SAELIG
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Creating your Dynasty
By Nacho Bandit
Welcome to Saelig. This guide will hopefully give you some pointers on how to successfully create your own dynasty and prosper.
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Intro to Saelig
Starting things off will be a quick intro into a new game. From here you can pick and choose how your character will look, select how long a day length is, days per season, and years pass after 4 seasons. How you want to play is entirely up to you. If you want to have everything on a crash course, keep the original settings and time will fly by. I'll throw out a few examples and my opinions on how they play.


Day Length:
  • Short: Time will pass much quicker resulting in less time your workers are cranking out items wherever they may be at. Good for a faster paced game. Makes the game a litle more difficult.
  • Normal: The standard. Time will pass at a fair pace with workers given the chance to crank out a decent amount of items. Normal difficulty.
  • Long: Time will pass much slower but your workers will be able to work on projects longer and produce more. Makes things a little bit easier.

Days Per Season:
  • One: Quick and to the point. Seasons will fly by and people will age much faster. Will affect certain harvestables and buildings (i.e. vegetables and fruits, farm fields, possibly ranches) due to them being available during certain seasons.
  • Two: This will give you a bit of time to get a feel for seasons and how they affect harvestables, farms and ranches.
  • Three: A good setting to start off with if you want to have a more leisurely stroll through the game.
  • Four: My personal favorite to pair up with long day setting. Gives you plenty of time to utilize each season.
  • Eight: This setting can make things drag along if you're playing casually but if you want to make a game for the long haul, this setting is alright if you plan to take your time.
  • Thirty: Complete overkill. Choose this if you want to grow old with your character. Seasons will seem like an eternity depending on which setting you choose for day length.

Years to Pass After Four Seasons:
  • One: Makes the game more ideal for casual play through.
  • Two: Speeds things up slightly, ideal if you're looking to have your kids or orphans you adopt join the workforce sooner, provided they don't die from the plague early.
  • Four: For speed runs. Will allow for children or orphans to rapidly join the workforce.

Your Story:

Once you create your character, you'll proceed to tell your story. The way you answer these questions will be reflected in your character you created and the skills they inherit in the start. Pick and choose how you see fit to build your character. The outcome is slightly random in some cases. Keep in mind as of March 31 2021, anything related to combat is not yet implemented (it is in the works from my understanding) so I would choose something else that doesn't involve fighting in the answer to the question.
Starting Locations and Conditions
Once you get done telling your story, its time to choose where you'll grow your dynasty. Currently there are 3 maps available to choose from.

Starting Locations:

  • East Seaxna & Cantaware: Sea side map that is one of two maps that allow for fishing. Has 2 sizable towns to choose from, Ashbury and Flethurst, with a 3rd smaller town on the northern portion of the map.
  • Wiht-Land: The second map that allows for fishing. Has 3 sizable towns to choose from and a small hamlet between Abercombe and Englewal.
  • Wiltunscir: A mountainous type of map. Has sizable towns to choose from. No anglers to be found here.

Starting Conditions:

Depending on which map you choose, the starting conditions will be the same with the exception of Wiht-Land. There are essentially 8 starting conditions for each map but Wiht-Land has 9 due to the hamlet available as a starting location.

Standard Beginnings:
  • Each one will give you a hut / house and a sack of gold to start off with.

Traveling Trader:
  • You'll start off in the wilderness with a pack of goods and some coins. (Backpack is very nice to have). A decent start with a bit of a challenge. There is a tent at the start of this where you can sleep at.
Beggar:
  • The hardest option available for a start. You will begin with a handful of coins and that's it. Where you go from there is up to you.
Employee:
  • You'll start off in a random town with a hut, some coins and a random job. Interesting start if you're looking for this sort of thing.
Business Owner:
  • A generous start to the game. You'll start off with a random business in a random town, a hut / house and a large sack of gold. A good start to see what running a business is like.
Landlord:
  • An... interesting, albeit shady start. As per the description: After a series of odd deaths you have been left the proud owner of three huts in a random town. You'll start with them rented and collect the payment at the beginning of each new day. Decent start with constant income coming in as long as you have tenants.
Tips and Tricks
So you chose how your dynasty has started. Where you go from there is entirely up to you. Don't be afraid to experiment with different combinations of businesses and actions. For those that struggle with the game, I will highlight some ways to help get you pointed in the right direction.

