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A Town or settlement is a generic term for the HamletOutposts, HamletHamlets, VillageVillages, TownTowns, CityCities, and CapitalCapitals that make up your empire. You start the game with only a single settlement -- a Hamlet with a population of 4,000 (4 figures), but it is important to acquire more, as settlements provide the vast majority of the resources your empire will need.

LocationEdit

A Town or settlement can be located on any land square that does not contain a Node, Tower of Wizardry, or Encounter, and is at least 4 squares away from any other other settlement. Settlements may not be constructed on Ocean or Shore. Certain information about locations may only be seen with the Surveyor.

CatchmentEdit

In addition to the square the Settlement is on, nearby tiles also affect the Settlement or Town; all squares in a 5 x 5 area, centered on the settlement, other than the corner squares, contribute to the city. Note that the 4 square minimum distance between cities means that a square can be in more than one catchment area; if so, the bonuses are halved, rounding down (food is rounded to half-points). There are a total of 21 squares in the catchment.

Maximum PopulationEdit

Equal to Maximum Food, or 25, whichever is less. The city will not grow to above this population.

Production BonusEdit

This is a percentage bonus to the Icon Production.png Production of the city, equal to the sum of the following:

The production bonus may be seen with the Surveyor.

Gold BonusEdit

This is a percentage bonus to the Icon Gold.png Gold output of the towns, equal to the sum of the following:

  • +½% x (total population of towns linked by roads of the same race as this settlement). Neutral cities do not count.
  • +1% x (total population of towns linked by roads of a different race from this settlement). Neutral cities do not count.
  • +10% if adjacent to a Shore.
  • +20% if on a River.
  • +30% if on a River Mouth
  • +50% if a Nomad settlement.
  • The above are capped at a total of 3% x Population.
  • +50% (each) for a Marketplace or Bank.
  • +100% (each) for a Merchants' Guild or Prosperity spell.

The gold bonus may be seen with the Surveyor. However, if pointed at an empty square, it will not cap the gold bonus at 3% x Population.

The Settlement ScreenEdit

A typical settlement screen might look something like (click on a region for details)

Settlement Size and NameRacePopulationPopulation Growth RateSubsistence FarmersAdditional FarmersWorkersRebelsResourcesFood ConsumptionFood SurplusProductionGold UpkeepGold SurplusPowerResearchEnchantmentsBuildingsSurroundingsUnitsProducingBuy ButtonChange ButtonFarmer ExamplePic
About this image

The parts of the image are as follows:

Settlement Size and NameEdit

Top left. A settlement is shown as a Hamlet for population 1-4, Village for population 5-8, Town for population 9-12, City for population 13-16, and Capital for population 17+. Other than the size term, this cannot be changed after the Town is founded.

RaceEdit

The Race that inhabits this Town. Will always be the same as the Settlers that established the Town.

PopulationEdit

The number of people currently living in the Town. Only the thousands digit has any direct effect on the game; the tens and hundreds digit are just counters until the Town next grows, and the ones digit is always 0.

Population Growth RateEdit

The number of people the Town gains every turn. This will always be zero if the town is at or above its Maximum Population, otherwise it will be calculated as follows:

CitizensEdit

Shows the allocation of your citizens (1 per 1,000 population), as follows, from left to right:

Subsistence FarmersEdit

A Town must provide at least Icon Food.png1 per citizen; if this cannot be provided from other sources, enough Farmers will be allocated to fill the need. These farmers may not be allocated to any other purpose, though they may become Rebels. Each Farmer provides base resources as follows:

Farmers by Race
Race Citizen Barbarian Farmer Citizen Gnoll Farmer Citizen Halfling Farmer Citizen HighElf Farmer Citizen HighMen Farmer Citizen Klackon Farmer Citizen Lizardmen Farmer Citizen Nomad Farmer Citizen Orc Farmer Citizen Beastmen Farmer Citizen DarkElf Farmer Citizen Draconian Farmer Citizen Dwarf Farmer Citizen Troll Farmer
Icon Food.png Food Icon Food.png2 Icon Food.png2 Icon Food.png3 Icon Food.png2¹ Icon Food.png2¹ Icon Food.png2 Icon Food.png2 Icon Food.png2¹ Icon Food.png2¹ Icon Food.png2¹ Icon Food.png2¹ Icon Food.png2¹ Icon Food.png2 Icon Food.png2¹
Icon Production.png Production Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½ Icon Production.png ½
Other Icon Power.png ½ Icon Power.png ½ Icon Power.png 1 Icon Power.png ½ Icon Gold.png x2

¹Increased to Icon Food.png3 with an Animists' Guild.

