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TOS

Settlements

A settlement represents the smaller territorial unit occupied by a non-monster population.
Settlements can be of different sizes and focus, for example a city is focused on population, a farm on food production and so on.
A settlement occupies a single hex and a hex can hold a single settlement.
Settlements have a population amount and a maximum population defined by the districts built there.
Settlements collect resources from the hex territories and refine them to be used for further building and production.
Characters can interact with a settlement to buy and sell resources, craft equipment and so on.
Settlements can grow by themselves by player interaction can help them grow faster.

Governor

Settlements are governed by a noble called governor, which can be without a title for simple settlements or with an actual rank if the settlement is the capital of a realm.
There is currently no implemetation for nobles or realms, the feature is purely cosmetic for now.

Districts

Since a settlement is locatet in a map hex it has 10 terrains, and each terrain has 10 slots for districts building, thus a settlement can build up to 100 districts.
Some special districts can be built only once per territory, some only once per hexagon.
Also some other special districts can be built outside the standard limitation for districts amount in a territory, notably roads, for example.
Districts serve multiple purposes, they can increase the population cap, they can operate as bases for resource gathering or refinig, for cooking, fortifications, military, and so on.
Settlements plan to build districts and as soon as enough recources have been collected they start construction.
Districts require some maintenance, payed in resources each day.
If a district goes through too many turns without repairs it becomes unusable and its stats are no longer counted, being housing or worplaces or whatever.
If lack of maintenance goes on for too long after the district is unusable then it reverts to a simple camp for the same terrain.
Camps are basic districts with no maintenance and unoptimized stats, but better than nothing.
More tech info about districts can be found in their dedicated page, linked above.

Favor

Each character can interact with a settlement and gain or spend favor towards it.
Consider favor as the currency used to trade with a specific settlement or realm.
You can gain favor by selling resources for example, and spend it by buying.
A settlement provides a favor shop where the character can also spend favor to increase its inventory size, horse power or local storage capacity.
See character page for more info about buyable stuff.

Storage

Characters can store resources in a settlement, which allows them to have a capacity buffer greater than their standard carriable inventory.
Stored resources can be accessed only from that specific settlement, location matters, there is no shared inventory between settlements.
Storage size can be increased locally by spending favor in the settlement, meaning that the character can increase storage capacity in each settlement it wants to.

Resources

Settlemets possess resources by themselves and they use them for refining, building, eating and morale boosting.
A settlement has a desire of a certain amount of certain resources in a given time, which can modify how much that resource costs.
Settlement storage for resources is unlimited, unlike resources stored for a character in a settliement, which is limited and buyable with favor.
Other than what characters sell to the settlement, workers gather raw resources and process them to realize finished ones, which can be used for building and crafting.
Food is also obtained as raw resource and cooked to provide meals that the population can eat.

Tech Data

Resource tiers power doubles at each increase.
To avoid exploits in one direction or the other, prices also double as tier increases.
A settlement can use an high tier resource as a resource of that tier or as two resources of the lower type.
It's like each tier gives a resource a certain power, and the power is what is used, regardless of the source, if towards lower tiers.
In fact two resources can't be used as a resource of a higher tier, the transformation only works downwards.

Market

Resources stored in a settlement can be sold to the settlement and settlement's resources can be bought and stored in the warehouse.
Selling resources to a settlement earns favor towards it, favor that can be spent to buy other resources.
Prices variate based on resource type (which sets a base price) and availability, so the more a resource is present the less it will be priced when buying or selling.
Anyway the minimum and maximum prices are always doubled when the settlement is selling, compared to when the settlement is buying, so players will need to be careful when trading if they're trying to make a profit.
More often players will find themselves selling resources looted from adventures and then buy the refined resources that the settlement has produced with time.

Turn Jobs

As states in the game time document, each real-time hour is considered a game-day or a turn.
Each turn settlements perform their daily execution, divided as follows:

Resource Needs Evaluation

The settlement will evaluate its resource needs whenever prices must be taken into consideration, for example before managing market orders from characters.
A settlement basically wants an amount of each resource equal to current population, just to stock them a little.
This amount is increased by special needs, like building plans or other intention the settlement could have for future growth.
Each unit of population needs one unit of food, so population amount is added again to needed food resources.
Needed resources for maintenance and building plans are also added to the needed amounts.

Market Sell Orders

Sell orders from characters are evaluated from the lowest price to the highest, of course the settlement prefers to buy at lower prices first.
Resources have two pivot points representing the needed level (minimum equal to population amount units) and wanted level (10 times the wanted).
A T1 resource is bought at 1000 from the character when empty.
A T1 resource is bought at 100 from the character when at needed level.
A T1 resource is bought at 10 from the character when at wanted level or above.
Each tier up doubles the cost, so supposing the base cost 10 for T1, we can state TX at (10 * (2^(X-1))).
All tiers of the same resource sum together to obtain the existing amount (always using the doubling formula when increasing tier).
This means that a higher tier level resource also counts as a lower one because it can be converted downwards when needed.