Tips:
  • When selling goods, don't bombard the market with a massive stack of goods. Smaller groups of 20 - 30 items will yield the best results for profit.
  • When the market is flooded with a high volume of a particular item, keep an eye on it and you'll notice the price will drop down to a certain point, depending on how saturated it is. If it gets to a low enough point, you could buy up a sizable amount of that item and sell it elsewhere for a profit.
  • A location where you can bombard the market with high stacks of goods, up to 300, is a merchant or mercenary camp that is requesting certain supplies. You will notice that the max items it will ask for is 8 at any given time.

    Merchant and Mercenary Camps:

  • This section has become obsolete due to the recent update. The Mercenary camp now only takes a handful of items instead of stacks. This will limit how much profit you will get from them.

  • Use these to give yourself a sizable boost in profit. They will pay a base price for each item you bring them that they ask for. The bigger the stack of the item, the better.

  • Avoid dropping small amounts of items on these guys. Once you give them an item they request, it will drop off their list. So if you feed them 1 item, it will be taken off the list and you'll have to wait around for it again, if it does come back.

  • Firewood is ideal for a requested item along with balm and tea from herbalist huts. Firewood is the fastest to produce. Balm and tea take longer but are worth more.

  • Word of warning: You may or may not receive a massive lag spike if you sell items to these guys. Some people have the issue, some don't. I have dropped a 300 stack on them and the game froze for about 20-60 seconds but it did recover. The smaller the stack, the less lag time.


    Entertaining vs Begging:
    • I'll start off with saying entertaining is by far the better choice of the two. But for either of them, you need to park yourself in a high traffic area and either beg or entertain. Your best time to do this is between 3:30 pm - 5:30 am. The reason for this is people start going to work around 5:30 am and start to get off around 3:30 pm.

    Want some friends?

  • This section has become obsolete due to the recent update. You can gift buildings now instead of items. Costly but it does get results.

    Here is a quick way to make friends a helluva lot quicker than chatting to them.
    • Talking to people will net you +2 relationship points with them.
    • Giving them food when they're hungry will net you +5 relationship points
    • Giving them balm for mild illness will net you +8 relationship points (fairly common)
    • Giving them tea when they have a violent illness will net you +10 relationship points (less common that mild illness)
    • Silver or gold charms will increase your base relationship points for a short duration

    Tricks:

    Ah the fun part. These are some bits that should help keep you going for a bit.
    • If you find a hallowed out stump, (they're scattered around the map) investigate them. They may contain some expensive items or useful stuffs such as clothing, weapons, armor or a backpack. Some may be random items. [[/strike]
    • Random chests are the same way as hallowed out stumps.
    • Broken carts (uncommon) are the same as the above.
    • You need a constant supply of food to keep yourself fed. Learn to forage fruits, veggies, and fish.
    • A well fed bonus will grant you an immunity boost and help stave off sickness.
    • If you have a house, try to upgrade to better beds. If you're well rested and well fed, your learning ability triples in value. Base is .2 whereas the bonus bumps it to .6
    • Get a wool coat when they become available. It will keep you warm and you don't have to worry about getting sick in the winter. Wear it year-round. Its snazzy.
Housing
So for this portion, I want to run over the different types of houses available in game and what you can do with them. Due to the recent updates that involve the homestead and longhouse, I figured I'll make it a point to accent these awesome (but expensive) properties. Keep in mind, lot size does dictate what you can build on it, ranging from houses to businesses.