Additional FarmersEdit

A Town is permitted to produce more Icon Food.pngFood than it absolutely needs, which may be used to support your armies. These additional farmers function identically to subsistence farmers, but may be reallocated to Workers if desired. Note that Farmers are less useful once their total output exceeds the town's Base Food Output, only giving half their normal bonus.

WorkersEdit

Any citizens who are not Farmers or Rebels become Workers, providing benefits as follows:

Workers by Race
Race Citizen Barbarian Worker Citizen Gnoll Worker Citizen Halfling Worker Citizen HighElf Worker Citizen HighMen Worker Citizen Klackon Worker Citizen Lizardmen Worker Citizen Nomad Worker Citizen Orc Worker Citizen Beastmen Worker Citizen DarkElf Worker Citizen Draconian Worker Citizen Dwarf Worker Citizen Troll Worker
Icon Production.png Production Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 3 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 2 Icon Production.png 3 Icon Production.png 2
Other Icon Power.png ½ Icon Power.png ½ Icon Power.png 1 Icon Power.png ½ Icon Gold.png x2

RebelsEdit

The last, and least useful, category of citizens is Rebels, who produce neither Icon Food.pngFood nor Icon Production.png Production, and pay no Icon Gold.png Taxes. Oddly, they do still provide Icon Power.png. They are as follows:

Rebels by Race
Race Citizen Barbarian Rebel Citizen Gnoll Rebel Citizen Halfling Rebel Citizen HighElf Rebel Citizen HighMen Rebel Citizen Klackon Rebel Citizen Lizardmen Rebel Citizen Nomad Rebel Citizen Orc Rebel Citizen Beastmen Rebel Citizen DarkElf Rebel Citizen Draconian Rebel Citizen Dwarf Rebel Citizen Troll Rebel
Icon Power.png Power Icon Power.png ½ Icon Power.png ½ Icon Power.png 1 Icon Power.png ½

ResourcesEdit

Leftmost box, under Citizens, with up to 5 rows. If you click on any row it will show what is using or producing that resource, though occasionally it reports incorrectly (possibly due to rounding errors).

Food ConsumptionEdit

Shows the total Icon Food.pngFood being consumed by the population of the city; this will always be 1 per 1,000 people. A 10food indicates Icon Food.png10.

Food SurplusEdit

Shows the amount of Icon Food.pngFood being produced and not consumed by the city.

ProductionEdit

Shows the total Icon Production.png Production of the city (10production indicates Icon Production.png 10), used to produce buildings and units in the city. This is equal to the base Icon Production.png Production from Farmers and Workers (calculated as above, and rounded up), multiplied by 1 + 0.01 * Production Bonus, with fractions dropped.

When a city is assigned to any product other than Housing or Trade Goods, at the start of every turn, the city builds up this number of Icon Production.png Production Points. This is then compared to the Icon Production.png Production Cost of the object being built, and if the total equals or exceeds the cost, the object is completed and all excess Icon Production.png Production is lost.

Gold UpkeepEdit

Total Upkeep Cost of all buildings in the Town.

Gold SurplusEdit

Total Icon Gold.png Gold output in excess of Upkeep Costs; hollow symbols indicate negative totals, and a large symbol indicates Icon Gold.png 10. This is computed as follows:

Gold income is capped at 255, though this is very difficult to achieve.

PowerEdit

Shows the total Icon Power.png Power production of the city, calculated as follows:

Note that Icon Mana.png Mana Upkeep Costs are not shown.

ResearchEdit

Shows the total Icon Research.png Research production of the city, which will be one of the following:

EnchantmentsEdit

Right of Resources. Shows Town Curses, Town Enchantments, and Nightshade.

