English edition v1.3.3

#Domain Upgrades — How To Harden One Step At A Time

Contents

New rule. A 1~3-stage upgrade tree for each facility. Quantifies costs(yoma cores, gold, time, personnel), effects(Barrier, morale, squads, core-storage bonuses), and unlock conditions.

Core References

- Required: Domain Management · Non-Combat Checks

- Reference: Trade Rules · Three Ways and Six Hearts

- In this supplement: Domain Facilities · Barrier System · Core Economy · Morale

[New Rule] Facility Upgrade System

The core Domain Management rules assume domain growth over years. This supplement rebuilds that model into short-term upgrades over 4~12 weeks, fitted to a week-by-week drift situation. The core units and principles(personnel/funding tradeoffs) remain, while only the numbers and time scale are adjusted for this supplement.


#Scent — A Stone Once Set

"A stone once set will stand a hundred years. That single stone saves ten children this winter."

Village head Heisaku says this often. Upgrades are not luxuries. If you do not set it today, it collapses tomorrow. Since the drift, this domain has been weakening a little every day. Slowing that weakening, or reversing it in small places, is what upgrades do.

Upgrades are not easy. There are no materials. Personnel are short. Time is short. Whether to spend cores, or pour them into the Barrier, is a choice every time. Choosing an upgrade means giving something else up.

But once completed, that facility changes. The Shrine can raise a sturdier Barrier, the Smithy can make uchigatana, and the Well begins to give off a blue aura even at night. These small improvements gather together and decide the domain's final chapter.

Every Sunday night, Akihisa opens the upgrade ledger. "One step this week, one step last week; that is already ten steps stacked up." Words the lord says to himself. Beneath candlelight. Even as his fingertips tremble.


#Law — Common Upgrade Rules

#4 Cost Types

Every upgrade has a compound cost across 4 resources.

ResourceUnitMain SupplyWeekly Supply Baseline
Goldgoldtrade, tribute, relics5~10 gold/week(basic)
Coreunityoma harvestMinion-grade 3~5/week
Timeweekpersonnel, weekly progress1 week=7 days
Personnelperson-weekoperating personnel allocation1 person-week = 1 person × 1 week

#Personnel Concept

  • 1 person-week = 1 adult(成人) assigned to work for 1 week. (Unrelated to the core skill tier "Saint(聖人)" -- this is an ordinary noun.)
  • The domain has about 20~30 person-weeks of available labor per week(from noncombatants).
  • Running upgrades at the same time splits personnel → completion is delayed.
  • During the farming season(months of Chapters 3~4), personnel -5(farming takes priority).

#Progress Method

Weekly progress formula:
 Progress = base +1 week
 Personnel bonus: +1 week(enough personnel, at least 2× assigned)
 Material shortage: -1 week(not completed that week)
 Morale bonus: if morale is 8 or higher, +1 week
 Morale penalty: if morale is 3 or lower, -1 week

Catastrophic failure(if morale is 2 or lower): this week's work is canceled + materials must be spent again

#Risks During Upgrades

  • While being upgraded, the facility is at state -1(temporary; operating capacity reduced).
  • Example: Shrine upgrade in progress → Barrier ritual checks take a temporary -1.
  • If yoma invade, unfinished facilities are priority targets.

#Unlock Conditions Overview

Each upgrade has prerequisites. If the conditions are not met, it cannot be started.

#Condition Types

TypeDescriptionExample
Chapter progressunlocked when a specific chapter is completed"after Chapter 2 is completed"
NPC affinitya specific NPC has affinity 5 or higher"Nohachi affinity 5"
Domain moraledomain morale condition"maintain morale 6 or higher for 1 week"
Prior upgradeprevious stage completed"Shrine Stage 1 completed"
Core helda specific grade of core is held"1 Elite-grade core"
Special eventside quest completed"success on the Night of Barrier Crisis"

#Unlock List(Summary)