  • Bunkhouse: For those of you that chose a different and difficult lifestyle, this is a place where you can sleep at if you don't own a house. You wont get a well rested buff from this but it will get rid of your tired status. Not all towns will have a bunkhouse, usually the bigger cities do.

  • Fire Spot: Another spot to hunker down if you don't have place to sleep. These are usually located near the market areas. Not all markets will have them so keep an eye out for them. Won't be able to get a well rested buff from this either.

  • Hut: The bottom rung of the housing market. These are often something you can pick up for relatively cheap. Can usually pick one up for 800 gold. The four upgrades you can do on these will be adding a small fireplace for 600 gold. This will keep you warm during the cold months. Adding better beds for 1200 gold. This is what will enable you to get a well rested buff. Pair this with the well fed buff and you will get the healthy mind buff that increases skill learning capabilities. Next up is adding a fence for 800 gold. By installing one of these, it'll make it that much harder for someone to break into your house. Last upgrade is adding a cart for 700 gold. Much like a business, your house can have a cart to haul things to and from it. Not really something you need but can have it.

  • House: The mid ground of the housing market. These can be picked up for 2000 gold. There are six upgrades for these where four of them are the same for the hut. These are fireplace, nice beds, fence, and cart. Houses also allow for a loft expansion for 1800 gold and this will allow for 5 extra storage slots. The last upgrade is a table of skullduggery for 500 gold. Essentially this allows you to hire people to go out and pickpocket and waylay stuff for you.

  • Homestead: A new addition to the housing in game. This is where things start to get costly. First, you'll need to have or buy a large plot in order to obtain this one. From absolute scratch, buying a large plot for 1500 and then developing a homestead for 4200 with 42 wood is gonna cost you a min of 5700. Worth it? Stay tuned. This is where it gets better. This place now has 8 upgrades to choose from. First 6 are the same as the house upgrades: fireplace, loft, nice beds. table of skullduggery, fence, cart. The two additions that bring this to a new level is that you can add a garden for 2200 gold. This will allow your family or yourself to harvest fruit, veggies, and eggs all year round. These will show up in the homestead inventory. The last upgrade is a well for 2000 gold. This provides quick access to water in the event that your homestead catches fire. NPC's can also tap into this to put out other fires if it is closer to the blaze.

  • Longhouse: The cream of the crop in housing. Now with that being said, if you want one, its gonna be expensive. First you need an estate plot which will run you 7500 gold to get. Next you'll need to have 75 logs and 7500 gold in order to build the longhouse. From here, you'll have 7 upgrades to choose from. Starting off is the feast hall for 6000 gold. Makes it so you can hold feasts in your longhouse and make quite a bit of progress making friends. Next is the sleeping area (nice bed equivalent) for 2000 gold. A rather costly upgrade of walls comes next at 8000 gold. The description is as follows. "Build walls around your longhouse to show others just how awesome you are. Will also make it harder for criminals to break in." Much like the homestead, this does have the option for adding a well for 2000 gold to help in the event your longhouse catches fire. A garden can be added for 2200 gold to keep the supply of food in your home steady year round. Another interesting upgrade is farm animals for 4000 gold. From here you'll be able to get wool and I do believe meat out of it. Mainly seen wool but will double check on that last part. And last but not least... a cart... for 700 Trebek.
Business Breakdowns
So which business do you want to get into? Ultimately that depends on your play style. Some businesses are easier to work with than others and can be more self sufficient. There are businesses that are a pure export only and some that are a pure import only, or in simpler terms, export only businesses only produce raw material that can be sold off to markets whereas import only relies on raw materials to make anything. The game has the following to choose from.

