You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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