Settlement

Settlements are placed in world generation according to game preferences. A settlement has a culture, which determines, what can be built and triggers cultural clash. Settlement generate gold income as well as resources according to it's industry focus. New settlements can be erected by the *refugee* mysterious site event or by upgrading an outpost for 2000 food, 500 gold and 60 time units[1] with a follower (Civic class or Survival Trait) 1-2 workers with Construction, 1-2 mundane culture workers (Mundane culture and Domestic or Agriculture or Hunting) and 0-2 workers (Artisanship or Engineering). The first settlement will secure province control until a fortress is built. Buildings greatly contribute to the usefulness of a settlement.

### Attributes

##### Culture

Decides available buildings and culture clash effect.

##### Growth

Random pop growth. It depends on the other attributes and culture, which pop spawns.

##### Crime

There is a threshold[1] from which on you can recruit new units. May add additional defenders during settlement assault (siege). Higher chance for Rabble pops. Affects unrest[1]. Plays a role in events and follower actions on that city.[1]

##### Decadence

Reduces recruitment pool. Adds arson events to squalor event pool. Reduces rebellion chance. Higher chance of artist pops and religious conversion.

##### Industry

Higher chance of laborer and artisan pops. Higher industry focus output. (Tools by default?[1])

##### Learning

Higher chance of scholar pops. 2+ unlocks spellcaster units of that culture. Scholar pops do not yet provide a research bonus (as stated by the dev on 18.2.22)

##### Martial

Higher chance of warrior pops. Unlocks unit modifiers for recruitment in this settlement.

##### Spiritual

Lower chance of religious conversion. Higher chance of clergy pops. Increases effectiveness of offerings to deities.

##### Unrest

Reduces gold income (down to 50%) and production speed of building to 33~~%~~. Chance to change rebellion wish. Contributes Chaos (if higher) or Order (if lower) mastery progress. Even with 0 unrest, rebel armies can spawn! You can see *rebel wish*, when unrest is below 5. Stationing armies in the same hex or within the site has not effect. Neither has a site leader. You can reduce unrest by divine boons or Proselytize with a follower.

##### Squalor

Causes random events, in which you lose gold (lower three-digits amounts of gold).[1] Affects rebellion wish, civic power[1] and civic spirit[1].

##### Tyranny

Fortification: (Siege Threshold is [around 26] + Fortification)

##### Income

Based on population, building and site leader with Stewardship.

#### Notables

Characters in this location, that can be recruited.

##### Expect Unrest on Conquest

Note that there is absolutely no information within the game what all these values do.[1]

#### Industry Focus

Is set by buildings and increases income for a specific resource. The more of said buildings, the lower the income. The player cannot set a focus manually.

#### Pops

* Scholar
* Warrior
* Miner (only chance to get them is by settling workers with mining or prospecting into that city. No bonus for mines as of 20.12.22, stated by the dev)
* Rabble
* Merchant
* Sailor (Coast only)
* Commoner
* Artisan
* Artist
* Clergy
* Laborer
* Farmer
* Hunter
* Nomad (Camps only)
* Slave Laborer
* Noble
* Noble Laborer
* Noble Clergy
* Noble Artist
* Noble Artisan
* Noble Merchant
* Noble Warrior

Note: Settlements change their world map appearance to 'big' when reaching 8 population and to huge at 21.

Note: Production sites within the province do not seem to affect the kind of pop generated / converted. The Noble variants seem to only spawn in settlements mostly with wealth 1000+ and Decadence 2+ without guarantee but have been observed with 800+ wealth and decadence 1. Prosperity is not a factor.

Note: You can settle mundane culture workers in settlements with a site specific cooldown of 11 turns. Unrest increases by 5 for some[1] turns.

##### Effects of population types[1]

* Resource production
* Food production
* Food consumption
* Taxation (gold)
* Research contribution (Scholars)
* Some buildings have pop requirements
* AI behavior and diplomacy (for minor realms)
* Recruitment pool contribution
* Random event chances
* Availability of unit modifiers (Hardened Recruits (Rabbles), Low-life Recruits (Rabbles?[1]))
* Fortification value (+1 per Warrior up to +10)
* Volunteer city defender spawn chance and type
* Migration mechanics
* Rebellion mechanics
* Religious conversion mechanics
* Some construction unlocks

[1]: Clarification needed