GRpgV2 Running Towns

## Owning a Town

Owning a town can get complicated depending on how invested you want to get into it. Owning a town allows you to get immersed into the game world as well as have an influence over what happens.

There are 3 ways one can obtain ownership of a town:

* Winning a Mayor Election
* Having the Mayor give you ownership
* Taking the town by force

## Town Stats

Once you own a town there are a multitude of things that you must keep track of. At the start of each week the Mayor will receive a report on income and expenses within the town.

Nearly every town has a primary and secondary produce. These are what the town is best at producing and is usually what they'll use to trade. The produce of a town can be changed by the Mayor, or it can stay with it's original produce.

### Treasury

A town's treasury consists of all the gold a town has. A way a town can gain gold is through taxing and trade. By trading resources, a town can turn a profit for itself. Having a high population can be good for taxing as large amounts of gold will flood in each week, this is usually the main source of income for a town. But with income, comes expense:

* Food (Food for the town's residents)
* Water (Water for the town's residents)
* Medical (Medical costs for medical bays and hospitals)
* Military (Military costs for army training and upkeep)
* Exports (Gold spent on exporting goods)
* Upkeep (Upkeep to keep the town running)

These are the main expenses within a town. The amount of gold each expense uses will depend on the town's population, location, and status. There are also other expenses that other towns may not have.

### Residents

Every town has an estimated population. This will decide how much money is gained and expended (through taxing and such). With the population, also comes the unemployment rate. This is displayed as a percentage value and represents how much of the town's population is unemployed (not working). The ideal unemployment rate sits around 4%-8% but this will vary from population to population.

Every town requires a military of some kind. War units can be trained over time, this will increase the week's military expense. An army can be used however the Mayor sees fit, this includes waging war (obviously).

### Relations and Trade Partners:

All towns will have relations in some way or another, whether that be positive or negative. In the town's stats, it will state the current relations will all factions (and any unowned towns nearby). This can be a decider on whether you would like to start war or not, it also helps with trade.

Most towns will have trade partners. This is a trade agreement the town has made with another town which usually consists of trading resources with one another. This also improves relations.

## Building

Every town will start with the following buildings:

* Inn
* Medical Bay
* Shop
* Monster Goods Seller
* Boat Merchant (If connected to a boat path)

Addition buildings can be built by the Mayor. Each building will have costs and build times (build times reside within the in-game time).

#### Housing

100000 Gold | 0 Days | Increases Population by 100

#### Inn ---> Hotel

500000 Gold | 1 Day | Permanent 1.5x Increase in Population

#### Medical Bay ---> Hospital

750000 Gold | 1 Day | Increase in Medical Costs, Better Income

#### Blacksmith

2000000 Gold | 2 Days | Creates Jobs, Draws in Population | Requires Ore

#### Armoursmith

2000000 Gold | 2 Days | Creates Jobs, Draws in Population | Requires Ore

#### Upgrade Blacksmith

4000000 Gold | 4 Days | Creates Jobs, Draws in Population | Requires Ore

#### Upgrade Armoursmith

4000000 Gold | 4 Days | Creates Jobs, Draws in Population | Requires Ore

#### Magic Forge

5000000 Gold | 5 Days | Creates Jobs, Draws in Population | Requires Ore + Magic Tech

#### Enchanter

5000000 Gold | 3 Days | Creates Jobs, Draws in Population | Requires Magic Tech

#### Professional Enchanter

7500000 Gold | 5 Days | Creates Jobs, Draws in Population | Requires Magic Tech

## Produce

A list of every town's primary and secondary produce:

* Boteville: Fish + Boat Supplies
* Sutton: Ore + Meat
* Fallholt: Wood + Wheat
* Merton: Magic Tech
* Solime: Wood + Stone
* Westray: Wood + Adventuring Equipment
* Oar's Rest: Fish + Wood
* Haling Cove: Salt + Sand
* Islebury: Wood
* Emelle: Fish + Ice
* Everwinter: Salt + Fruit
* Sirencester: Ice
* Archmouth: Ore + Sheep
* Mitchwood: Wood + Food
* Naporia: Enchanted Equipment
* Mossley: Monster Goods
* Codifall: Labour Workers
* Jeadavil: -
* Pinnella Pass: Magic Tech
* Colchester: Salt + Sand
* Eldham: Monster Goods
* Jordania: Cactus + Sand
* Jetopia: Meat + Cactus
* Arcton: Labour Workers + Sand
* Desration: Archaeology Knowledge
* Kelna: -
* Holbeck: Military Weapons
* Berkton: Ice + Fish
* Acrine: Baby Icebergs
* Ecrin: Magic Tech
* Eastcliff: Boat Supplies
* Wolfden: Meat + Fruit
* Wintervale: Meat + Salt
* Skystead: Magic Tech
* Polperro: Fish + Wood
* Alryne: Wood + Wheat
* Aeredale: Academic Knowledge
* Jonatheek: Fresh Water + Boat Supplies
* Shaninfall: Meat + Stone
* Lazdon: Wood + Ore
* Eethmani: Fish + Wood
* Ely: Sheep + Cactus
* Baysley: Sandstone + Labour Work
* Trudid: Ore + Stone
* Nearon: Stone + Sandstone
* Ironhaven: Ore
* Windermere: Fishing Equipment + Advanced Fishing Boats
* Doveport: Magic Tech + Boat Supplies
* Hwen: -