Roleplay Rules & Guidelines Player Characters Non-Player Characters
Gameworld Timespan The Known World Anachronisms & Roleplay
Character Development Character Statistics Character Skills
Rulers Governors Officers Slaves
Cultures Religions Government Forms Politics
Land Battles Naval Battles Sieges Recruitment Mercenaries Covert Actions Battle Ploys
Infantry Cavalry Mercenaries Unit Statistics Siege Engines Townwatch Navy
Settlements Construction Agriculture Trade Demographics Taxation
The population size of a settlement determines what kind of settlement it is. The appearance of a settlement varies according to what type of settlement it is.
Larger settlements get more economic bonuses than smaller settlements, but larger settlements also have more waste than smaller settlements.
Settlement Type | Population Range | Appearance |
---|---|---|
ruin | 0 | ruin |
farmstead | 1 - 20 | farmstead |
hamlet | 21 - 200 | village |
village | 201 - 600 | village |
minor town | 601 - 2000 | town |
medium town | 2001 - 6000 | town |
major town | 6001 - 12000 | town |
minor city | 12001 - 24000 | city |
medium city | 24001 - 96000 | city |
major city | 96001 - 240000 | city |
metropolis | 240001 - 480000 | metropolis |
megalopolis | 480000 + | metropolis |
Settlements can be developed by spending turns on commands. Every character gets 1 faction turn per year and 1 personal tun per year.
Personal turns of a character can only be used by the player who owns the character. Faction turns can only be used by a ruler or governor.
Turns can be saved up to 7 years.
A settlement can be developed on 5 particular areas. These numbers decay with time and hence have to continually be developed.
Economic Area | Command | Statistic(s) | Range |
---|---|---|---|
defenses | fortify | engineer & judgement | 1 - 999 |
justice | hold court | judgement | 1 - 999 |
happiness | hold festival | judgement & charisma | 1 - 999 |
industry | develop industry | engineer & commerce | 1 - 999 |
agriculture | develop agriculture | engineer & agriculture | 1 - 999 |
Defenses
Defenses represents the walls and fortifications of a settlement. Defenses help the defender in a siege. Defenses can be increased with the fortify command. The efficiency of the fortify command depends on the engineer and judgement statistics of a character.
Justice
Justice represents the rule of law in a settlement. Settlements with low justice have more crime, are more prone to rebellions and lose a greater portion of their taxes to corruption. Having a character hold court helps to increase justice in a settlement. The efficiency of the hold court command depends on the judgement statistic of a character.
Happiness
Happiness represents the population mood in a settlement. There are some events that decrease happiness over time and other events that may increase it. With the hold festival command you can increase happiness. The efficiency of the hold festival command depends on the judgement and charisma statistics of a character.
Industry
Industry represents the general economy of a settlement and how much resources are manufactured. A settlement with high industry yields more taxes. With the develop industry command you can increase industry. The efficiency of the develop industry command depends on the engineer and commerce statistics of a character.
Agriculture
Agriculture represents the rural economy of a settlement and how much food is being produced. A settlement with high agriculture yields more taxes and more provisions. With the develop agriculture command you can increase agriculture. The efficiency of the develop agriculture command depends on the engineer and engineer and agriculture statistics of a character.
The fortifications of a settlement are upgraded, when the defense of a settlement reaches a particular amount of points. Such an upgrade makes it that much harder for a besieger to decrease the defense points of the fortifications of a settlement.
Fortification | Minimum Defense |
---|---|
stone wall | 700 |
pallisade | 200 |
earthwork | 50 |
A building helps to increase the effectiveness of commands.
The cost of construction is greatly decreased if a settlement has access to resources like wood and marble.
The following buildings can be constructed:
Building | Command |
---|---|
basilica | justice |
portico | justice |
temple complex | happiness |
temple | happiness |
shrine | happiness |
forum | industry |
market | industry |
emporium | industry |
port | industry |
granary | agriculture |
amphitheatre | happiness |
theatre | happiness |
odeon | happiness |
circus | happiness |
thermae | happiness |
fountain | happiness |
garden | happiness |
palaestra | |
gymnasium | |
academy | |
library |
Only some of these buildings can be constructed. The culture of the faction who owns the settlement determines, which buildings are available for construction.
Buildings like the palaestra, gymnasium, academy, and library do not help with commands, but these do help characters improve their statistics.
The figures shown in the following table may be amended by the agriculture statistic. Some trade bonuses also help to improve the production rate.
Residence Type | Production Capacity |
---|---|
Latifundia | 80 |
Estate | 60 |
Farm | 50 |
Little Farm | 20 |
Trade represents the amount of trade and commerce in a settlement. Trade helps to spread access to particular resources that otherwise were only to be found in some locations. If a settlement has access to greater variety of resources, then it greatly improves the economy of that settlement. Access to variety of resources provides bonuses for that settlement.
Trade is made by setting up a trade route. If you wish to set up a trade route, then you need to move a trader from one settlement to another settlement. This other settlement can be a settlement of your own faction, or a settlement of a foreign faction with which your faction has a trade agreement. There are two ways to set up a trade route. You can trade over land or over sea.
A maritime traderoute is produced by setting up a trade route over sea. The amount of wealth gained depends on the sailing and commerce statistic and the distance between the two settlements and the type of resource that is being traded.
A land traderoute is produced by setting up a trade route over land. The amount of wealth gained depends on the riding and commerce statistic and the distance between the two settlements and the type of resource that is being traded.
Access to resources of a particular category helps to improve the economy of a settlement.
Main Categories | Affected Areas | |
---|---|---|
food | agriculture | |
seasonings | agriculture, industry, happiness | |
beverages | agriculture, happiness | |
luxuries | trade, happiness | |
clothing | happiness | |
tableware | industry | |
tools | industry | |
currency | industry, trade | |
utensils | happiness |
A settlement receives market mix bonuses, if it has access to two or more resources of different subcategories.
Required Subcategories | Mix Bonuses |
---|---|
spices, herbs, cooking oils, clothing, beverages | happiness multiplier |
tableware, tools, currency | industry multiplier |
vegetables, fruits, nuts, cereals, meat, cheese, fish, honey | agriculture multiplier |
A settlement receives market variety bonuses, if it has access to two or more resources of the same subcategory.
Required Subcategories | Variety Bonuses |
---|---|
vegetables | rotation multiplier |
fruits | rotation multiplier |
nuts | rotation multiplier |
spices | luxury multiplier |
herbs | rotation multiplier |
fragrances | luxury multiplier |
ornament
lowers the construction costs of some buildings
construction
lowers the construction costs of all buildings
medicine
increases the birth rate
taxation
increases commerce income and trade income
education
increases the effectiveness of libraries and academies
happiness multiplier
increases the effectiveness of the hold festival command and increases the migration rate
industry multiplier
increases the effectiveness of the develop industry command and increases the migration rate
agriculture multiplier
increases the effectiveness of the develop agriculture command
rotation multiplier
increases the effectiveness of the develop agriculture command
luxury multiplier
provides a boost to the development of trade and increases the migration rate
The Population Growth Rate is affected by the death rate, birth rate, and migration rate.
The Death Rate is increased when there is insufficient food or water and lots of waste.
The Birth Rate is primarily determined by the population size of a settlement.
The Migration Rate is determined by the population size of a settlement, the housing, and trade bonuses.
Taxes are collected every game year in autumn. Taxes are collected upon the farm income, commerce income, and trade income. Corruption negatively affects total tax income. Corruption is lowered by the justice and happiness statistics.