I read a couple of these years ago and I am trying to remember the name of the series. The first half of the series is about the boy and the second half is about his daughter I believe. The kid had magic that made him an excellent scout. He quickly rose in rank. Due to his magic he was able to enter enemy camps undetected.
The books centre on Alucius, from his mothers pregnancy until he reaches manhood. He becomes a nightsheep farmer with his grandfather, which is the province of people who have special, though secret, magical abilities, Talents. He is drafted into the militia when he comes of age. He becomes a scout. He destroys a new weapon of the enemy's that shoots purple crystal spike things. He is captured by the enemy and forced to join their militia.
The Immortal Matrial, ruler of the enemy he now fights for is indeed an alien. He doesn't realise this, but he realises she has control over everything in a magical sort of way and he kills her, escapes and takes other captives with him. Ends up moving up in the ranks of his original militia.
In one of the other two books he does wake up in a tower which is in the city of the Soarers, an ancient race, the original inhabitants of the planet, they are described kind of like fairies, all floaty and green glowing (or at least green auras).
There are special mirror tables that can be used to view things far away and also be used as portals. The "aliens" once lived on the planet, they created those mirror tables, they are trying to return to take over the planet.
There is no story about his daughter. Though he does have a child near the end, his wife becomes a main character along with him near the end too. However after the second trilogy, so book 7 in the entire series, the story does become about the Lord-Protectors Daughter (that's what it is named actually). However, that book is set before Alucius' time and after the time period of books 4-6.
Farm is a Kingdom structure surrounded by cultivable fields that serve as a steady source of passive income. Farms are built and upgraded by builders on water streams in open land and are operated by farmers during daytime, during all seasons, except winter.
Farms are especially important for large kingdoms, because wildlife for hunting is hard (sometimes impossible) to find within the kingdom borders. Building a farm is a bit of an investment because it requires some coins, manpower, and a day or two to start harvesting. However, once it is established, the farmers will provide plenty of coins every day.
A water stream is natural structure where a farm can be built upon. Water streams are expected to provide water for the crop fields cultivated around them, but they can only do this with the previous construction of a farm structure.
Water streams are randomly generated just before the Monarch arrives on a land for the first time. They can then be found anywhere in forests and on plains, but they can only be built upon when they're on open area. Monarchs can certainly deforest an area to have access to a stream. As these locations are random, it may happen for a stream to be found just under a vagrant camp, in which case the Kingdom would probably do better finding other sources of income that wouldn't require the camp to be removed.
A farm plot is a piece of tillable land around the water stream of a farm, where one farmer can create a small crop field. When a new farm is built on the plains, it has no plots around it. If the Kingdom has idle farmers available, they will create new plots there. Each idle farmer can prepare and work on one field at a time.
There is a cap number of fields each farm structure can irrigate/support. This cap number is different for each farm tier. A water well normally irrigates up to four plots, while a mill house irrigates up to six. This number can be increased with the blessing of the Statue.
Whenever there is enough space, new crop plots will be created by farmers on the side of the water stream that has fewer tillable plots, aiming to reach an even number of fields on both sides of the stream.
Farmers will always create new plots on farms that are closer to their current position.As the scythe shop for hiring new farmers is always close to town center, which is where idle farmers use to gather, farms that are closer to town tend to be prioritized.This means that farms that are more distant from town will only start receiving farmers to work on them, when all those that are closer can no longer receive farmers, either because their cap number has been reached, or due to space restrictions.
On each farm plot, the crops will cycle through a few stages, starting with a clean field, slowly growing the crops.After the crops have fully grown, they disappear, being replaced with coins, as if the farmer had harvested and sold their production.A field when harvested yields four coins in Classic and six coins in New Lands and Two Crowns.The time required by a farmer to harvest is just less than a day.If a farmer starts to work on a land in early morning, the land should be ready to harvest in the afternoon.