Production

During this phase the settlement will make real time decisions about how to allocate workers and it will instantly perform production on allocated slot.
Available working slots depend on built district inside the settlement.
Resource gathering will be performed first, since gathered raw resources might be used right away for refinement.
Specialized resource refining will then be performed, possibly using raw resources just gathered.
Generalist resource refining, will then be performed.
Remaining workforce will be used for scavenging and low efficiency refining.

Overproduction

This is an optional phase that happens after all production has been done and workforce is spent.
Overproduction is inefficient but doesn't need particular districts or available population to be done.
Huge amounts of raw resources can be consumed for an inefficient refinement that adds up to the ordinary one, when there is an excess of raw stuff that cannot be processed otherwise.
Overproductions are triggered when a raw resource is really abundant in a settlement, in other words when it reaches the wanted amount (meaning 10 times the needed amount).
At that point an amount equal to current population times 10 is consumed and refined in an amount equal to current population and added to the settlement.
This means that for each 10 raw resources the settlement gets only 1 refined, so highly inefficient, but it adds up and consumes useless excess raw resources from stock.

Consumption

Settlement population will consume food resources, starting with better one and ending with raw food as last resort.
Eating high quality food will provide the settlement with some boosts to morale and prestige.
Eating raw food on the other hand will give morale prenalties.
Districts maintenance is paid as soon as possible, it's really low so it shouldn't impact settlements much unless something serious is affecting resource income.
Celebration happens during the consumption phase, more information about it in the morale section.

Building

Some of the working population has been reserved to building and now it's when it's done.
Builders are applied to build slots in districts under construction each turn, until the district is completed.
Building resources are fully paid upfront.

Market Buy Orders

Buy orders from characters are evaluated from the highest price to the lowest, of course the settlement prefers to sell at higher prices first.
Same rules about pricing steps apply in this phase, with the exception that the settlement sells resources at double the price.
A T1 resource is bought at 2000 to the character when empty.
A T1 resource is bought at 200 to the character when at needed level.
A T1 resource is bought at 20 to the character when at wanted level or above.

Planning

The settlement tries to execute planned actions if possible.
Also the settlement might be willing to add new plans, especially if no plan is currently undergoing.

Morale

A settlement will gain a morale boost when well fed or when resources are spent to celebrate.
A settlement will gain a morale penalty when underfed or when population exceeds available housing.
Morale is tied directly to population growth, so a high morale means more growth and a low morale can result in population leaving the settlement.
Also high morale will increase prestige gain for the noble dynasty holding the settlement.
Morale status effects come with a level that also represents their duration.
Each turn, at start, active status effects from previous turn are reduced by 10% of power, rounded towards 0, until they disappear, then summed.
After this reduction and evaluation, more morale effects could be triggered during other settlement phases and their value will be added immediately.
Morale is then applied during growth phase, and each further morale effect after that will be set with one power level more than normal, since at next turn it will be decreased first.

Morale Sources

Morale Effects

Eating

During eating phase food power is added up and fills a food bar big as much as current population times 5.
The bar size is also increased by active eating morale, at a rate of +10% bar size for each morale point in eating.
This meanst that the higher the morale boost already present, the harder to get more boost.
Each time the bar is filled a +1 morale boost in food is added to the settlement.
This way even good food consumed over multiple turn will stack up to give a boost eventually.
Food power is given only by cooked food, raw food gives a penalty since the settlement wants to eat cooked.
Cooked Food Power
Basic Meal 5
Complete Meal 6
Tasty Meal 7
Superb Meal 8
Power is doubled for each tier up.

Starving

Each time cooked food is insufficient to feed population, raw food will be eaten instead.
If at least one unit of raw food is eaten or at least one person couldn't eat at all, a -1 morale penalty is added to the settlement.
In addition, for each 10% of population fed by raw food, an additional -1 morale penalty is added to the settlement.
This means that if all the population is fed by raw food, the settlement will get a -11 morale penalty in total.
Even worse if no food can be eaten at all, for each 1% of population unfed, an additional -1 morale penalty is added to the settlement.
To add to the bad side, if at least a penalty is issued here, good food eaten doesn't count this turn and any lingering eating morale or filling eating bar is removed entirely.

Overcrowding

If the settlement's population is higher than available housing, a -5 morale penalty is added to the settlement.
In addition, for each 1% of population exceding housing, an additional -1 morale penalty is added to the settlement.

Celebrating

Huge amounts of refined resources can be used and consumed to celebrate and make people happy, giving big immediate boosts to morale.
Celebrations are triggered when a refined resource is really abundant in a settlement, in other words when it reaches the wanted amount (meaning 10 times the needed amount).
At that point an amount equal to current population times 10 is consumed and the morale boost is added to the settlement.
Morale boost power is determined by resource consumed.
Refined Resources Power
Fiber Cloth 10
Cut Gem 15
Tanned Leather 10
Metal Ingot 10
Precious Metal Ingot 15
Stone Block 10
Wood Plank 10
Power is doubled for each tier up.
Refined foods are counted too and their power equals normal cooked power from the eating table.

