Once you are 掌门 the sect becomes a base you place buildings on. There are two layers to it and the game explains neither: the placed buildings, which cost materials and produce on a ten-day clock, and the upgrade tracks, which cost 资金 and raise the ceilings everything else runs into.
The production buildings you can stack six of look like the economy. They are not.
| Building | Material | Fee | Output, per ten days | Max |
|---|---|---|---|---|
| 富贾阁 | 铜矿 ×30 | none | 资金 +2400 | 1 |
| 丰稔堂 | 铁矿 ×30 | none | 药粮 +1800 | 1 |
| 金石馆 | 锡矿 ×30 | none | 矿石 +600 | 1 |
Against the six-slot production buildings, whose best tier pays 105:
| Feeds 资金 | Feeds 药粮 | Feeds 矿石 | Per ten days |
|---|---|---|---|
| 香料场 / 农田 | 人参园 / 瓷器窑 | 麻田 / 棉花田 | 60 / 45 / 45 |
| 胭脂坊 / 鱼塘 | 草药园 / 丝坊 | 桑田 / 铁矿场 | 75 / 60 / 60 |
| 珠宝坊 / 牧场 | 炼丹坊 / 茶叶园 | 铜矿场 | 105 / 75 / 75 |
| 煤场 | 90 |
Six 珠宝坊 at the cap is 630 资金 per ten days, for 384 宗门木材 and 28,800 资金 in fees. 富贾阁 pays nearly four times that, for thirty copper ore and no fee at all. The same holds for 丰稔堂 against the 药粮 line and 金石馆 against the 矿石 line.
Build those three first, before anything with a 资金 price on it.
The two extractors are the other free lunch: 锯木厂 (铜矿 ×10) yields 宗门木材 ×8 and 石料厂 (铁矿 ×10) yields 宗门石料 ×10 per ten days, nine of each allowed. Those two materials are what every other building is paid for in, so the nine-and-nine go up before the things that consume them.
BuildEntity.ModMenPaiAttri is the payout: ouputtype 2 adds a sect attribute, 1 adds an item, and
the amount is misvalue2 — the same number the panel prints beside "/十天".
Every sect resource is clamped to a maximum, and MenPaiAttriManager.GetMaxAttri says where each
maximum comes from. Four of the eight columns in the build table are read under names that have
nothing to do with what they cap:
| Resource | Cap set by | Column actually read |
|---|---|---|
| 资金 | 云霄殿 level | anding |
| 矿石 | 云霄殿 level | fanrong |
| 药粮 | 云霄殿 level | mingsheng |
| 门人 (member count) | 云霄殿 level | fabricationLevel |
| 名声 | 云霄殿 level | mingsheng |
| 繁荣 | 杏林堂 (礼堂) level | fanrong |
| 人数 | 聚贤房 (贤堂) level | people |
| 安定 | nothing — hardcoded | 100 |
So 云霄殿 alone governs how much money, ore, medicine, reputation and how many disciples the sect can hold. At level 1 that is 48,000 资金 / 12,000 矿石 / 36,000 药粮 / 25 门人; at level 10 it is 716,650 / 180,000 / 540,000 / 160.
Consequence worth stating: income above your cap is discarded silently. Running 富贾阁 into a level-1 云霄殿 wastes most of it. 云霄殿 is the only upgrade that is always worth doing next.
安定 is capped at 100 and no building changes that. The 镇安殿 exists and 安定 is granted in chunks of 4–12 at a time, so it saturates almost immediately and stays there.
The enum names and the data names disagree, and one name is used twice:
Upgrade track (MenPaiBuildType) |
The building you actually place |
|---|---|
| 云霄殿 | 云宵殿 (spelled with 宵) |
| 杏林堂 | 礼堂 |
| 演武室 | 卫堂 |
| 金玉楼 | 财楼 |
| 聚贤房 | 贤堂 |
| 藏宝阁 | 藏宝阁 |
| 天工坊 | 坊堂 |
| 城池 | — (no placed building) |
There is also a separate placeable building literally called 聚贤房, which recruits disciples and is not the 聚贤房 that caps 人数 — that one is 贤堂. When a guide says "build 聚贤房 to raise your member cap", it means 贤堂.
Every one of the first five tracks upgrades on the same 资金 curve:
1,174 → 1,760 → 4,694 → 9,976 → 17,604 → 27,580 → 39,902 → 54,572 → 71,590 → 90,954
藏宝阁 and 天工坊 are cheaper and take a second currency — 998 资金 + 565 矿石 and 998 资金 + 565 药粮 respectively at level 1.
Everything except 云霄殿 and 城池 requires 云霄殿 at level 2 before it can start. And every track demands the same staff at the same levels:
| Level | Disciples tied up |
|---|---|
| 2 | 内门 ×1 |
| 3 | 内门 ×2 |
| 4 | 内门 ×4 |
| 5 | 内门 ×6 |
| 6–8 | 内门 ×6, 关门 ×1 → ×3 |
| 9 | 内门 ×6, 关门 ×3, 亲传 ×1 |
| 10 | 内门 ×6, 关门 ×3, 亲传 ×2 |
That is the real bottleneck past level 5: you need ranked disciples, which means recruiting and promoting them, not just money.
MenPaiEntity.CheckChengChiLevelUp checks the requirements and then does exactly one thing:
if (flag) { menpaiBuildDir[7]++; }
It never deducts a cost. The 城池 rows carry a price — 15,360 资金 + 9,520 药粮 + 3,340 矿石 at level 1, rising to 100,800 + 75,600 + 25,200 — and none of it is ever taken. There is no upgrade button either; the check runs at the end of every 宗门考核 payout.
