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title Settlement and Building System
summary Settlement types/sizes, founding, building types, construction, infrastructure, population, economy, defense, districts
audience
developer
agent
designer
topics
settlements
buildings
construction
infrastructure
population
economy
defense
districts
leadership
prerequisites
gdd-overview.md
related
gdd-settlement-policy.md
gdd-economy.md
npc-daily-life-system.md
housing-storage-system.md
last_validated 2026-01-18

Settlement & Building System

1. Overview

Settlements are the social and economic hubs of the game world. They range from tiny camps to sprawling capitals, each with their own character, services, and opportunities. Players can visit, live in, trade with, lead, or even found settlements.

Aspect Description
Population NPCs who live, work, and interact
Services Shops, crafters, guilds, institutions
Economy Local production, trade, currency flow
Governance Leadership, laws, policies
Defense Guards, walls, militia
Growth Can expand or decline over time

2. Settlement Types

By Size

Type Population Buildings Services Governance
Camp 2-10 Tents, temporary Minimal Informal leader
Hamlet 10-30 Few permanent Basic Elder/founder
Village 30-100 Homes, few shops Limited Village chief
Town 100-500 Districts forming Moderate Mayor/council
City 500-5000 Full districts Comprehensive Lord/council
Capital 5000+ Multiple districts Everything Ruler/government

By Function

Type Primary Focus Typical Features
Agricultural Farming, livestock Large fields, granaries, markets
Mining Resource extraction Mines, refineries, heavy industry
Trade Hub Commerce Large markets, warehouses, caravans
Port Maritime trade/fishing Docks, shipyards, fish markets
Military Defense, training Barracks, walls, armories
Religious Worship, pilgrimage Temples, shrines, monasteries
Academic Learning, research Libraries, academies, archives
Frontier Expansion, survival Basic services, high danger

By Governance

Type Leader Succession
Tribal Chief Challenge/hereditary
Democratic Elected mayor Elections
Aristocratic Noble lord Hereditary
Theocratic High priest Religious hierarchy
Guild-run Guildmaster council Guild politics
Military Commander Appointment/rank
Lawless Strongest/richest Power struggles

3. Settlement Founding

Requirements

Requirement Description
Location Suitable terrain, resources nearby
Founders Minimum population (3-5 for camp)
Resources Building materials, food supply
Security Defensible or low threat area
Legitimacy Claim recognized or unchallenged

Founding Process

Identify suitable location
    ↓
Gather founding population
    ↓
Establish temporary shelter (camp stage)
    ↓
Build essential structures:
├── Shelter/housing
├── Food storage
├── Water access
└── Basic defenses
    ↓
Attract more settlers
    ↓
Grow into hamlet, then village...

Location Factors

Factor Effect
Water source Required for growth
Fertile land Enables farming
Resources nearby Mining, lumber, hunting
Trade route Commerce potential
Defensible terrain Security bonus
Climate Affects comfort, crops
Existing roads Accessibility

Player-Founded Settlements

Stage Requirements Unlocks
Camp 3+ party members, basic supplies Rest point, storage
Hamlet 10+ population, permanent structures Basic services
Village 30+ population, defined roles Shops, crafters
Town 100+ population, infrastructure Guilds, governance

4. Building Types

Residential

Building Capacity Cost Construction Time
Tent 1-2 5-10 silver Hours
Shack 2-4 20-50 silver 1-2 days
Cottage 2-4 50-150 gold 3-7 days
House 4-8 200-500 gold 1-2 weeks
Manor 8-16 1000-3000 gold 3-6 weeks
Estate 16+ 5000+ gold 2-4 months

Commercial

Building Function Cost Requirements
Market Stall Basic trade 10-30 gold Market area
Shop Retail 150-400 gold Town+
Warehouse Storage 300-800 gold Trade route
Inn/Tavern Lodging, social 500-1500 gold Traffic
Bank Branch Finance 1000+ gold Merchant Guild