BuildingsEdit

Shows an image of every Town Building in the settlement, other than ones which have been replaced, plus various Town Curses and Town Enchantment.

SurroundingsEdit

Top right, no label. Shows a 5x5 area centered on the Settlement. Will show a red ½ on every tile that is shared with another city.

UnitsEdit

Shows units in the city.

ProducingEdit

What the city is currently building.

Buy ButtonEdit

Allows spending Icon Gold.png Gold to immediately set your Icon Production.png Production Points to the Icon Production.png Production Cost of the item currently being built. Cost depends on current Icon Production.png Production Points:

  • If production is expected to complete next turn, you're not allowed to buy.
  • 0 Production Points: Icon Gold.png Production Cost x 4.
  • Less than 1/3 of Icon Production.png Production Cost: Icon Gold.png (Production Cost - Production Points) x 3.
  • At least 1/3 of Icon Production.png Production Cost: Icon Gold.png (Production Cost - Production Points) x 2.

Due to an oversight, it is possible to change production after clicking buy, which under some conditions can save quite a bit of money -- for example, if you want to buy a Shrine and have Icon Production.png 10, you can spend 1 turn on Bowmen, spend Icon Gold.png 40 to buy (PP=30), switch to Stables, spend Icon Gold.png 100 to buy, switch to Shrine, and let it complete 2 turns later; total 3 turns and Icon Gold.png 140, whereas it would be Icon Gold.png 240 done normally.

Note: the factor of 1/3 deviates from the text in the Offical Strategy Guide that claims a factor of 1/2, which is wrong.

Change ButtonEdit

Allows changing what the city is currently building. When you change, any Icon Production.png Production Points from your old project are immediately converted to the new project.

OutpostsEdit

A just-created settlement (generated with the Create Outpost unit power) does not use the Settlement Screen; instead, it uses a special screen, which has only one area of particular note: the row of 10 icons under the name of the race. When the outpost is first created, three are filled in. Once every icon is filled in, the outpost becomes a hamlet with a population of 1,000; if every icon fades, the outpost is deserted. You cannot assign any action to an outpost; instead, it automatically makes two rolls every turn: one to Grow, one to Shrink.

Outpost GrowthEdit

Every turn, an outpost has a chance to grow by 1, 2, or 3 icons. The odds of growth are as follows:

Outpost ShrinkingEdit

Every turn, an outpost has a chance to shrink by 1 or 2 icons. The odds of shrinking are as follows:

Outpost DestructionEdit

Outposts cannot be captured; if any hostile unit successfully moves into an outpost, the outpost is immediately destroyed.

CombatEdit

Combat in towns has a number of special rules, particularly for the town squares (the 4x4 area with housing in it).

Town Square ProtectionsEdit

There are four effects that specifically protect the 4x4 town area. In all cases, the effect only applies when trying to cross or attack from one side to the other, and do not apply to movement via Merging or Teleporting.

  • City Walls: Units that are not Icon Movement AirFlying or Non-Corporeal can only move or make melee attacks through a single gate square. All units within the walls get Icon Defense.png 3 against attacks from outside the walls. Walls can be damaged, making them passable and reducing the defensive effect to Icon Defense.png 1.
  • Flying Fortress: Units that are not Icon Movement AirFlying cannot move or make melee attacks from inside the town to outside, or vice versa.
  • Wall of Darkness: Units that lack Illusions Immunity cannot make Ranged Attacks from outside the walls to inside.
  • Wall of Fire: units that are not Icon Movement AirFlying that move or make melee attacks from outside the wall to in are struck by Icon Ranged Magic.png 5 Immolation Damage.

Combat Damage to TownsEdit

In every combat, there is a chance for the Town to lose either buildings or citizens. At the end of a battle, make two checks:

Combat Loss of CitizensEdit

Roll once per Citizen after the first to determine whether it dies. Chance as follows:

  • +10% if attacker wins.
  • +2% for each attacker that ends its turn in the town area.
  • +5% for each turn a Magic Vortex spends in the town area.
  • Maximum of 50%.

Units do not need to actually engage in combat to cause damage in this way; if you have units the defenders cannot engage (such as Icon Movement AirFlying units) you can simply park the unit in town and hit Done until the fight times out to destroy much of the town.