FacilityStage 1 UnlockStage 2 UnlockStage 3 Unlock
Main HallChapter 1 completeChapter 2 complete + morale 6Chapter 4 complete + stable core
ShrineChapter 1 Act 2 completeChapter 2 completeChapter 4 complete + stable core
SmithyNohachi affinity 4Nohachi affinity 6 + Stage 1masterwork blueprint acquired
ClinicYasuko affinity 4Yasuko affinity 6 + Stage 1Barrier-purified water unlocked
WellChapter 2 completeShrine Stage 2 completeChapter 4 complete + spirit vein unlocked
FarmChapter 1 Act 2 completeChapter 2 complete + village head affinity 5Chapter 3 complete + spirit vein
StorehouseChapter 1 completeShrine Stage 1Chapter 3 complete + core storage
Watchtoweroutsider NPC tradeShrine Stage 1flag-bearer unit unlocked
GatesChapter 1 completeSmithy Stage 1Chapter 3 complete + combat achievement
ShelterChapter 2 completeChapter 3 completeChapter 4 complete + intent to escape

#Facility Upgrade Trees

#Main Hall

The head of the Kamijo family. The center of administration, meetings, and judgment.

#Main Hall Stage 1 — Soundproof Confidential Space(15 weeks possible)

Unlock:    Chapter 1 complete
Cost:     gold 8 + time 4 weeks + personnel 8 person-weeks
Effect:    confidential meetings become possible → weekly meeting bonus +1
       (1 additional squad order/week possible)
       negotiation and information-related checks +1
Weekly progress: +1/week(basic)
After completion: Main Hall state 2 → 3

#Main Hall Stage 2 — Guest Hall Expansion

Unlock:    Chapter 2 complete + domain morale 6 or higher maintained for 1 week + Stage 1 complete
Cost:     gold 15 + time 6 weeks + personnel 12 person-weeks
Effect:    can receive 3 outside NPCs at once(previously 1)
       outsider NPC trade 2 times/week(previously 1)
       Three Ways and Six Hearts `覇` bonus(when the lord roleplays)
Weekly progress: +1/week
After completion: Main Hall stage 4(expanded form, core-rule best grade)

#Main Hall Stage 3 — Small Meeting Room Addition

Unlock:    Chapter 4 complete + consume 1 stable core + Stage 2 complete
Cost:     gold 25 + stable core 1 + time 8 weeks + personnel 18 person-weeks
Effect:    weekly meeting squad orders +1 additional(total +2)
       the lord's Three Ways(忠/覇/慈) choice checks +2
       bonus when choosing the "settlement ending" in the ending branch
Weekly progress: +1/week, +1 if morale is 7 or higher
After completion: Main Hall final form

#Shrine

The heart of the Barrier. Recommended as the highest priority.

#Shrine Stage 1 — Barrier Reinforcement

Unlock:    Chapter 1 Act 2 complete(experience the first Barrier crisis event)
Cost:     gold 5 + cores(Minion) 5 + time 4 weeks + personnel 6 person-weeks
Effect:    Barrier natural loss -3/week → -2/week
       Barrier maintenance checks +1 modifier
       onmyoji weakening increase rate -10%
Weekly progress: +1/week
After completion: Shrine state 2 → 3

Importance: very high. This single upgrade lowers the difficulty of the entire campaign.

#Shrine Stage 2 — Core Synthesis Altar(合核祭壇)

Unlock:    Chapter 2 complete + Stage 1 complete
Cost:     gold 10 + cores(Veteran) 2 + time 6 weeks + personnel 10 person-weeks
Effect:    core synthesis possible -- 3 cores of the same grade → 1 higher-grade core
       Target Number 15 check, convert on success(see core economy)
       Barrier maintenance check additional +1(total +2)
Weekly progress: +1/week
After completion: Shrine stage 4

#Shrine Stage 3 — Spirit-Vein Connection

Unlock:    Chapter 4 complete + 1 stable core + Well Stage 2 complete
Cost:     gold 20 + stable core 1 + time 8 weeks + personnel 15 person-weeks
Effect:    Barrier HP maximum 100 → 110
       Barrier natural loss -2/week → -1/week
       onmyoji emergency maintenance efficiency 2×(+5 → +10)
       Three Ways and Six Hearts `眞` bonus
Weekly progress: +1/week, +1 if morale is 7 or higher
After completion: Shrine final form(final strengthening of the domain Barrier)

#Smithy

Head smith Nohachi's domain. The final gate for weapons and equipment.