Businesses:
  • Field: Produces wheat, barley, oats, vegetables, fruit and honey.
  • Corral: Produces milk, wool, hides, large carcass, small carcass, eggs
  • Herbalist: Produce herbal tea (violent illness), balm (mild illness) herbs, herbal charm
  • Blacksmith: Produces silver charm (+1 when talking to people), gold charm (+3 when talking to people), Axe, and short sword.
  • Woodcutting Hut: Produces wood and firewood. Random events will yield honey.
  • Butcher: Produces meat (8 from large carcass, 4 from small), and leather from hides.
  • Fishing Dock: Produces fish and fish charms (fish charms increase job exp)
  • Leatherworker: Produces woolen coat, backpack, hood, leather armor and leather.
  • Mine: Produces iron, silver, gold and gems
  • Alehouse: Produces ale, porridge, fish stew, mead, and soup
  • Bakehouse: Produces barley bread, wheat bread, biscuits, fish cake, meat pie
  • Flour Mill: Produces barley flour, wheat flour.
  • Trading Post: Doesn't produce anything at all. Good for holding lots of items. Might be able to sell stuff from here.
  • Church: Produces honey, incense, scripture and sermon materials
Business Reviews
Reviews:
  • Field: Fields are nice support properties or businesses and cost 1500 out the gate but prices can vary depending on if you're buying it from someone. The items produced don't sell for much but are constantly in need. Wheat, barley, and oats are slow to sell from the market. Fruits and vegetables are rather fast selling but still sell for a low price. Honey is a nice in between and sells at a good price and decent pace. A decent starting business but you wont get rich overnight with it. Great support for alehouses an herbalist huts.

  • Corral: Corrals can offer quite a bit of money for the goods sold and are 1500 gold as well unless buying it off of someone. Milk sells for a decent price but can be slow draining out of the market. Large carcass and hides sell for quite a bit but tend to stay on the market for a while, same goes for small carcass. Wool has a tendency to sit around on the market for a bit but will sell fairly well in the fall time and winter due to it being needed to make wool coats to keep people warm. You can also produce eggs which sell at a low price but are usually picked up fairly quickly on the market. Supports leather workers and butcher quite well. A better option to start with over a field starting out.

  • Herbalist My personal favorite. Herbalists are quite self sufficient with the exception of three materials that are fairly easy to collect but honey can be somewhat of a chore. At a 3000 base price, its a well versed business to have due to people getting sick all the time. Herbs, balm, herbal tea, and herbal charms sell for good money but do tend to hang on the market once people start to stock up on them and keep it at their huts. A side note is that if you own this business, you can use the balm and herbal tea to cure people of mild illness (balm) and violent illness (herbal tea) and gain likeability points. Curing mild illness will gain +8 likeability while curing violent illness nets you +10. A great starting point for anyone to access some of the town roles quickly.

  • Blacksmith: This is one of the harder ones to get the ball rolling but one it gets underway, you can make a lot of money. A base price of 3500, the blacksmith's ability to create silver and gold charms will rake in good profits but the charms to tend to hang on the market. The same goes for creating axes and short swords. Production of these items is very slow compared to other businesses so it throttles how much you can make unless you have a full crew working on one thing, then it speeds up. This is one of the few businesses that are a pure import. All materials needed must come from the market or from support businesses you own. Choose this for a bit of a challenge.

  • Woodcutting Hut: With a base price of 1500, it is a nice business to have. Completely self sufficient in what they make, they supply wood and firewood. Wood is used to develop plots of land, current building into something else, and sell for a decent price on the market but tend to hang around. Firewood is usually always in demand and is one of the regular items requested by military camps and sometimes merchant camps. Don't be surprised if you constantly run out of room in this business. Firewood builds up quickly but can be offloaded in towns for a decent profit and tends to run out. Good supporting or primary business to start off with.

  • Butcher: For a 3000 gold base price, this is another business that relies on pure import of materials in order to be successful. The two main things made here is meat and leather. You make 8 meat from large carcass and 4 from small carcass. Leather can be made from hides. Work here is slow but meat is usually in a good demand much like firewood. Leather sells very well but will stay on the market for a very long time. Would recommend this once you get used to the game or have a corral to provide complete import support for it.