Production

Building Output Cost Requirements
Farm Food 100-300 gold Arable land
Workshop Crafted goods 200-500 gold Crafter
Mill Processed grain 300-600 gold Water/wind
Smithy Metal goods 400-800 gold Ore supply
Tannery Leather 200-400 gold Animal supply
Brewery Alcohol 300-600 gold Grain supply

Infrastructure

Building Function Cost Effect
Well Water access 50-100 gold Required for growth
Road (segment) Movement 20-50 gold Travel speed
Bridge River crossing 200-500 gold Accessibility
Wall (segment) Defense 100-300 gold Security
Gate Controlled entry 150-400 gold Checkpoints
Watchtower Early warning 200-400 gold Detection range

Public/Civic

Building Function Cost Requirements
Town Hall Governance 500-1000 gold Town+
Courthouse Justice 400-800 gold Town+
Jail Prisoners 200-400 gold Guards
Barracks Military housing 300-600 gold Guards
Temple Worship 400-1000 gold Congregation
Library Knowledge 500-1000 gold Scholar
Academy Training 800-1500 gold City+
Hospital Healing 600-1200 gold Healer

Guild Buildings

Building Guild Cost Services
Guild Hall Any 800-2000 gold Headquarters, meetings
Training Yard Adventurers 400-800 gold Combat training
Merchant House Merchants 600-1200 gold Trade coordination
Craft Hall Crafters 500-1000 gold Shared workshops

5. Construction System

Construction Flow

Plan building
    ↓
Acquire land (if needed)
    ↓
Gather materials OR purchase
    ↓
Hire builder OR build self
    ↓
Construction begins (time passes)
    ↓
├── Progress affected by:
│   ├── Builder skill
│   ├── Weather
│   ├── Material quality
│   └── Interruptions
    ↓
Building complete
    ↓
Ongoing upkeep required

Material Requirements

Building Size Wood Stone Metal Other
Small (shack) 20 5 2
Medium (house) 50 20 10 Glass, etc.
Large (manor) 150 80 30 Specialty
Massive (castle) 500+ 300+ 100+ Many

Builder Classes

Class Speed Quality Cost
Unskilled labor Slow Poor Low
Apprentice carpenter Moderate Basic Moderate
Journeyman carpenter Good Quality Higher
Master carpenter Fast Superior Premium
Architect (consolidated) Fast Excellent Very High

Construction Modifiers

Factor Effect
Builder skill Speed and quality
Material quality Final durability
Weather Can slow/halt work
Multiple workers Faster (diminishing returns)
Player assistance Minor speed bonus
Magic assistance Significant bonus

6. Settlement Infrastructure

Essential Services

Service Minimum Size Effect if Missing
Water source Camp Cannot grow
Food supply Camp Starvation risk
Shelter Camp Rest penalties
Security Hamlet Bandit/monster attacks
Trade access Village Limited goods
Governance Town Chaos, decline

Service Tiers

Tier Availability Quality
None Not present
Basic Limited hours, one provider Minimal
Standard Regular hours, competition Normal
Good Extended hours, variety Above average
Excellent Always available, specialists Premium

Utility Systems

System Cost Benefit
Wells (distributed) 50-100 each Water access
Sewage (basic) 200-500 gold Health, smell
Street lighting 100-300 gold Night safety
Paved roads 50-100/segment Movement speed
Drainage 150-400 gold Flood prevention

7. Population & Growth

Growth Factors

Factor Effect
Food surplus Enables growth
Housing availability Required for new residents
Economic opportunity Attracts migrants
Safety Attracts families
Reputation Word spreads
Trade routes Brings travelers who stay

Decline Factors

Factor Effect
Food shortage Starvation, emigration
Overcrowding Disease, unrest
Crime Residents flee
Economic collapse No jobs, emigration
Disaster Immediate population loss
War/Raids Deaths, refugees

Population Flow

Natural growth (births)
    + Immigration (attracted)
    + Refugees (fleeing elsewhere)
    - Deaths (natural, violence, starvation)
    - Emigration (seeking better)
    = Population change

Growth Limits

Limiting Factor Effect
Water supply Hard cap on population
Food production Sustainable population
Housing Where people can live
Jobs Economic carrying capacity
Leadership Management capacity

