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The Homesteader's Rise [A Litrpg Crafter's Tale]
Vol. 3 Chapter 15: Cultural Adoption

Vol. 3 Chapter 15: Cultural Adoption

For the past week, Woodhaerst celebrated Thaddeus’ rare silver crafter card and the new cultural additions to the town. With the addition of the Atelier and Bardic College the town was filled with music and art. Galleries were built to exhibit popular landscape paintings and crafts, while songs filled the streets with songs about the “Mines of Ironwood,” and “Fertileness of Woodhaerst.”

The Atelier became a hub for artisans and craftsmen from across the region, attracting talent with the promise of the rare silver crafter card held by their lord, Thaddeus Brown. This not only elevated the quality of goods produced in Woodhaerst but also introduced new techniques and ideas, enriching the town's artistic heritage.

Meanwhile, the Bardic College served as a beacon for storytellers, musicians, and poets, who found inspiration in the tales of “The Mines of Ironwood” and the “Fertileness of Woodhaerst.” These stories and songs passed down from generation to generation, wove a rich tapestry of lore that celebrated the town's history and achievements. The college became a place where the community's collective memory was preserved and nurtured, contributing to a strong sense of belonging among its inhabitants.

The cultural renaissance in Woodhaerst led residents to recognize their common culture. For the first time, residents in Woodhaerst developed a common identity. Instead of being residents, they were now Haerstians. The shared culture served as a unifying force, bridging different heritages, and fostering communal customs, traditions, and values.

Better yet the new cultural identity triggered a system message.

System Message:

Congratulations, the Haerstian culture has developed in Woodhaerst. This is a milestone in your settlement’s history. As Baron, your conduct influences your subjects’ attitudes and behaviors. Your conduct has been generous, economical, and industrious. You have been kind to your people: Plus + 1 fame. You are focused on trade and business: 10% cultural bonus. You are hardworking, preferring to craft handmade items: 10% tourism bonus. Do you accept (Y/N)?

Thaddeus selected yes and watched as a new status icon appeared on the residents identifying them as Haerstians. Additionally, his settlement screen was updated with an expanded population and cultural sections. At once, Thaddeus noticed three dominant cultures in his settlements, not including the blinking alert next to Ironwood.

According to the screen, the dominant culture was Akkadian. Most of his residents were migrant imperial citizens, his settlement was also located in the empire, they paid imperial taxes, and were subject to imperial law—similarly, people identified with the provinces where they lived. Ninety-two percent of residents in Woodhaerst and Ironwood identified culturally as a part of the Brown Barony. Just like Earthlings, his citizens had three cultural identities: imperial, provincial, and local. But until now, local cultures have not been officially recognized.

Settlement Level: Woodhaerst (Town Level 1) and Ironwood (Town Level 1)

Census: 2,148 (Woodhaerst: 1,143 Haerstians) (Ironwood: 1,005 Residents)

Settlement Properties: 35/ Imperial Properties: 1

Cultural Adoption: Akkadian (97%), Brownian (92%), Haerstian (62%), and Ironwood (!)

‘Alfred, can you explain what cultural adoption is?” Thaddeus asked.

“Yes, sir. Cultural Adoption is the percentage of residents in your settlement who share your culture. As your culture is relatively new and quite popular, most of your long-standing townsfolk have converted. Currently, there are 19 different cultures active in Woodhaerst and six in Ironwood. There is also a chance your culture may diffuse to nearby settlements, allies, or trade partners allowing you to influence them passively,” Alfred explained.

‘Thanks, Alfred, but I have a couple more questions. What benefits are there if another settlement adopts my culture? And what does the exclamation point next to Ironwood?’

“You gain privileges, the greater your culture is adopted in another settlement. For example, it becomes easier to establish a spy ring, conquer a settlement, and create favorable trade relations. The alert is to inform you that your settlement Ironwood has an unrecognized culture. The culture of the Ironwood Dwarves is the largest in Ironwood Town. Would you like to officially recognize the Ironwood culture, as the official culture of Ironwood Town?”

“Yes,” Thaddeus replied. He felt fortunate he opened the Culture Skill Tree. Had he not purchased the Atelier, and Bardic College, he wouldn’t have known about any of this. Thankfully, the other cultures in settlements were small enough that he didn’t need to worry about spy rings and external diffusion. Moreover, Haerstian and Ironwood would soon expand and dominate their cultures in the region.