  • Fishing Dock: I want to love this one but unfortunately it's probably the weakest link and worst business to pick up. Base price is 2500 gold. Fish does sell quite well along with the fish charms but the work and yield is slow for what you get. There is an option to build fishing boats that boost the fishing haul by 3x but it's still not worth it. You can out fish a worker by fishing in waters and not doing a job at the fishing dock. Fish charms are nice to have and will boost job exp by .4 but charms in general do not last long but are good for quick boosts when it comes to foraging. I would avoid this one unless you are hellbent on wanting the waterfront property.

  • Leather Worker: An interesting business and one that can craft quite a few wearable items. Starting at a base of 3500, the leather worker is a slow production facility that relies on pure import of materials to craft things. All products here sell for large amounts and your character can wear everything made here. Wool coats sell well but can be somewhat slow to leave the market along with backpacks. Hoods and leather armor will linger when the market gets saturated with them. Leather armor is the same but merchant and military camps often request these. A good choice to pick up after you get a corral but can be picked up initially if you don't mind buying materials from the market.

  • Mine Mines are a pure export business with good money potential. Starting at 1500, the materials produced here have varying degrees of demand. Iron is the lowest but most versatile of the lot and usually in some demand. Silver and gold do have their uses and sell for a good amount but are slow to leave the market. Gems sell for the most but hardly leave the marketplace. A great support building for a blacksmith and iron is constantly requested by merchant / military camps. A solid choice for a beginning business.

  • Alehouse Alright, if you're playing any medieval game, more than likely you'd like to run a tavern / inn. Well this is your chance. At a cool 4000 gold, the most expensive business (and demanding) will have you seeking out some way to keep the drinks flowing and the food coming. Everything produced here does not need to be sold at the market. Villagers will constantly come to you and buy from the alehouse. If upgraded to have rooms for rent, you can end of making a solid income stream if you keep this well supplied but keep in mind, production on some items vary. You can't go wrong with this choice but it can be daunting for a new player to keep supplied.

  • Bakehouse: The bakery. Much like the alehouse, you don't need to sell to the market. You will however need to import all materials to craft. At a base price of 3000, you can sell the variety of food to the masses for a good steady income if you can keep it supplied. Product production varies on the item. Another solid choice to start with and a little less taxing to run than the Alehouse.

  • Flour Mill: Not the most glamorous business but still needed. For 2500, the flour mill will take barley and wheat and turn it into barley and wheat flour needed by the bakehouse. Flour of either type sells for a decent price and tends to leave the market at a decent pace. Great support business for the bakehouse and a good starting point due to cheap materials.

  • Trading Post: I hate to say it but this is the only business that I don't really have a solid understanding of. But that will not deter me from trying to figure out how to exploit it in some way. Stay tuned, I'll dig through it so you don't have to. Unless you want to... that's up to you.
Positions of Power
Each town has its own town hall. Within it, you will find varying number of elders and depending on the city, one or two positions of power that you can apply for. Each map has one large city that has two positions of power whereas the others only have one. The positions you can apply for are as follows:

  • Guard Captain: Capable of declaring outlaws, collecting fines, confiscating goods and they're immune from local laws. (Isn't that nice?)

  • Abbot: Controls church production, collects donations, bless people, and is immune from local laws.

Alright so what does this mean and what can you do? Well starting off, each position you hold gives you a daily wage of 120 gold. If you're the abbot and you hold sermons, you'll get church donations from that that usually vary depending on the town's population. I've received somewhere from 40- 450 gold each sermon which can happen 2 times a day. Nice cash flow and can offset the cost of workers at your businesses if you get to this point. As far as the guard captain goes, you can wreck peoples lives and their businesses. Its a good way to get people to hate you but if you already have enemies, go nuts on them. Unfortunately I haven't toyed around with that position much, I focused more on the abbot due to the money coming in. I'll play around with it and see what kinda destruction I can bring onto the poor town that decided to put in that position.