8. Settlement Economy

Economic Roles

Role Function Population %
Farmers Food production 40-60% (villages)
Laborers General work 10-20%
Craftsmen Goods production 10-20%
Merchants Trade, distribution 5-15%
Guards Security 2-10%
Governance Administration 1-5%
Services Inn, temple, etc. 5-15%
Other Scholars, artists 1-5%

Local Economy Loop

Production (farms, workshops)
    ↓
Local consumption
    ↓
Surplus to market
    ↓
Trade (export/import)
    ↓
Currency circulation
    ↓
Wages, purchases
    ↓
(cycle continues)

Economic Health Indicators

Indicator Healthy Warning Critical
Employment 90%+ 70-90% <70%
Food supply Surplus Adequate Shortage
Trade activity Active Slow Stagnant
Currency flow Stable Inflation/deflation Collapse
Tax revenue Meeting budget Shortfall Bankrupt

9. Services & Facilities

Standard Services by Settlement Size

Service Camp Hamlet Village Town City
General store Maybe Yes Multiple Many
Blacksmith Basic Full Specialists
Inn/Tavern Maybe Yes Multiple Districts
Temple Shrine Small Full Cathedral
Healer Herbalist Basic Hospital Specialists
Guards Militia Few Force Army
Guild halls Some All
Bank Branch Full
Academy Yes

Service Quality Factors

Factor Effect on Quality
Provider skill Direct impact
Competition Drives improvement
Resources available Limits options
Settlement wealth Funds better service
Reputation Attracts better providers

10. Defense & Security

Threat Types

Threat Source Frequency
Bandits Criminal groups Common
Monsters Wilderness Depends on location
Raiders Enemy factions Periodic
Invasion War Rare
Internal crime Residents Ongoing

Defense Structures

Structure Defense Value Cost Maintenance
Palisade Low 50-100/segment Low
Stone wall High 200-400/segment Moderate
Tower Detection + range 200-400 Moderate
Gate Chokepoint 150-400 Moderate
Keep Last defense 2000-5000 High
Moat Assault difficulty 300-600 Low

Guard Force

Settlement Guards Militia Potential
Hamlet 0-2 All adults
Village 2-6 20-30%
Town 10-30 10-20%
City 50-200 5-10%
Capital 200+ 5%

Security Response

Threat Level Response
Petty crime Guards investigate
Serious crime Active pursuit, bounty
Raid incoming Alert, militia called
Siege Full mobilization

11. Settlement Leadership

Leader Powers

Power Description
Set policies Tax, corruption, enforcement
Appoint officials Delegate authority
Manage treasury Allocate funds
Issue decrees One-time orders
Negotiate With guilds, factions, neighbors
Expand Authorize new construction
Defense Mobilize guards, militia

Becoming Leader

Path Requirements
Election Democratic settlement, campaign
Inheritance Noble lineage, previous leader death
Appointment Higher authority names you
Conquest Military takeover
Founding Start new settlement
Purchase Buy leadership rights
Guild backing Guild controls settlement

Leader Responsibilities

Responsibility Failure Consequence
Security Crime rises, residents leave
Economy Poverty, unemployment
Justice Unrest, vigilantism
Infrastructure Decay, service loss
Defense Vulnerable to attack
Diplomacy Trade loss, isolation

Losing Leadership

Cause Trigger
Citizen revolt Approval too low
Coup Rival faction acts
Conquest Military defeat
Deposition Higher authority removes
Abdication Voluntary step down
Death Succession activates

12. Districts (Cities Only)

District Types

District Character Services
Market Commercial Shops, warehouses, traders
Residential (wealthy) Upper class Manors, gardens
Residential (common) Working class Houses, apartments
Residential (poor) Lower class Slums, shelters
Craftsman Industrial Workshops, guilds
Temple Religious Temples, shrines
Government Administrative Town hall, courts
Military Defense Barracks, training
Docks Maritime Ships, warehouses
Academic Learning Library, academy