#Smithy Stage 1 — Unlock Uchigatana Production

Unlock:    Nohachi affinity 4 or higher
Cost:     gold 6 + time 4 weeks + personnel 8 person-weeks
Effect:    uchigatana(打刀) production unlocked -- 1 blade/month
       yumi(bow) increases from 1 every other week → 1/week
       squad equipment repair efficiency +1
Weekly progress: +1/week
After completion: Smithy state 2 → 3

#Smithy Stage 2 — Heavy Armor And Harvest Tools

Unlock:    Nohachi affinity 6 + Stage 1 complete
Cost:     gold 10 + cores(Minion) 3 + time 5 weeks + personnel 10 person-weeks
Effect:    heavy armor production unlocked(0.5 suits/month)
       harvest tools crafted → core harvest Target Number -2 modifier
       Gates auto-repair(state 1 → 2 natural recovery, 1/month)
Weekly progress: +1/week
After completion: Smithy stage 4

#Smithy Stage 3 — Masterwork Weapon Modification

Unlock:    masterwork blueprint acquired(Spirit Realm relic event) + Stage 2 complete
Cost:     gold 30 + core(Elite) 1 + time 10 weeks + personnel 20 person-weeks
Effect:    masterwork weapon modification possible(core consumption, special effect granted)
       permanent modifier possible on a PC weapon
       1 masterwork modification before the climax battle(Akihisa's commission)
Weekly progress: +1/week, +1 if Nohachi participates directly
After completion: Smithy final form

#Clinic

Yasuko's domain. The base of healing and morale maintenance.

#Clinic Stage 1 — Herb Garden Expansion

Unlock:    Yasuko affinity 4 or higher
Cost:     gold 4 + time 3 weeks + personnel 5 person-weeks
Effect:    medicine weekly output 5 → 10 units
       sufficient supply of emergency recovery items
       morale maintenance +1(weekly patient processing speed)
Weekly progress: +1/week
After completion: Clinic state 2 → 3

#Clinic Stage 2 — Barrier-Purified Water Use

Unlock:    Yasuko affinity 6 + Well Stage 1 complete
Cost:     gold 8 + cores(Minion) 2 + time 4 weeks + personnel 6 person-weeks
Effect:    Spirit Realm Exposure -1 possible(1/week)
       incapacitated PC return checks +2
       resident disease resistance +1
Weekly progress: +1/week
After completion: Clinic stage 4

#Clinic Stage 3 — Medical Detachment Unlock Condition Met

Unlock:    Barrier-purified water unlocked + Stage 2 + incapacitated PC return 3 times or more
Cost:     gold 15 + time 6 weeks + personnel 12 person-weeks
Effect:    medical detachment(auxiliary squad) unlocked -- see [Squad Limitations](ex1-01-07-squad-limitations.md#보조-분대--영지-고정)
       incapacitated PC return +20% chance
       Three Ways and Six Hearts `慈` bonus
Weekly progress: +1/week
After completion: Clinic final form

#Well

The domain's artery. The most dramatic of the long-term upgrades.

#Well Stage 1 — Bucket Draw Mechanization

Unlock:    Chapter 2 complete
Cost:     gold 5 + time 3 weeks + personnel 4 person-weeks
Effect:    well-duty personnel 2 → 1(save 1 person-week of labor)
       water-level fluctuation response +1
Weekly progress: +1/week
After completion: Well state 2 → 3

#Well Stage 2 — Barrier Watercourse Connection

Unlock:    Shrine Stage 2 complete + Stage 1 complete
Cost:     gold 12 + core(Veteran) 1 + time 5 weeks + personnel 8 person-weeks
Effect:    water quality becomes spirit-vein water → ritual purified-water efficiency +1
       Barrier maintenance checks +1(can stack with Shrine)
       well contamination resistance +2
Weekly progress: +1/week
After completion: Well stage 4
Unlock:    Chapter 4 complete + spirit-vein research unlocked(GM discretion)
Cost:     gold 25 + core(Elite) 1 + time 10 weeks + personnel 20 person-weeks
Effect:    core storage cycle 4 weeks → 8 weeks(Storehouse Stage 3 required)
       all purified-water effects in the domain +1
       Three Ways and Six Hearts `眞` bonus
Weekly progress: +1/week
After completion: Well final form

#Farm

Slow, but decisive over the long term.

