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Settlement Systems Update

One of the last steps in the Holding development process is going to be removing the remaining towers (and War of Towers mechanics) so settlements can derive their training and support levels through consumption of bulk resources. This system is a very basic version of the eventual settlement upkeep system (which I will detail later), but we believe it will be a much more interesting system of settlement support than tower control. It will enable settlements to survive and prosper through means aside from violence.

Settlement Upkeep, Version 1

In the first version of this system, leaders will be able to set a desired level for their settlement, which will determine the daily bulk resource consumption rate to keep that level. This consumption will drain an equal amount of all five bulk resource types from the settlement’s Settlement Secure Vault once per day at server downtime. If the settlement cannot meet the upkeep of the desired level, the settlement will downgrade to the level it can support (to a minimum of level nine). Players will have to transport the bulk resources from their holdings to the settlement, and we will have the means for players to accomplish this without an undue number of trips by the time this system comes online.

The number of resources needed is planned as follows:

Settlement Level

Bulk Resources

Estimated Hexes

Estimated Players


5 (1 per category)




10 (2 per category)




15 (3 per category)




25 (5 per category)




45 (9 per category)




75 (15 per category)




115 (23 per category)




175 (35 per category)




245 (49 per category)




335 (67 per category)




445 (89 per category)




The target of this is that a 25-person settlement can support as much as level 13 with an average amount of effort. The above math assumes that a hex will produce roughly 20 bulk resources, 10 of which will be consumed by the holding upkeep for that hex, and that the settlement is not getting terrible exchange rates in trading with other settlements for resources it does not produce itself. Upgrades to the outposts and holdings are not included in the calculations.

In the later stages of holding development, the worker/manager system is going to come online. At that point, outpost output will be calculated differently: by taking the square root of the total of all applicable skills among the workers and the manager who sign up to work that outpost, and using that as the Effort for the output calculation. Currently, this system assumes five workers per outpost with a total of 80 skill for each worker (a total skill of 400 and thus an Effort of 20). If a settlement trains the applicable skills for an outpost or assigns a skilled manager, the settlement can increase its bulk resource output and operate at a higher level. Alternately, if the settlement controls hexes with higher than average hex ratings it can produce more resources. Conversely, if a settlement chooses to try and be self-sufficient at the cost of efficiency (by building outposts that do not do well in the terrain of the hexes they control) it is going to have to control more hexes to keep the settlement level up.

Settlement Upkeep, Future Development

The above system will remain until the full settlement management system comes online. At that point, the current settlement layouts, trainers, and structures will go away (though vaults, keeps, and some other settlement-agnostic buildings will remain). From this starting position, players will be able to build up as they choose. The leaders of a settlement will be able to pick and choose what buildings they want and what they want to upgrade. These choices will be made by juggling how they are allocating their development indexes, their construction and upkeep costs, and the limited number of slots of various sizes available in a settlement.

No single settlement will be able to do all things (regardless of population or development indexes), so settlements will have to choose if they want to train many things at a lower level or specialize and offer a smaller range of higher-level training. At this point, training will be limited to your own settlement, settlements you have an alliance with, and NPC settlements, so smaller settlements can choose to specialize in a limited selection of training in order to get it to a higher level and rely on allies following other specializations for training other skills and feats. While initially a single settlement may be able to cover a majority of the roles in game, as we introduce more roles and other mechanics that rely on settlement structures, settlements will have to choose if they want to build these new structures or stick with what they have.


We are currently looking at the plans for support mechanics and are probably going to be doing some sizeable changes in the design in the near future. The long and the short of it is we don’t want friends to feel they can’t live in the same settlement due to support reasons, but we also want to retain the encouragement of settlement loyalty and consistency of settlement structures that the support system has.