Unlike in real life, crops in Kingdom only grow when there's a farmer specifically on that farm plot, actively working on it.If there is no farmer on the field, or if farmers are simply passing by the field, the crops do not grow.This is why crops on mill houses usually grow faster than those around a simple water wells, because farmer won't spend part of their daytime walking between the town and the farm.
Besides the space restriction for the farm building, crop fields have their own space restrictions. This means that the Monarch might be able to order the construction of a water well, but if that spot is surrounded by very close obstacles, that farm may have less fields or even no fields at all.
Farm fields can only be created where grass can grow. So, as grass cannot grow in forests, on bridges, and under walls, tillable fields cannot be created there either. Note that walls are the only Kingdom structure that pose a problem for farms. Towers, teleporters, the boat, and vendors' shops will not block the regular growth of a farmland.
Raising additional walls to intentionally restrict the space around a farm building, can be used as a method to force farmers to go further, and create plots on more distant farms.Sometimes, having a few small farmlands scattered around the Kingdom, each with only a couple of plots, may be more beneficial than having one huge farmland, with six or eight crop fields.Small farms all around can be a great relief on larger islands, especially in single player, because it eliminates having to go back and forth to refill the purse.
When the well is built, a farmer will walk over to the farm area to create a small field where they will grow crops. A farm can facilitate up to six fields. However, this number decreases when the space around the farm is limited by bridges or buildings (except for towers or teleporters). This can result in a completely useless water well or mill house with no arable fields, if there is not enough space for a farm at all.
The Monarch can upgrade a water well to a mill house or farmhouse for eight coins, allowing it to support two additional fields. The farmers who have fields nearby will stay at the mill house at night. The upgrade does not increase the coins produced per harvest but it will increase the farm's production rate because farmers no longer waste their precious daytime walking from the town center to the farm in the morning and vice versa at night.
Note that the mill house provides no defense for the farmers. They stand under the shelter, but are not actually indoors. Monarchs are advised not to risk building one outside the walls if there are still portals on that side of the land. At night, a mill house only shelters its own farmers.
In the second case, it's possible to build a mill outside the walls, even if the Greed is still harassing that side.If the distance is short enough (like a couple of farm plots away from the wall), farmers will have time to run from the Greed, and reach the wall without ever being touched by a greedling.This is very useful, because even if they're leaving their farmhouse every night, they're not going all the way back to the town square, which sometimes may be very far.This could be considered to be a farm "tier 1.5": that is something between a water well (tier 1) and a fully protected millhouse (tier 2).
This tactic could be used since Kingdom: Classic as of its last update that granted to all subjects the ability to run.In New Lands, where there's always one side of the land free from the Greed, from the beginning, many players began exploiting this type of setup.In Two Crowns, where all subjects can even run faster, unprotected mills can be built a bit farther from the outer wall, with no risk to its workers.
The Hameau de la Reine (.mw-parser-output .IPA-label-smallfont-size:85%.mw-parser-output .references .IPA-label-small,.mw-parser-output .infobox .IPA-label-small,.mw-parser-output .navbox .IPA-label-smallfont-size:100%French pronunciation: [amo də la ʁɛn], The Queen's Hamlet) is a rustic retreat in the park of the Chteau de Versailles built for Marie Antoinette in 1783 near the Petit Trianon in Yvelines, France. It served as a private meeting place for the queen and her closest friends and as a place of leisure. Designed by Richard Mique, the queen's favoured architect, with the help of the painter Hubert Robert, it contained a meadowland with a lake and various buildings in a rustic or vernacular style, inspired by Norman or Flemish design, situated around an irregular pond fed by a stream that turned a mill wheel.[1] The building scheme included a farmhouse, (the farm was to produce milk and eggs for the queen), a dairy, a dovecote, a boudoir, a barn that burned down during the French Revolution, a mill and a tower in the form of a lighthouse. Each building is decorated with a garden, an orchard or a flower garden. The largest and most famous of these houses is the "Queen's House", connected to the Billiard house by a wooden gallery, at the center of the village. A working farm was close to the idyllic, fantasy-like setting of the Queen's Hamlet.
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