#Farm Stage 1 — Irrigation Maintenance

Unlock:    Chapter 1 Act 2 complete
Cost:     gold 6 + time 5 weeks + personnel 12 person-weeks
Effect:    harvest +5% restored(4,500 → 4,750 koku/year)
       drought resistance +1
Weekly progress: +1/week(effect measured only in autumn)
After completion: Farm state 2 → 3

#Farm Stage 2 — Spirit-Vein Farming

Unlock:    Chapter 2 complete + village head affinity 5 + Stage 1 complete
Cost:     gold 10 + cores(Minion) 3 + time 6 weeks + personnel 15 person-weeks
Effect:    crop-spoilage resistance +1(mitigates Spirit Realm aura)
       harvest stabilized(crop-failure chance -20%)
Weekly progress: +1/week(farming season -1)
After completion: Farm stage 4

#Farm Stage 3 — Special Herb Garden

Unlock:    Chapter 3 complete + spirit-vein research unlocked + Stage 2 complete
Cost:     gold 15 + cores(Veteran) 2 + time 8 weeks + personnel 18 person-weeks
Effect:    medicinal self-sufficiency 100%(less Clinic dependence)
       Spirit Realm herbs can be gathered(special recovery items)
       Three Ways and Six Hearts `慈` bonus
Weekly progress: +1/week
After completion: Farm final form

#Storehouse

The center of resource storage. Initial state 1 → upgrade after recovery.

#Storehouse Stage 1 — Brass Jar Expansion

Unlock:    Chapter 1 complete(after Storehouse state 1 → 2 recovery)
Cost:     gold 5 + time 3 weeks + personnel 5 person-weeks
Effect:    storage limit 2×: Minion 20→40, Veteran 10→20, Elite 5→10, Lord 2→4
       resource-loss resistance +1
Weekly progress: +1/week
After completion: Storehouse state 2 → 3

#Storehouse Stage 2 — Barrier Storehouse

Unlock:    Shrine Stage 1 complete + Stage 1 complete
Cost:     gold 10 + cores(Minion) 2 + time 4 weeks + personnel 8 person-weeks
Effect:    core storage cycle 2 weeks → 4 weeks
       storage limit additional +25%(Minion 40→50, etc.)
Weekly progress: +1/week
After completion: Storehouse stage 4

#Storehouse Stage 3 — Underground Storehouse

Unlock:    Chapter 3 complete + Shelter Stage 1 + Stage 2 complete
Cost:     gold 15 + time 6 weeks + personnel 15 person-weeks
Effect:    destruction resistance +2(resists direct yoma strikes)
       hiding effect(search Target Number +3 during intrusion)
       core storage 8 weeks when linked with Well Stage 3
Weekly progress: +1/week
After completion: Storehouse final form

#Watchtower

The core of external warning.

#Watchtower Stage 1 — Telescope

Unlock:    outsider NPC trade unlocked + gold 10 held
Cost:     gold 8 + time 2 weeks + personnel 2 person-weeks
Effect:    view 1 ri → 2 ri
       yoma early warning +2 → +3
Weekly progress: +1/week
After completion: Watchtower state 2 → 3

#Watchtower Stage 2 — Spirit-Sight Talisman

Unlock:    Shrine Stage 1 complete + Stage 1 complete
Cost:     gold 8 + cores(Minion) 2 + time 3 weeks + personnel 3 person-weeks
Effect:    early detection of Spirit Realm yoma(invisible yoma are also detected)
       hint for outside-Barrier `d100` event +1
Weekly progress: +1/week
After completion: Watchtower stage 4

#Watchtower Stage 3 — Flag-Bearer Unit Base

Unlock:    Stage 2 complete + Shrine Stage 2 complete
Cost:     gold 12 + time 4 weeks + personnel 6 person-weeks
Effect:    flag-bearer unit(auxiliary squad) unlocked -- [Squad Limitations](ex1-01-07-squad-limitations.md#보조-분대--영지-고정)
       domain-defense squad Domination +1
       symbol of the lord's authority(morale +1 permanent)
Weekly progress: +1/week
After completion: Watchtower final form

#Gates(North, East, South Each)

Each direction can be upgraded independently.

