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Reserve Cellar and Homestead investments

Open the Homestead Ledger

In ordinary Adventure, open the Homestead Ledger with E under the default keyboard controls, or through the panel hub. Ledger holds five permanent investment tracks. Reserve Cellar lets you commit a qualifying pressed cheese for Reserve Marks. Choose a term and then the wheel from your pack. You do not need level 60 to lay a wheel or earn these marks.

Three reserve terms

Day Reserve needs 2,000 ageing turns and gives 1 Reserve Mark. Three Day Reserve needs 6,000 and gives 4. Nine Day Reserve needs 18,000 and gives 12, plus a personalised Reserve title and a Reserve token. A game day is 2,000 world turns. The title is a name on your character’s title list, not a new inventory wheel.

Choose a wheel you mean to commit

A finished input cheese is kept by the cellar for every term. It does not come back when you collect the marks. A qualifying ripening cheese is different. It ripens during paid cellar checks and comes back on collection, ripe or with its remaining ageing time. With ordinary 25-turn checks, the final check can add up to 24 ageing turns beyond the term’s required work. Protect refuses the commitment. Retain alone permits it. The term’s price, duration and marks do not improve with the input’s quality or tier.

The stake rises with previous commitments

Your first stake is 500 gold for Day Reserve, 1,600 for Three Day Reserve or 4,500 for Nine Day Reserve. Every wheel previously laid, across all three terms, multiplies the next base stake by 1.15. The multiplier stops at 10 times the base, and the final stake is rounded to whole gold. Collection frees a niche but does not reset this lifetime count.

Keep gold for dues

Each occupied, unfinished niche owes 2% of its actual stake every 500 turns before Cooper’s Art. The first bill is a full 500 turns after laying it. Each bill is rounded to whole gold with a minimum of 1. The first undiscounted stakes therefore cost 10, 32 or 90 gold per interval. The live check handles niches in their stored order, so one can be paid while another stalls. Cellar dues are taken before retinue wages from the gold budget supplied to that check.

Unpaid work waits

A shortage can stall the niche, but does not destroy the wheel. Unpaid intervals remain owed. Carry enough gold for those bills as well as the next one. When they are covered, new work can resume. Paying later does not restore work missed during the shortage. A ready niche no longer owes dues, but it still takes space until you collect it.

The world clock and collection

Ordinary cellar checks fall every 25 world turns. Work uses the elapsed time since the previous check, so a term can become collectible at the next check after its required work is reached. The check sits outside the overworld worker gate and can run while you are underground. In co-op it reads the acting player’s cellar and purse. Open Reserve Cellar and choose a ready niche to collect it. That frees the niche and adds its marks to your spendable and earned totals.

What the longest reserve adds

Nine Day Reserve grants a personalised Reserve title based on the collecting player’s name, plus 1 Reserve token. The token can cover a retainer’s upfront hiring fee in Patronage. It is used automatically when you hire an eligible retainer with a token available. The retainer’s recurring wages still apply. A returned ripening wheel and the title are separate rewards.

Five permanent investments

Hearth & Hands adds one worker capacity per rank. Deep Veins adds 10% of the base mine-income multiplier per rank. Counting House subtracts 10% of base worker wages per rank. All three have five ranks costing 100, 400, 900, 1,600 and 2,500 gold. Deep Niches adds one cellar niche per rank, on top of the starting niche. Its four ranks cost 5,000, 15,000, 45,000 and 135,000. Cooper’s Art reduces base cellar dues by 10% per rank. Its five ranks cost 2,000, 4,000, 8,000, 16,000 and 32,000.

Rounded bills and income

Counting House reduces the whole wage bill before rounding it up, with a minimum of 1 gold when any waged worker remains. Golems do not enter that bill. Deep Veins multiplies the diminishing mine-income amount before its whole-gold payout and carry. Cooper’s Art reduces each niche’s dues before whole-gold rounding. Neither its discount nor Deep Niches changes the stake.

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