Settlement Statuses

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## World economy

**World economy** is a new option in legends that massively reworks how the world works. Over time, settlements with a high wealth level can upgrade themselves, turning them from quiet towns into bustling walled cities. Likewise settlements that are sacked often will have fewer things to trade and less wealth. If a settlement is sacked too much, it can be temporarily **destroyed**.

When a settlement is sacked, it can lose attached buildings, this will happen when it stays at 0% wealth for too long. Likewise, settlements at above 100% wealth have a chance of growing - becoming more fortified and gaining buildings like shops, training grounds and other attached locations.

During a crisis or times of war, a faction cannot be completely wiped off the map, only reduced to one settlement.

> *Every 7 days settlements will gain a small amount of wealth, regardless of current modifiers*
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### Base Resources

Attached locations generate resources like medicine, tools and ammo. However the settlement itself generates a base amount of resources regardless of what attached locations are present. These resources are subject to change based on settlement status effects. Note that the minimum resources a settlement can produce is 50, which means a settlement, even under the worst conditions, will always produce some resources.

#### Attached locations

Attached locations are buildings that produce for a settlement, like mushroom groves, furnaces, vineyards, etc. Not only do they produce resources, they can also influence what kind of recruits you may find there.

* For example; you won’t find many archers in the snowy north, but you will find them in forests where fletchers are.
	+ If you see blast furnaces, there's a good chance of finding blacksmiths in their attached settlements, and that settlement having a better variety of weapons and armour.
* Attached buildings can be razed and rebuilt, but may be completely lost if a settlement becomes sacked.
* Villages with access to the sea will always have an extra slot available to place the dock on the relevant tile. It is possible to have multiple docks for one settlement.

### How do I raise wealth?

Raising wealth is simple; you need to keep the town safe and perform contracts for it. This brings in money to the settlement and allows it to grow and also will remove or generate status effects for that settlement. Selling trade goods to a settlement also increases its wealth. When a settlement upgrades it upgrades to its next tier (see core settlement types). A settlement must have all its current available slots filled to upgrade itself - if there is an attached location missing the settlement will fill it instead of upgrading.

Settlement status effects can still apply to all the above.

## Core settlement types

#### **Towns**

Towns are basic settlements that house civilian populations. It is unlikely to find nobles here but you will find a plethora of lowborns, outlaws, performers and other members or lower society. Militia spawn from the central settlement to defend it against invaders. Towns are split into 3 areas;

##### Small village [Base Resources: 100]

* No military buildings
* Specialised shops can be found here
* Generally a small roster and is sacked frequently
* Militia may spawn to protect this town from invaders
* **Possible maximum attached locations: 3 (4 if fishing village)**
* After 3/4 attached locations have been reached and wealth is above 100%, this settlement has a chance to upgrade to a medium village.

##### Medium village [Base Resources: 150]

* May have a wooden watchtower, where militia may spawn to protect the town in addition to the militia from the town itself
* Somewhat larger roster availability
* **Possible maximum attached locations: 4 (5 if fishing village)**
* *After 4/5 attached locations have been reached and wealth is above 100%, this settlement has a chance to upgrade to a city.*

##### City [Base Resources: 200]

* May have a wooden watchtower and militia barracks
* The presence of 3 defensive buildings often means this settlement is capable of defending itself as 3 militia groups can be active at once, which commonly deters attackers
* **Possible maximum attached locations: 5 (6 if fishing village)**
* *After 5/6 attached locations have been reached and wealth is above 100%, this settlement is now at max level and cannot upgrade further*

#### **Fortifications**

Fortifications are settlements that require professional renown and an ambition to serve nobles unlocked to take contracts from. They are typically well defended and supplied and have a larger than normal roster of recruits. Instead of militia, noble armies will spawn to defend these settlements, making them significantly harder to raid. Fortifications are split into 3 areas;

##### Wooden keep [Base Resources: 50]

* May spawn with a wooden watchtower and often with a kennel.
* Good place to source professional fighters
* Often lacks shops and will never have a tavern
* **Possible maximum attached locations: 3 (4 if coastal)**
* After 3/4 attached locations have been reached and wealth is above 100%, this settlement has a chance to upgrade to a stone keep.

##### Stone keep [Base Resources: 50]

* May spawn with a stone watchtower, which will generate noble armies to defend the settlement
* Metalworking Buildings are more common
* A kennel can appear
* **Possible maximum attached locations: 4 (5 if coastal)**
* *After 4/5 attached locations have been reached and wealth is above 100%, this settlement has a chance to upgrade to a citadel.*

##### Citadel [Base Resources: 50]

* Has a stone watchtower
* Metalworking Buildings are more common
* Militia Barracks and Barracks can appear
* A barracks will spawn noble patrols instead of militia to defend itself
* **Possible maximum attached locations: 5 (6 if coastal)**
* *After 5/6 attached locations have been reached and wealth is above 100%, this settlement is now at max level and cannot upgrade further*

## Southern city states

Southern city states consolidate themselves into a single citadel, they have access to additional resources not available in the north like incense and spices. City states work in the same way to citadels in the north. They often have a full set of attached locations and buildings.

* There can be no more or fewer than 2 or 3 city states.
* One always has an arena, but there may only be one arena per map.
* Its base resources are 100.
* City states will always have 6 attached location slots.
* City states cannot upgrade their main chain, but can acquire northern attached locations like salt mines.

## Minor issues

* If an enemy patrol is too strong for the garrison, they will simply refuse to fight them. This behaviour often happens during crisis events which makes smaller towns more reliant on noble patrols.
* Some attached locations, like herbalist groves, lumber camps and more may be situated in a forest, if this location is out of the sightline of the town, it can be raided repeatedly as the militia or nobles will not see the attackers destroying the location due to the tree cover.

## Miscellaneous facts

All settlements may have "houses" that spawn adjacent to the main building. Houses are there only for aesthetic purposes and serve no value aside from showing how large a settlement is. The style of houses will change as a village upgrades and downgrades over time. There are typically anywhere between 1 and 6 tiles of houses around the main settlement.

Additionally, some tiles may have extensions of current attached locations, like breweries having addition rows of fields outside of the location. These are only cosmetic in function.