"What the hell? I applied like... 20 times and still can't get into these rolls" you say? Yea, I know its not a random thing, you gotta become friends with the elders. Preferably all of them. Your chances of getting into those positions when they come around will be increased if they like you. Now seeing as how I like to take my time on my play-through's, I'm not 100% certain if you can become an elder (I'd assume you can) let alone the Thegn (I don't think this is a thing yet). If I get more info, I'll bash it in here somewhere for your reading pleasure. Once I take over the map, I'll give everyone a cookie if that ever becomes a thing.
The Ever Evolving Guide
There is something about this game that keeps me coming back to check on it from time to time and with that being said, I will try to keep this guide up to date the best I can if that whole "adulting" thing would give me a bit more free time. Some things to help me help you:

  • If you guys have any questions, feel free to ask and I'll try and get around to cooking up an answer for ya.
  • If you have any input or corrections to material posted in this guide, let me know and I'll add or change it.
  • Thought I had more to put in here but I'm drawing a blank...
  • Stay classy and enjoy yourself. Hope this helps your dynasty succeed
16 Comments
ExMachina14 Mar 17 @ 12:56pm 
This guide seems to be incredibly out-of-date. Maybe the information was accurate and perhaps even useful at some point in the past.
cube Dec 15, 2024 @ 2:48am 
FYI, Trading Post is really good has a great feature - caravans. You need to have a cart with at least a horse (level 3 cart upgrade) and then you can send a caravan to one of four regions. Every couple of days there a new selection of goods that have a premium price in each region, but you can sell anything, bypassing the local market prices which may be low for overstocked goods.
Pack up some goods and sell it, you do lose control of the cart for 3 days but it's well worth it - most I've gotten from a single caravan was ~24000 silver (lvl 6 cart, filled with herbalist stuff and axes)
AzuraHawke Oct 17, 2023 @ 10:44pm 
Hi what did you think about the church? I don't think you wrote what you thought of that business.
Nacho Bandit  [author] Sep 23, 2023 @ 7:17am 
Would also like to thank those who are asking questions or providing input, this allows me to refine the guide and help people out. Granted, adulting tasks keep growing on my end that prevent me from really getting a chance to enjoy games these days, but this gives me a good focus point when I do get free time. Keep the questions coming and I'll try to keep this up to date.
Nacho Bandit  [author] Sep 23, 2023 @ 7:09am 
From my understanding, the stumps and chests have been removed from the game roughly a year ago. I did think there were plans to put them back in after some time as it sounded like it might be a temporary thing to take out for some updates from the developer. It seems like they might not make a return. I'll update that for future reference.
Valkerie Aug 28, 2023 @ 10:51am 
Started the game few days ago, not sure if it's just me... but i can't seem to find stumps or chest anywhere. I have really combed the map heavily zoomed in and nothing. Were they maybe removed from the game?
Segoth Jan 28, 2023 @ 7:32am 
Do you know how the starting questions effect your starting stats?
MacArrow Jul 12, 2022 @ 11:59am 
Small Plot : Hut, Bakehouse, Butcher, Flour Mill, Mine, Trading Post, Woodcutting Hut, Shed.
Large Plot : House, Alehouse, Field, Herbalist's Hut, Leatherworker, Workshop, Corral, Homestead.
Etate Plot : Longhouse only (not for develop).
Zachism Nov 29, 2021 @ 12:40pm 
The fishing hut got a nice buff, now you can get pearls and it makes a good living.
KSingle05 Oct 28, 2021 @ 2:02am 
Thank you for the guide. My first play through I chose the fishing dock business and it broke my desire to play the game for awhile. I decided to come back and take a second look. Your guide has inspired me to try it again.