Defense

Settlements can count on four kinds of defenses against enemy incursions: hexagon security, border patrol, fortifications and armies.
Defenses help a settlement preventing threat increase in its hexagon, usually derived from battles in nearby hexagons.

Hexagon Security

When a character completes successfully an adventure in an hexagon it secures it for a number of hours proportional to faced threat.
A secured hexagon will never have threat increases form its neighbours, so it's actually the best form of defense, but it's timed and will expire.

Border Patrol

Characters can spend some TU to patrol a settlement borders, setting up hexagon security and increasing settlement border patrol proportionally to character level.
Whenever threat tries to break into the settlement, border patrol value absorbs it as much as possible.
If border patrol is higher than incoming threat then no threat is added to the hexagon and border patrol is reduced accordingly.
If border patrol is lower than incoming threat than border patrol reduces incoming threat and goes to zero.
Border patrol can be accumulated as much as 10% of current settlement population.

Fortifications

A fortification district can be built in each terrain for settlements not in specialization focus.
Each fortification district provides a fortification value to the settlement.
Whenever threat tries to break into the settlement, after border patrol absorption, fortification comes into play to reduce it even more.
If fortification is higher than incoming threat then no threat is added to the hexagon and fortification is reduced accordingly.
If fortification is lower than incoming threat than fortification reduces incoming threat and goes to zero.
Fortification can be restored by the settlement spending some resources, similar to repairing.

Armies

...

Size and Focus

Settlements come in different sizes and from a certain size forward they can specialize, gaining access to unique districts.
A village is a settlement below 1000 population, it will mainly build camps to grow quickly even if inefficiently.
A town is a settlment with at least 1000 population but below 10000, it will start building more efficient districts.
A city is a settlement with at least 10000 population, it can be set as a realm capital, allowing the founding of realms.
Settlements can be either independent, capitals or vassalized.
A vassalized settlement can specialize on a focus when it reaches town size or more, which allows it to access specific districts to differentiate what the settlement can do better.
Specialized settlements can't build fortifications.
Capitals can build unique special districts, some mutually exclusive so that's also a kind of specialization.

Specializations

Here the list of specializations that a vassalized settlement can be set on, with the special districts it will be able to build in specific terrain types.
Specializations can enable a terrain type to gather a resource normally not available, in exchange for the lack of two resources usually available.
Specialized districts will include refining together with gathering, and also give some housing for more population, so they will be really cost efficient.
Terrain Farmlands Forestry Mines Wastelands Wetlands
Desert Scorched Excavation
Add precious metal in exchange for no leather and stone
Resources: Gem, Precious Metal
Forest Lumber Mill
Boost forest's standard production
Resources: Fruit, Meat, Wood
Hills Hillside Pasture
Add meat in exchange for no fruit and wood
Resources: Leather, Meat
Hills Foraging Forest
Boost hill's standard production
Resources: Fruit, Leather, Wood
Hills Quarry
Add stone in exchange for no fruit and leather
Resources: Stone, Wood
Lake Coast Underwater Mine
Add metal in exchange for no fiber and leather
Resources: Fish, Metal
Lake Stilt Fishery
Boost lake coast's standard production
Resources: Fiber, Fish, Leather
Mountains Deep Mine
Boost mountain's standard production
Resources: Metal, Precious Metal, Stone
Plains Extensive Farm
Boost plain's standard production
Resources: Fiber, Fruit, Vegetables
Plains Grove
Add wood in exchange for no fiber and vegetals
Resources: Fruit, Wood
River Fertile River Bank
Add fiber in exchange for no fish and precious metal
Resources: Fiber, Vegetables
River Bridge Fishery
Boost river's standard production
Resources: Fish, Precious Metal, Vegetables
Sea Coast Sea Coast Fishery
Boost sea coast's standard production
Resources: Fish, Meat, Stone
Swamp Flooded Excavation
Add precious metal in exchange for no fiber and vegetable
Resources: Metal, Precious Metal
Tundra Freezing Excavation
Add precious metal in exchange for no metal and wood
Resources: Gem, Precious Metal

Future Improvements - Not Implemented Yet

Upgrading a building will increase the amounts of people available, for example workers or population, but it doesn't always increase the tier involved.
Basically a settlement can only gather T1 raw resources, since it means that those are the ones available in the hex.
Manifacturing districts (including cooking stations) can work on resources of a tier higher than their own (so a T1 workshop can work on T2 raw resources to refine them).
To be able to gather higher tier resources the settlement must first build up resource nodes, which when upgraded will increase the raw resource tier too.
For each hex there can be only one type of special node, so hexagons will specialize on a single high tier resource, which means trade will be needed a lot.
A special node will provide 100 working slots at two stars (*10 gathering).
The settlement needs the T1 special node first, then it can upgrade it to T2, but it needs a new T1 before the T2 can be upgraded to T3.
Basically you can upgrade a node only if all the slots below it are already up.
The settlement cannot have two same tier special nodes.
To build and upgrade special nodes the settlement will need trophies that characters can drop during adventures (and they will probably cost a lot) and a lot of resources.
Special nodes have no maintenance.