Guide

Basics

Getting Started

Roleplay

Roleplay Rules & Guidelines Player Characters Non-Player Characters

Gameworld

Gameworld Timespan The Known World Anachronisms & Roleplay

Player Character

Character Development Character Statistics Character Skills

Roles

Rulers Governors Officers Slaves

Faction

Cultures Religions Government Forms Politics

Warfare

Land Battles Naval Battles Sieges Recruitment Mercenaries Covert Actions Battle Ploys

Military Units

Infantry Cavalry Mercenaries Unit Statistics Siege Engines Townwatch Navy

Economy

Settlements Construction Agriculture Trade Demographics Taxation

Geography

Climate & Vegetation Regions Wonders

Economy

Settlements

Population

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 TypePopulation RangeAppearance
ruin0ruin
farmstead1 - 20farmstead
hamlet21 - 200village
village201 - 600village
minor town601 - 2000town
medium town2001 - 6000town
major town6001 - 12000town
minor city12001 - 24000city
medium city24001 - 96000city
major city96001 - 240000city
metropolis240001 - 480000metropolis
megalopolis480000 +metropolis

Developing Settlements

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.

Economy

A settlement can be developed on 5 particular areas. These numbers decay with time and hence have to continually be developed.

Economic AreaCommandStatistic(s)Range
defensesfortifyengineer & judgement1 - 999
justicehold courtjudgement1 - 999
happinesshold festivaljudgement & charisma1 - 999
industrydevelop industryengineer & commerce1 - 999
agriculturedevelop agricultureengineer & agriculture1 - 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.

Fortifications

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.

FortificationMinimum Defense
stone wall700
pallisade200
earthwork50

Construction

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:

BuildingCommand
basilicajustice
porticojustice
temple complexhappiness
templehappiness
shrinehappiness
forumindustry
marketindustry
emporiumindustry
portindustry
granaryagriculture
amphitheatrehappiness
theatrehappiness
odeonhappiness
circushappiness
thermaehappiness
fountainhappiness
gardenhappiness
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.

Agriculture

Food Production

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 TypeProduction Capacity
Latifundia80
Estate60
Farm50
Little Farm20

Trade

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.

Traderoute

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.

Maritime trade

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.

Landbound trade

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.

Market Access Bonuses

Access to resources of a particular category helps to improve the economy of a settlement.

Main CategoriesAffected Areas
foodagriculture 
seasoningsagriculture, industry, happiness
beveragesagriculture, happiness
luxuriestrade, happiness
clothinghappiness
tablewareindustry
toolsindustry
currencyindustry, trade
utensilshappiness

Market Mix Bonuses

A settlement receives market mix bonuses, if it has access to two or more resources of different subcategories.

Required SubcategoriesMix Bonuses
spices, herbs, cooking oils, clothing, beverageshappiness multiplier
tableware, tools, currencyindustry multiplier
vegetables, fruits, nuts, cereals, meat, cheese, fish, honeyagriculture multiplier

Market Variety Bonuses

A settlement receives market variety bonuses, if it has access to two or more resources of the same subcategory.

Required SubcategoriesVariety Bonuses
vegetablesrotation multiplier
fruitsrotation multiplier
nutsrotation multiplier
spicesluxury multiplier
herbsrotation multiplier
fragrancesluxury multiplier

Miscellaneous Bonuses

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

Multiplier Bonuses

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

Demographics

The Population Growth Rate is affected by the death rate, birth rate, and migration rate.

Death Rate

The Death Rate is increased when there is insufficient food or water and lots of waste.

Birth Rate

The Birth Rate is primarily determined by the population size of a settlement.

Migration Rate

The Migration Rate is determined by the population size of a settlement, the housing, and trade bonuses.

Taxation

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.

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