#Gates Stage 1 — Repair(State 1 → 2 Recovery)

Unlock:    Chapter 1 complete(east gate recovery first)
Cost:     gold 3(each gate) + time 2 weeks + personnel 4 person-weeks
Effect:    corresponding direction state 1 → 2
Weekly progress: +1/week
After completion: Gate state recovery complete

#Gates Stage 2 — Defense Reinforcement

Unlock:    Smithy Stage 1 complete(north gate first, then south gate)
Cost:     gold 8(each gate) + time 3 weeks + personnel 6 person-weeks
Effect:    corresponding direction defense checks +1
       yoma breakthrough resistance +2
Weekly progress: +1/week
After completion: Gate stage 3

#Gates Stage 3 — Spell Talisman(South Gate First)

Unlock:    Chapter 3 complete + combat achievement(defeat a Lord-grade yoma 1 time or more)
Cost:     gold 12 + core(Veteran) 1 + time 4 weeks + personnel 8 person-weeks
Effect:    corresponding direction spiritual resistance +3(yoma only)
       Barrier HP chain penalty -50%(corresponding direction)
       Three Ways and Six Hearts `覇` bonus
Weekly progress: +1/week
After completion: Gate final form

#Shelter

Initial state 1. Recovery and expansion matter.

#Shelter Stage 1 — Ventilation And Sanitation Improvement

Unlock:    Chapter 2 complete(after state 1 → 2 recovery)
Cost:     gold 5 + time 3 weeks + personnel 6 person-weeks
Effect:    shelter duration 24 hours → 72 hours
       food stockpile 3 days → 7 days
Weekly progress: +1/week
After completion: Shelter state 2 → 3

#Shelter Stage 2 — Shelter Barrier Reinforcement

Unlock:    Chapter 3 complete + Shrine Stage 2 complete + Stage 1 complete
Cost:     gold 10 + core(Veteran) 1 + time 5 weeks + personnel 10 person-weeks
Effect:    yoma resistance +2
       morale resistance inside Shelter(mitigates resident fear)
Weekly progress: +1/week
After completion: Shelter stage 4

#Shelter Stage 3 — Secret Passage

Unlock:    Chapter 4 complete + intent to escape(lord's decision) + Stage 2 complete
Cost:     gold 20 + time 8 weeks + personnel 25 person-weeks
Effect:    escape route outside the domain secured(link to western mist boundary)
       ending branch -- +50% survivors when choosing the "return ending"
       Three Ways and Six Hearts `虛`(escape choice)
Weekly progress: +1/week
After completion: Shelter final form

#Total Upgrade Cost Summary

Total cost if every facility is completed through Stage 3.

FacilityTotal GoldTotal CoresTotal TimeTotal Personnel
Main Hall48Elite 118 weeks38 person-weeks
Shrine35Minion 5·Veteran 2·Elite 118 weeks31 person-weeks
Smithy46Minion 3·Elite 119 weeks38 person-weeks
Clinic27Minion 213 weeks23 person-weeks
Well42Veteran 1·Elite 118 weeks32 person-weeks
Farm31Minion 3·Veteran 219 weeks45 person-weeks
Storehouse30Minion 213 weeks28 person-weeks
Watchtower28Minion 29 weeks11 person-weeks
Gates(3 gates × 3 stages)69Veteran 327 weeks54 person-weeks
Shelter35Veteran 116 weeks41 person-weeks
Total391Minion 17·Veteran 9·Elite 4170 weeks341 person-weeks

Realistic completion rate: a 20-session campaign = about 20 weeks(main arc) + 10~20 weeks(open world). Total 30~40 weeks. In that period, 40~60% of all upgrades is the realistic goal.


#Chapter 1(Weeks 1~4)

  • Restore Storehouse state(1→2)
  • Restore East Gate state(1→2)
  • Restore Shelter state(1→2)
  • Shrine Stage 1(highest priority)

#Chapter 2(Weeks 5~8)

  • Storehouse Stage 1
  • Watchtower Stage 1
  • Farm Stage 1
  • Clinic Stage 1(if possible)

#Chapter 3(Weeks 9~12)

  • Shrine Stage 2(stabilize the Barrier)
  • Smithy Stage 1
  • Gates Stage 2(possible direction)
  • Main Hall Stage 1

#Chapter 4(Weeks 13~16)

  • Shrine Stage 3(prepare for the climax)
  • Well Stage 2
  • Shelter Stage 2
  • Smithy Stage 2

#Chapter 5(Weeks 17~20)

  • Focus final facility upgrades(decide ending branches)
  • Shelter Stage 3(if choosing the escape ending)
  • Main Hall Stage 3(if choosing the settlement ending)

When each stage is completed, 1 staged scene is recommended. Players are not excited if only the numbers change.

