for 700 coins + 280 Power. |
Armourer Paulla (Militia) |
Forge duplicates of weapons or armor. |
Prison | Rehabilitate prisoners into companions. |
Mercenaries’ Inn | Rest your company for coins instead of food, and access quests for currency and relations. |
Best Government for Fief in Wartales
In Wartales, your Fief’s government determines its long-term direction and offers lasting benefits. You can shape your Fief with different approaches, from boosting trade to ruling with an iron fist. Here are the five best government options to consider:
Government | Perk |
---|---|
In Good Company | Each Tavern mission earns +50 Power (default). |
Might Makes Right | Each Militia reduces defense need by -1 and generates +1 Power. |
Profit is King | Gain 1 Power per rest for every 10 Fief Currency collected in taxes. |
Guided by Knowledge | Gain Power equal to Knowledge need; each Scholar increases Knowledge need by +1. |
The Tyrant’s Yoke | +25 Power per prisoner, Public Executions grant +50 Power. |
Matching your government type to the strengths of your territory can lead to faster progress. For instance, the ‘Profit is King’ government works best with a focus on trade, while ‘Might Makes Right’ is most effective for a military-based territory.
Best Fief Assignments in Wartales
Assignments are short-term boosts and tasks linked to your government type and the structures you’ve built. Here are some of the most helpful assignments you can take on:
Assignment | Effect | Cost |
---|---|---|
Diplomatic Visit | +2 Relations with a kingdom, +30 Power at end | Free |
Tax the People | Generates currency, but lowers Happiness | 50 Power, lasts 7 rests |
Prospect a Population | Boosts population of a type | 300 Currency + 100 Power, lasts 2 rests |
Stable Visits | +5 Trade Goods for each unique animal in Stables | 500 Currency + 100 Power, lasts 10 rests |
Seasonal Hire | A Cook produces Food each rest | 50 Power, lasts 10 rests |
Suppress Opposition | Reduces population slightly, lowers all needs | 300 Power, lasts 10 rests |
Assignments help you tackle problems in your territory. If you’re running low on food, use Seasonal Hire to boost production. If you have a lot of pets, Stable Visits can improve your trading. Just remember, you can only have three assignments running at once.
Best Tax Rate for Fief in Wartales
Taxes significantly affect the happiness and well-being of your people. If taxes are too high, your population will decline, but if they’re too low, you won’t have enough resources to maintain your territory. A starting tax rate of 30% for all sectors is ideal, providing a good balance between income and the needs of your people.
As your territory expands, you can increase taxes up to 55% on your most successful areas, like farms, while keeping taxes around 40% on other sectors. If you’ve developed a well-rounded territory without specializing in any one area, a flat rate of 50% across all sectors is most effective, particularly when using the ‘Profit is King’ government, which turns tax revenue into extra Power.
Frequently Asked Questions (FAQs)
How do I unlock my fief?
You unlock the fief by talking to Steward Vothier after capturing the Old Fortress on Mount Altis.
The fief can grow to a population of 580, unlocking additional districts as the number increases.
In the beginning, food and trade are essential for expanding your civilization. Later on, Power becomes important for managing your government, assigning roles, and unlocking special building abilities.
You can find more about Wartales, including a ranking of all its classes and a guide to taming animals, on GamerTop!
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2025-09-27 14:53