Next, Thaddeus opened the Cultural Tab. The updated tab listed the new cultural skill tree, cultural properties, and increased cultural points. He also noticed the botanical garden was now listed under tourist attractions. Now that spring was here the botanical garden was in bloom. The rich flower petals turned the garden into a vibrant tapestry color. The jewel of the garden was a 25-foot sculpture of Demeter with flowing locks and an outheld hand spilling with water. The botanical garden sat within the promenade, providing visitors with an iconic scene upon arrival.

Mercantile Cultural Properties: 25 (Woodhaerst: 23) (Ironwood: 14)

Mercantile Cultural Properties: Casino, Theatre, Auction House, Marketplace, Blacksmith Shop, Carpenter Shop, General Store, Trading Post, Local Market, Trade Caravans, Gristmill, Weaver Shop, Bath House, Apiary, Mine, Bakery, Sawmill, Tannery, Butchery, Hunter’s Lodge, Inn, Winery, Tractor Supply Store, John Deere Factory, Slaughterhouse, Meat Packing Plant.

Art Cultural Properties: 3 (Woodhaerst: 3) (Ironwood: 0)

Art Cultural Properties: Atelier, Bardic College, Theatre

Total Cultural Points: 1,000 (150/week)

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Tourist Attractions: Cathedral, Casino, Theatre, Auction House, and Botanical Gardens

Settlement(s) Tourism Rating: 25 (Regional Power +5)

Turning his attention to the Arts Skill Tree, he was surprised to see he had already completed the first tier. He acquired the Theatre months ago, during Woodhaerst economic boom. By completing the Arts first tier, he earned an additional 5% in tourism and the final 100 cultural points he needed to purchase the Trading Fair Grounds. Now he completed both the second tier of the Mercantile Skill Tree and the first tier of the Arts Skill Tree.

Tier 1: Art Cultural Foundations: Upon completion improves tourism identity by 5%

* Atelier: Open cultural skill tree and great access to culture for local citizens.

* Bardic College: Allows basic cultural diffusion with neighboring settlements.

* Theatre: Boost the quality and production of cultural artifacts.

Tier 2: Educational Institution: Upon completion intellect is added as a cultural identifier.

* Elementary School: Simple education for citizens

* Middle School: Intermediary education for citizens

* High School: Advanced education for citizens

Tier 3: Philosophical Education: Upon completion increases scholastic achievement by 5%.

* Trade College: Provides trade instruction.

* Liberal Arts College: Provides baccalaureate instruction.

* Martial Arts Academy: Unlocks the Military Skill Tree.

* Philosophical Forum: Allow users to modify cultural traits with cultural points.

Tier 4: Cultural Renaissance: Upon completion, increases tourism by 10%.

* Atelier Annex: A sculpture expansion, offering advanced art instruction.

* Bardic Annex: An ensemble expansion, offering advanced composition instruction.

* Philharmonic: Establishes a premier orchestra.

* Opera House: A venue for opera and upscale performances.

Tier 5: Global Cosmopolitan: Upon completion tourism increases by 15%.

* World Renown University: Research institution, offering post-baccalaureate instruction.

* Global Heritage Site: Recognition of cultural monolith and pilgrimage site.

* Global Cultural Festival: An annual cultural event recognizing your culture.

* Great Archival Library: A collection of rare cultural manuscripts.

Thaddeus felt proud to improve his citizens’ lives. His strategic investment in cultural buildings not only provided his citizens with a vibrant artistic and cultural scene but also a unifying cultural identity. He was also proud that he uncovered a critical aspect of governance in this world: the importance of cultural identities. While happy, he also realized this added more complexity to governing his settlements.

Now, he’d need to monitor complex cross-cultural relations. Not just monitor, but also reinforce his cultural norms. At first, he wasn’t planning to advance beyond the Arts Skill Tree first tier. However, going forward Thaddeus knew the spread of various cultures would be a threat to his settlements. Education seemed the only way pathway to preserve and improve his barony’s cultural heritage.