Combat Loss of BuildingsEdit

Roll once per Town Building to determine whether it is destroyed. Chance as follows:

  • +10% if attacker wins (+50% if defender is neutral).
  • +1% for each attacker that ends its turn in the town area.
  • +5% for each turn a Magic Vortex spends in the town area.
  • Maximum of 75%.

Again, units do not need to actually fight to cause damage to the town.

Effects when the Attacker WinsEdit

If the attacker wins, several things occur:

  • For a neutral city, the attacker gains Icon Gold.png 1-10 per initial citizen.
  • For a non-neutral city, the attacker gains (city population)/(empire population) x (owner Icon Gold.png Gold reserves), and the defender loses the same amount.
  • The defender loses Icon Fame.png Fame based on the size of the city: Icon Fame.png 1 for a Hamlet, Icon Fame.png 2 for a Village, Icon Fame.png 3 for a Town, Icon Fame.png 4 for a City, Icon Fame.png 5 for a Capital.
  • If the attacker is a Rampaging Monster, it will either rampage through the town and vanish into the wilderness (no additional effects), or it will destroy the town, creating a Ruins. The ruins will contain the monsters that destroyed the town, and gold equal to the amount they stole.
  • Otherwise, the attacker may either Capture or Raze the town. Neutral raiders always capture, turning the city into a neutral city with the raiders as a garrison.

Capturing TownsEdit

When a town is captured, it immediately changes ownership to the attacking player, and if large enough, the attacker gains Icon Fame.png Fame: Icon Fame.png 1 for a Town, Icon Fame.png 2 for a City, Icon Fame.png 3 for a Capital.

Razing TownsEdit

When a town is razed, it is immediately destroyed, and the attacker loses Icon Fame.png Fame based on the size of the city: Icon Fame.png 1 for a Hamlet, Icon Fame.png 2 for a Village, Icon Fame.png 3 for a Town, Icon Fame.png 4 for a City, Icon Fame.png 5 for a Capital. In addition, the attacker gains Icon Gold.png Gold equal to 10% of the value of any buildings.

Town NamesEdit

While you can name a new settlement however you want, the game will make suggestions, and it also uses those suggestions when creating its own cities. There are a total of 20 standard city names for each race, as follows:

Race Theme
Citizen Barbarian Farmer Barbarians German / Danish
Norport
Bradenburg
Bromburg
Bamburg
Burglitz
Deventor
Danzig
Freiburg
Flensburg
Hamburg
Hannover
Konstanz
Kufstein
Linz
Strassburg
Rostock
Schleswig
Stettin
Zwolle
Soest
­
Citizen Beastmen Farmer Beastmen Occidental Phonemes
Kempen
Bantanu
Saradash
Tanquil
Jagan
Panjang
Mourndar
Turlock
Tetrehahn
Fortalle
Tier
Raban
Kraang
Amondon
Carn Sul
Mijnduin
Durwrath
Lorn
Caradas
Rastenford
­
Citizen DarkElf Farmer Dark Elves Macabre
Leer
Nightwath
Tyrlinith
Blademarsh
Bloodrock
Darkhold
Darkmoor
Hellgate
Bladewater
Tombstone
Midnight
Jet
Ebony
Fellwood
Ashwall
Thanelorn
Anamarathor
Deathford
Blackstone
Adderax
­
Citizen Draconian Farmer Draconians Draconic
Vallis
Minnlow
Mishran
Alairium
Dragon Pass
Doomcastle
Solanar
Farmist
Dragonfall
Parch
Arie
Wynd
Firepeak
Azurtfall
Fangrock
High Top
Hillfang
Sorin
Straatus
Icetop
­
Citizen Dwarf Farmer Dwarves Fortifications
Ebonsway
Ultigar
Pyre
Asengard
Stonegate
Blade Stone
Rockwedge
Abanax
Ailearth
Fire Keep
Asbraun
Axhome
Iron Wall
Raug Wall
Stonehome
Finnrock
Southold
Stony Peak
Crag Keep
Hearth
­
Citizen Gnoll Farmer Gnolls Holy Roman
Basel
Aachen
Braunweig
Breslau
Brunn
Dortmond
Maimz
Nymax
Ozenwall
Posen
Speger
Steyr
Trier
Vordinax
Jogrin
Geras
Megamoria
Melegok
Tiamut
Creymona
­
Citizen Halfling Farmer Halflings Shire
Miroban
Eastway
Palaor
Elyndendale
Cornwell
Jollyville
Hickorydale
Hialanth
Ethridge
Myrean
Mirndale
Honeypool
Eventon
Sunnydale
Bremen
Sacred Vale
Medowdale
Cornberry
Hillshire
Torwell
­
Citizen HighElf Farmer High Elves Sylvan
Silverdale
Esterwood
Rivendale
Alm
Arissawood
Karsol
Prose
Fairwall
Arairia
Lylros
Lanerell
Venagreen
Rosewood
Ashenwood
Wooddale
Avalon
Elmwood
Glendale
Timberland
Gatewood
­
Citizen HighMen Farmer High Men English
Coventry
York
Nottingham
Birmingham
Dover
Liverpool
Brighton
Oxford
Reading
Exeter
Cambridge
Hastings
Cantebury
Banbury
Newcastle
Haven
New Haven
Bremen
Denislin
Newland
­
Citizen Klackon Farmer Klackons Oriental Phonemes
Fa-rul
Niktock
Ixtu
Keltok
Hsi-raz
Cai-ru
Katax
Ni-aru
Chu-wak
Ty-go
Aiym
Tar-reash
Shen-khi
Li-ray
Braxus
Pangor
Thirock
Zho
Tartz
Rakutal
­
Citizen Lizardmen Farmer Lizardmen Littoral / Reptilian
South Wash
Thorn
Ulm
Ulna
Lizard Caves
Longrift
Lizardmarch
Nar
Mudspray
Sawtooth
Gore
Dirage
Sludgehome
Sedge
Rashem
Hob
Shatterod
Scacrest
Shellford
Hornbrant
­
Citizen Nomad Farmer Nomads Semitic
Mecca
Naples
Sidon
Tyre
Tarsus
Issus
Cunaxa
Cremona
Cannae
Capua
Torin
Genoa
Utica
Damascus
Verona
Salamis
Blake
Harold
Isseme
Doraat
­
Citizen Orc Farmer Orcs Guttural
Robenaar
Wrrmwood
Xanten
Charack
Largut
Bangaak
Darkpool
Golcanar
Skulltop
Gotartop
Zuul
Craagpool
Krong
Krag Pool
Fell Gorge
Gronk
Torogaar
Oxenaak
Zom
Rife
­
Citizen Troll Farmer Trolls Rhineland-Marsch
Erfurt
Gorfite
Goslar
Graz
Groningen
Koblenz
Mainz
Fauul
Giant Peaks
Craagut
Bryn
Rothiem
Phobas
Dang
Zorag
Undermarsh
Rotwood
Pyth
Muck
Deathmound

When a race runs through its entire set of default names, rather less-fitting ones from among the other races are selected at random when a new outpost is built.

StrategyEdit

While many Settlements will be placed by the computer, limiting your ability to make any decisions about them, there is some strategy to handling towns.

Settlement TypesEdit

There are, generally, two different types of Settlement:

Economic SettlementsEdit

Economic settlements are expected to provide your empire with Icon Food.pngFood, Icon Gold.png Gold, and Icon Mana.png Power; they may occasionally be tasked with producing other military units, but it's not their specialty. There are two basic strategies to economic settlements: locations with a high Maximum Population will eventually produce a lot of resources but take a while to get going, locations near Minerals provide an early economic boost, though they often have lower long-term potential because most minerals are found in terrain that doesn't provide much Food.

Other than Minerals, it's desirable to have at least one square of Forest and either Mountain or Hill near the town, as well as placement near water. If you have multiple races available, choose one with an Advanced Economy and no more than 10% Unrest.

Recommended buildings in an economic settlement, by size:

Military SettlementEdit

Military settlements are expected to provide your empire with Normal Units. Because this interferes with constructing Town Buildings, it's best to pick towns with limited long-term economic potential.

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