The thresholds it watches, all three of which must hold:
| 城池 | 矿业 | 农业 | 商业 |
|---|---|---|---|
| 1 | 3,768 | 3,768 | 7,836 |
| 2 | 12,328 | 12,328 | 25,420 |
| 3 | 26,960 | 26,960 | 68,263 |
| 4 | 42,176 | 42,176 | 126,210 |
城池 level is the largest multiplier in the sect economy, because it scales the resource grant on every 宗门考核 commission:
资金 += Random(400·L + 300, 1200·L + 900)
药粮 += Random(300·L + 150, 900·L + 300)
矿石 += Random(180·L + 75, 400·L + 150)
At 城池 0 a commission pays 300–900 资金. At 城池 4 it pays 1,900–5,700. Nothing else in the system multiplies by six for free.
Every real minute, MenPaiAttriManager.Update runs one tick per elapsed minute and converts:
商业 → 资金, 矿业 → 矿石, 农业 → 药粮. The rate is not proportional — it steps at thresholds:
| Development stat | Thresholds | Income per minute at each tier |
|---|---|---|
| 商业 | 7,836 / 25,420 / 69,380 / 126,904 | 160 → 280 → 432 → 600 → 800 |
| 矿业 | 3,768 / 12,560 / 27,632 / 45,216 | 40 → 70 → 108 → 150 → 200 |
| 农业 | 3,768 / 12,560 / 27,632 / 45,216 | 120 → 210 → 324 → 450 → 600 |
You start at 商业 4,800 — below the first threshold — so the first 3,036 商业 you earn is worth a 75% raise, and the next 17,584 is worth 54%. Points spent inside a tier do nothing at all.
Those same three stats are what 城池 watches, so pushing 商业 past 7,836 buys the income tier and 城池 1 at the same moment. That is the single highest-value target in the whole system.
A 宗门考核 commission grants 商业 +900–2,800, 矿业 +360–1,000, 农业 +360–1,100, 繁荣 +8–25, 名声 +639–2,000, 人数 +3–9, 安定 +4–12 — so roughly two commissions clear the first 商业 tier.
The six-slot production buildings are worth building only after all of that, and only in the tier you can afford — the 4,800-fee tier pays 105 against the 480-fee tier's 60, which is 75% more output for ten times the fee.
Checked against 村头二狗's 门派经营 guide on TapTap and the summaries circulating on 3DM and 游侠.
This one is accurate, and unusually so. Every per-building yield it lists matches the table
exactly — 香料场 60 资金, 胭脂坊 75, 珠宝坊 105, 农田 60, 鱼塘 75, 牧场 105, 人参园 45, 草药园 60,
炼丹坊 75, 瓷器窑 45, 丝坊 60, 茶叶园 75, 麻田 45, 棉花田 45, 桑田 60, 铁矿场 60, 铜矿场 75,
煤场 90. So do the caps: six of each production building, nine of each extractor, one of everything
else. Its summary of 云霄殿 — "提高声望上限,矿石,资金存储上限,门人上限" — is exactly what
GetMaxAttri does, and it is the only place anyone has written that down correctly.
Where it drifts:
Nothing anywhere mentions the 安定 hard cap of 100, or the four build-table columns read under the wrong names.
Upgrade requirements are stored in the attri column and read by two functions that both parse it the
same way — array[0] as the attribute type and array[1] as the minimum
(MenPaiEntity.CheckAttri, MenPaiBuildInfoPanel.ShowAttriCondition).
50 of the 82 rows are written in a three-field format those parsers do not understand. They read
kind|attribute|value — the same shape use and build use — but get parsed as attribute|value,
so the third number is dropped and the second is read as a threshold:
| Track | Stored | Parsed as | Should almost certainly be |
|---|---|---|---|
| 演武室 (卫堂) | 0\|5\|618 … 54688 |
商业 ≥ 5 | 农业 ≥ 618 … 54,688 |
| 金玉楼 (财楼) | 0\|0\|1174 … 90954 |
商业 ≥ 0 | 商业 ≥ 1,174 … 90,954 |
| 聚贤房 (贤堂) | 0\|4\|576 … 54688 |
商业 ≥ 4 | 矿业 ≥ 576 … 54,688 |
| 藏宝阁 | 0\|0\|1174 … |
商业 ≥ 0 | 商业 ≥ 1,174 … |
| 天工坊 (坊堂) | 0\|0\|1174 … |
商业 ≥ 0 | 商业 ≥ 1,174 … |
Since you begin with 商业 4,800, every one of those five is satisfied from the first minute of the game and stays satisfied to level 10. Their only real gates are 资金, the 云霄殿 prerequisite and the worker bill.
The two that use the two-field form work as intended: 云霄殿 wants 名声 ≥ 800 and 杏林堂 wants
繁荣 ≥ 90. 城池's 4|3768;5|3768;0|7836 is three separate two-field clauses and also works.
MenPaiAttriManager (GetMaxAttri, GetCurIncome, AddShouRu, OnAttriGrowUp, InitBaseAttri,
m_AttriUpperLimitDict, m_AttriIncomeDict), MenPaiEntity (CheckChengChiLevelUp, CheckAttri,
GetCurBuildInfo, UpBuildLevel), MenPaiBuildInfoPanel (ShowAttriCondition, ShowCostCondition,
OnBuildUpgrade), BuildEntity.ModMenPaiAttri, and the tables menpaibuild, buildprototype,
item_base.
The ten-day period is the game's own label — LocalString.tendays is "{0}{1}/十天", and it is the
string the build panel prints beside every output figure.