#Completion Celebration Scene Template

[Morning of Facility Completion]
 - A few residents gather first
 - A short comment from the responsible NPC
 - One line from Lord Akihisa
 - One line from onmyoji Gensho(optional)
 - Description of the changed atmosphere(new sound or smell of the facility)
 - State morale +1 explicitly

#Upgrade Setback Scene Template

[Facility Work Delay]
 - Material shortage or accident
 - One line from the responsible NPC("I am sorry...")
 - The lord's response(RP choice)
 - State morale -1 explicitly
 - Decide whether to retry

#Upgrades And The Three Ways And Six Hearts

Each upgrade grants a specific Three Ways and Six Hearts bonus. Connect it to the growth of Lord Akihisa's heart, or that of the leading PC.

UpgradeThree Ways and Six HeartsReason
Main Hall Stage 3establishment of lordly authority
Shrine Stage 3approach to the essence of Barrier and spirit vein
Clinic Stage 3complete system for saving the injured
Well Stage 3purified water and spirit vein
Farm Stage 3securing food for residents
Gates Stage 3will to defend
Shelter Stage 3decision to escape
Other by defaultmaintaining the domain itself is loyalty

Details: Three Ways and Six Hearts.


#GM Tips — Keep Upgrades Alive

#Faces Before Numbers

Tie upgrades to NPCs.

  • Shrine Stage 1 → after the Barrier ritual, Gensho says, "This week was a little easier."
  • Smithy Stage 1 → Nohachi presents the first uchigatana to the lord.
  • Well Stage 2 → residents talk about the water changing.

#Emphasize Tradeoffs

Players need to understand "what they are giving up."

  • "If you start this upgrade, the Storehouse materials run dry. Are you sure?"
  • "This week, 15 of the 20 person-weeks are tied up in Shrine Stage 1. Emergency responses will be difficult."
  • "If you spend these 5 cores here, that is 3 weeks of Barrier infusion."

#Reward Long-Term Investment

After an upgrade is completed, make the numeric change immediately felt.

  • "This week's Barrier natural loss is -3 → -2. Barrier HP 75 → 73(this week)."
  • Put the numbers in the players' hands so they can feel, "We did this."

#Failure And Retry

Allow accidents during upgrades rarely(1~2 times/campaign).

  • Material loss event → the lord's RP choice
  • Skilled worker injured → Clinic scene + time extension
  • These accidents create the weight of upgrades.

#Sheet Format — GM Tracking

[Upgrade Sheet]
Current week: week ___

In progress:
 [Facility name] [Stage] — progress ___/___ weeks, remaining ___ weeks
 Materials: gold ___/__, cores __/__
 Assigned personnel: ___ person-weeks/week
 Scheduled completion: week ___

Completed list:
 - ___(completion week)
 - ___

Waiting to unlock:
 - [Facility stage] — condition: ___

Long-term plan(in priority order):
 1. ___
 2. ___
 3. ___

This week's material supply:
 gold: +___
 cores: Minion+__ Veteran+__ Elite+__ Lord+__
 personnel: __/weekly available

For the dedicated sheet, see 80-05-upgrade-tracker.md.


#Upgrades And Ending Branches

The final ending(Chapter 5 climax) links to the completion level of domain upgrades.

EndingMain Required UpgradesAdditional Conditions
Return EndingShelter Stage 3western mist unlocked + lord's decision
Settlement EndingMain Hall Stage 3 + Shrine Stage 3domain stabilized + residents remain
Transformation EndingWell Stage 3 + Shrine Stage 3onmyoji survives + spirit-vein union
Fall Endingpoor upgrades + Barrier collapse

Treat the Fall Ending not as failure, but as one ending. However, when players look at the upgrade sheet and see the list of "what we should have done," the weight is heavy.


#Connected New Rules


"A stone once set will stand a hundred years. But what we can set is only this winter's stone." — Village head Heisaku, on the morning Storehouse Stage 1 is completed.