Thaddeus explored the elementary, middle, and high school options. According to the system, education increased residents’ satisfaction and happiness, it also increased immigration by 10%. Tourists would come to explore his settlements, and cultural and economic attractions but might stay for the opportunity to send their child to school. Schools would teach citizens not just reading, writing, and arithmetic, but also civics, and imperial, provincial, and local cultural values.

The more he thought about adding schools to Ironwood and Woodhaerst, the less he realized he knew. Calling Alfred again, he asked, ‘Can you explain how education works in this world?’

“Of course, sir,” Alfred replied and pulled up a tutorial video of his heads-up display. “Schools must be placed in residential neighborhoods. Elementary, middle, and high schools have various coverage areas. A coverage area represents the citizens who can attend a specific school. Residences outside the boundary are inhibited from attending that school. The elementary school coverage area is 500 square feet, the middle school is 2,500 square feet, and the high school is 5,000 square feet. Once as school is built, you are responsible for hiring the staff.”

Hearing that, Thaddeus was grateful he obtained the Town Hall Annex. He could rest easy knowing the Labor Office would employ the best person to fill each role. While comforting, he now had a problem with which skill tree advancement to unlock next: the merchant guild or elementary education.

Thaddeus quickly opened the Mercantile Skill Tree. Although he knew it would take longer to unlock the Merchant Guild than Elementary School, he wanted the economic boost it would bring. Moreover, it was one step closer to acquiring trade agreements. With the Merchant Guild and trade agreements, he could develop a trade relation with cities outside the empire.

Tier 1: Burgeoning Market: Upon completion improves Basic Negotiation by 5%.

* General Store: Open mercantile skill tree and grant access to goods for local citizens.

* Trading Post: Allow basic trade with neighboring settlements

* Local Market: Boosts quality and production of local goods.

Tier 2: Regional Trade: Upon completion improves Basic Negotiation by 5%.

* City Marketplace: Central hub for local businesses and regional traders.

* Trade Caravans: Ability to trade caravans with nearby settlements for better deals.

* Trade Fair Grounds: Annual or seasonal trade fairs attracting regional traders.

Tier 3: National Trade: Upon completion increases commerce by 10%.

* Merchant Guild: Establishes a guild that boosts commerce

* Customs Office: Regulates and taxes imported goods, increasing revenue.

* Commercial District: Enhances commerce with specialized shops and services.

* Trade Agreements: Forming specialized trade agreements with cities.

Tier 4: Imperial Trade: Upon completion increases commerce by 10%.

* Stock Exchange: Allows investment in and profits from global businesses.

* Central Bank: Grants access to currency development.

* Federal Reserve: Ability to issue bonds and control the interest rates of banks

* Economic Influence: Exert influence over the economic policies of other settlements.

Tier 5: Global Trade: Upon completion increases commerce by 15%.

* Global Supply Chain: Enables the efficient movement of goods worldwide.

* International Trade Center: Facilitates free trade with foreign cities and countries.

* Tourism Magnet: Create attractions that draw tourists, enhancing local business.

* Innovation District: Encourage technology and innovation, leading to unique products.

Tier 6: Master of Mercantilism: Upon completion increases commerce by 20%.

* Sustainable Commerce: Implement eco-friendly practices for a reputation boost.

* Colonialization: Enhances exports through subsidies and support.

Despite the crossroads, he knew he needed to focus on the short-term. Education was too important to wait. He needs to prioritize shaping Woodhaerst and Ironwood’s cultural identities. By unlocking elementary schools first, it would not only increase residents’ satisfaction and happiness but enable him to invest in his people which would pay dividends for generations to come.

Afterward, he’d unlock Merchant Guild. From there, he’d stair-step between the Arts and Mercantile Skill Tree, until he unlocked the Military Skill Tree. Feeling satisfied with his decision, Thaddeus knew Woodhaerst and Ironwood would one day no longer be just waypoints for traders or a haven for artisans: but beacons of progress and enlightenment. Thaddeus knew he was building something that would endure for centuries.

As Thaddeus contemplated the future of Woodhaerst and Ironwood, his thoughts were momentarily pulled away by the gentle chime of his alarm clock, a reminder of tonight’s importance. Tonight was Heather and his anniversary.

Logging out from Heaven’s Gate, Henry rose from the game pod. There on the bed, lay his pressed navy suit and white tie. This evening, he had a big surprise planned.