Settlements

## WARNING

Currently coin generation is disabled. It will be introduced as soon as the plugin is released.

Your faction's revenue comes from settlements, except when you raid your neighbour, of course.

There are four general tiers of settlement and there is no limit to the number of settlements in a territory, but generally it can't sustain more than 10000 inhabitants.

Every settlement has to look good. Doesn't matter how much the requirements are respected, if it looks like shrek's house, we're not recognizing it

## Economic source

You will read a lot about this; an economic source is intended as any group of things that produce revenue. Here you can find some examples, then you can follow them to the letter or expand/modify them. As long as it makes sense and looks good, the staff will recognize it.

* Farming economic source: fields + mill **or** animal pen + cheesemaker/butcher/etc.
* Industrial economic source: mines + foundry **or** cave + stonemason **or** lumberjack camps + woodworker workshop (you got the idea)
* Commercial economic source: inn + merchant's house **or** random shop + market **or** a combination of these.

Ultimately, remember that if it makes sense it's generally good, so a merchant on one of the main roads, good; a settlement of woodcutters (or with woodcutters) near a forest, good. A farming settlement on top of mount Cebedil? Nope.

**General rule: you have to build 1 economic source for every 4 houses**

*Sidenote: while expanding the settlement from tier 1 to tier 4 it will be taken in consideration if the activities are all disconnected or follow a pattern (example: mine + foundry at the beginning, then when it becomes a town a couple of smiths/jeweler, then armourer/swordsmith or something related).*

## Tier 1 - Village

### Requirements

* 1-4 houses (every house is 200 inhabitants)
* 1 economic source for the settlement.
* 1 water source (water well, river, lake)

#### Production

* 0.4 coin/week each inhabitant. (80 - 320 coins/week)

#### Colonizing

The village is primarely used for colonizing. This means that if you want to take a territory you have to build at least a village.

## Tier 2 - Town

### Requirements

* 5-8 houses (every house is 200 inhabitants)
* 2 economic sources for the settlement.
* 1 source of food (can be also counted in the economic sources)
* 1 place that allows the town to trade (can be counted in the economic sources)
* 1 water source (water well, river, lake)

#### Production

* 0.8 coin/week each inhabitant. (800 - 1200 coins/week)

## Tier 3 - City

A city allows you to train regular troops in the territory (you can check the troop division in the "Army" page)

### Requirements

* 9-20 houses (every house is 200 inhabitants)
* 3-5 economic sources for the settlement (you can build more but they won't be counted).
* 2 source of food (can be also counted in the economic sources)
* 2 places that allow the town to trade (can be counted in the economic sources)
* 1 water source (water well, river, lake)
* **No castles in the same territory**

#### Optional builds

* Walls (prevents the settlement to be raidable outside wars - only if they can't be climbed)
* Moat

#### Production

* 1,2 coin/week each inhabitant. (2160 - 4800 coins/week)

## Tier 3 - Castle

A castle doesn't produce anything but it can be used for several different reasons:

* Having a castle in a province allows you to encircle with walls a tier 1 or 2 settlement (if it is near the castle, ofc).
* It is useful to stall enemies in wars (if they have to pass through a province, they can't if there's a castle built in it).
* You can train elite units in the territory.

### Requirements

* A Keep
* A source of water
* A place (can be a room) where to store food and stuff
* The personal residence of the lord (can be a room).
* A place where the garrison can live (can be a room)
* Kitchen
* **No cities in the territory**
* **No castles in the same territory** (You can only build one for each territory)
* **All builds (or rooms) have to be contained by a defensive structure (set of walls or keep)**

#### Optional builds

* Walls (maximum 2 set of walls)
* Moat
* Everything you think it could be useful in a siege.

## Tier 4 - Metropolis

A metropolis is baiscally a bigger city, so it retains all the benefits (you can train regular soldiers in the territory with the metropolis).

### Requirements

* 21-50 houses (every house is 200 inhabitants)
* 6-12 economic sources for the settlement (you can build more but they won't be counted).
* 3 source of food (can be also counted in the economic sources)
* 3 places that allow the town to trade (can be counted in the economic sources)
* 1 water source (river, lake)
* **No citadel in the same province**
* **No metropolis in the same province**

#### Optional builds

* Walls (prevents the settlement to be raidable outside wars - only if they can't be climbed)
* Moat

### Production

* 1,8 coin/week each inhabitant. (7560 - 18000 coins/week)

## Tier 4 - Citadel

A citadel is basically a bigger castle. It can be only built in one territory in the province. (Unlocks the recruitment of elite units in the territory)

### Requirements

* A Keep
* A source of water
* A place (can be a room) where to store food and stuff
* The personal residence of the lord (can be a room).
* A place where the garrison can live (can be a room)
* Kitchen
* A set of walls.
* **No Castle built in the same territory (except if it's the one you're upgrading to a citadel)**
* **No Metropolis built in the same province**
* **No Citadel built in the same province**
* **All builds (or rooms) have to be contained by a defensive structure (set of walls or keep)**

### Optional builds

* Walls (4 set of walls max)
* Moat
* Everything you think it could be useful in a siege.