District Effects

District Bonuses Drawbacks
Market Trade +20%, variety Noise, theft
Wealthy Status, connections Expensive
Common Affordable, community Basic services
Poor Very cheap Crime, disease
Craftsman Workspace access Noise, pollution
Temple Spiritual services Donations expected

13. Events & Incidents

Positive Events

Event Effect Duration
Harvest festival Morale +, trade + 3-7 days
Trade boom Prices favorable Weeks
Immigration wave Population + Permanent
Discovery nearby Resources, opportunity Permanent
Royal visit Prestige +, trade + Days

Negative Events

Event Effect Duration
Plague Deaths, quarantine Weeks
Fire Building damage Immediate + rebuild
Drought Food shortage Season
Flood Damage, disease Days + recovery
Raid Deaths, theft Hours + recovery
Economic crash Poverty, unemployment Months

Event Response Options

Response Cost Effectiveness
Do nothing Free Event runs course
Minimal intervention Low Slight mitigation
Standard response Moderate Normal mitigation
Major effort High Strong mitigation
Extraordinary measures Very high Maximum mitigation

14. Settlement Relationships

Inter-Settlement Relations

Relation Effect
Allied Trade bonus, mutual defense
Friendly Trade access, cooperation
Neutral Standard interactions
Rival Trade penalties, tension
Hostile No trade, possible conflict
War Active conflict

Relationship Factors

Factor Effect
Trade agreements Improves relations
Faction alignment Shared = bonus
Competition Same resources = tension
History Past conflicts/cooperation
Leader relations Personal affects political
Distance Closer = more interaction

Diplomacy Options

Action Effect
Trade agreement Economic ties
Alliance Mutual defense
Marriage (nobles) Political union
Tribute Avoid conflict
Sanctions Economic pressure
War declaration Open conflict

15. Player Interactions

Visitor Actions

Action Requirement
Enter Not hostile reputation
Trade Shops open, not banned
Rest Inn available, can pay
Work Jobs available
Join guild Meet requirements
Buy property For sale, can afford

Resident Actions

Action Requirement
Vote (if democratic) Citizenship
Run for office Standing, backing
Start business License, capital
Hire workers Currency
Join militia Able-bodied

Influence Methods

Method Effect
Build reputation Gradual influence
Complete quests Favor with factions
Economic power Leverage through wealth
Guild leadership Institutional power
Marriage Political alliance
Force Risky, reputation hit

16. Integration Points

System Integration
NPC Daily Life NPCs live, work in settlements
Housing & Storage Buildings provide housing
Economy & Trade Settlements are economic hubs
Factions Faction presence and influence
Settlement Policy Leader-configurable options
Black Market Underground activity
Crafting Workshops, guild halls
Combat Defense, guards, raids
Gathering Resource nodes near settlements
Classes Services unlock class training

17. Data Tables

Settlement Size Thresholds

Type Min Pop Max Pop Min Buildings
Camp 2 10 0 (tents)
Hamlet 10 30 3
Village 30 100 10
Town 100 500 30
City 500 5000 100
Capital 5000 300

Building Construction Times

Size Unskilled Apprentice Journeyman Master
Small 3-5 days 2-3 days 1-2 days 1 day
Medium 2-3 weeks 1-2 weeks 5-7 days 3-5 days
Large 2-3 months 1-2 months 3-4 weeks 2-3 weeks
Massive 6-12 months 4-6 months 3-4 months 2-3 months

Service Availability by Size

Service Hamlet Village Town City Capital
Food vendor 50% 90% 100% 100% 100%
Blacksmith 10% 60% 90% 100% 100%
Inn 20% 70% 100% 100% 100%
Temple 30% 80% 100% 100% 100%
Bank 0% 0% 50% 90% 100%
Academy 0% 0% 10% 60% 100%
All guilds 0% 0% 30% 80% 100%

Defense Values

Structure Defense Build Cost Per Segment
None 0
Palisade 10 50-100 gold Yes
Stone wall 30 200-400 gold Yes
Tower +15 200-400 gold Each
Fortified gate +20 300-500 gold Each
Keep +50 2000-5000 gold One
Moat +10 300-600 gold Surrounds