Section 1: Resources
The town management system revolves around five key resources that serve as the core metrics for assessing and influencing the town's growth and development:
1.
Influence: This reflects the town's political power and ability to attract new residents. It's the primary measure used to unlock new tiers of development and is increased by the successful completion of quests, trade deals, or significant events that raise the town's profile.
2.
Population: This is the number of people residing in the town. A larger population can lead to an increased labor force and military recruits, but also requires more resources to maintain. Population growth is influenced by available housing, healthcare, and general attractiveness of the town.
3.
Defense: This represents the town's capability to protect itself from external threats. High defense levels are achieved by constructing defensive structures like walls and guard towers, maintaining a well-trained militia, and employing defensive magic if available. Defense levels can influence the outcome of combat engagements and deter potential attackers.
4.
Economy: The town's economic strength encompasses wealth accumulation, resource management, and trade. An economy can be bolstered by having a variety of shops, marketplaces, trade posts, and special events that stimulate trade. The economy affects the town's ability to fund construction, pay for services, and attract merchants.
5.
Morale: Morale reflects the general happiness and contentment of the population. It's affected by living conditions, entertainment, public services, and safety. High morale can lead to increased productivity and population growth, while low morale can cause unrest and slow development.
Each of these resources will have a starting base value that can be increased through various actions taken within the town, such as constructing buildings, upgrading existing structures, completing quests, and making successful external alliances or trade agreements.
Section 2: Tier System
The Tier System classifies a town's development stages, each tier representing an advancement in complexity and size. This tier progression reflects the town's growth from a quaint hamlet to a sprawling city.
Hamlet (Starting Tier)
Influence Required: 0 - 50
Population Cap: 10 - 100
Village
Influence Required: 51 - 200
Population Cap: 101 - 500
Town
Influence Required: 201 - 500
Population Cap: 2,500 - 5,000
City
Influence Required: 500+
Population Cap: 5001 - Unlimited, driven by infrastructure and amenities.
Each tier has specific requirements that must be met for a town to advance to the next level. This includes a minimum Influence level, which reflects the town’s renown and governance capabilities, and a Population requirement to ensure that the town has the workforce and diversity needed to support more complex structures and systems.
The tier advancement is a critical milestone that often involves a special event or a major project that showcases the town’s growth, such as a festival, the construction of a significant building (like a town hall or a castle), or the signing of an important trade agreement.
As the town progresses through these tiers, the dungeon master (DM) should present new challenges and opportunities that align with the town’s growth, ensuring that the players remain engaged and that the town’s development feels earned and significant within the context of the campaign’s narrative.
Town Statisic Formulas:
1. Population Growth: (Base Growth Rate + Population Growth) * (1 + Morale Modifier)
2. Economic Growth: (Base Economy + Economy Growth) * (1 + Morale Modifier)
3. Defense Rating: ((Base Defense + Defense Modifier) * (1 + Morale Modifier)) + (Current Population / 10)
4. Influence Growth: (Base Influence + Influence Modifer + (Current Economy / 10)+(Current Populatio0n / 10) + (Current Defense / 10))*(1+Morale)
At the start of each month, the above formulas above, in addition to the events that took place during the month, will be used to calculate the new base values for each area. With Morale acting as a dynamic modifier, players need to maintain high morale to ensure steady growth towards these requirements.
Section 3: Buildings & their Benefits
The benefits of each building are stackable up to the maximum number indicated for each building. Additionally, adding certain types of buildings will expand potential quests and other unknown opportunities.
1. Housing
- Cost: 500 gold
- Base Resource Provided: +5 Population
- Benefit: Expands housing for population growth.
- Max Stack: 10
2. Market Stall
- Cost: 750 gold
- Base Resource Provided: +1 Economy
- Benefit: Stimulates local trade, increasing economic activity.
- Max Stack: 5
3. Smithy
- Cost: 1,000 gold
- Base Resource Provided: +1 Defense
- Benefit: Crafts basic tools and improves village defense capabilities.
- Max Stack: 5
4. Farmstead
- Cost: 1,200 gold
- Base Resource Provided: +10 Population
- Benefit: Boosts food production to support the population.
- Max Stack: 5
5. Stables
- Cost: 1,500 gold
- Base Resource Provided: +2 Economy (trade), +1 Defense (cavalry)
- Benefit: Facilitates trade and mounted defense units.
- Max Stack: 5
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Village Tier Buildings
1. Barracks
- Cost: 5,000 gold
- Base Resource Provided: +5 Defense
- Benefit: Strengthens the village's militia and defensive capabilities.
- Max Stack: 5
2. Inn
- Cost: 7,500 gold
- Base Resource Provided: +2 Economy, +1 Morale
- Benefit: Improves local tourism and increases happiness.
- Max Stack: 5
3. Workshop
- Cost: 6,000 gold
- Base Resource Provided: +2 Economy
- Benefit: Enables the production of more complex goods, boosting economic diversity.
- Max Stack: 5
4. Clinic
- Cost: 6,500 gold
- Base Resource Provided: +5 population
- Benefit: Enhances public health services, reducing disease.
- Max Stack: 5
5. School
- Cost: 8,000 gold
- Base Resource Provided: +2 Influence
- Benefit: Increases education level, leading to higher skilled labor and influence.
- Max Stack: 5
6. Brewery
- Cost: 6,500 gold
- Base Resource Provided: +1 Economy, +2 Morale
- Benefit: Increases happiness and attracts more trade opportunities.
- Max Stack: 5
7. Guard Towers
- Cost: 4,500 gold each
- Base Resource Provided: +3 Defense
- Benefit: Improves overall security and monitoring of the village.
- Max Stack: 10
8. Town Hall
- Cost: 9,000 gold
- Base Resource Provided: +3 Influence
- Benefit: Provides a central management hub, improving efficiency and influence accrual.
- Max Stack: 1
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Town Tier Buildings
1. Wizard's Tower
- Cost: 15,000 gold
- Base Resource Provided: +5 Morale (magic amenities), +1 Influence
- Benefit: Attracts magical practitioners, offering various magical services to the town.
- Max Stack: 2
2. Fortifications
- Cost: 20,000 gold
- Base Resource Provided: +10 Defense
- Benefit: Increases the town's defensive strength significantly.
- Max Stack: 2
3. Guildhall
- Cost: 18,000 gold
- Base Resource Provided: +3 Influence, +2 Economy
- Benefit: Attracts adventurers and skilled individuals, enhancing the town's reputation and wealth.
- Max Stack: 5
4. Trade Post
- Cost: 16,000 gold
- Resource Provided: +4 Economy
- Benefit: Expands trade options, bringing in wealth and diverse goods.
- Max Stack: 3
5. Alchemy Lab
- Cost: 17,000 gold
- Base Resource Provided: +1 Economy (alchemy products), +2 population (medicinal potions)
- Benefit: Attracts alchemists, enhances healthcare, and can produce potions for various uses.
- Max Stack: 2
6. Theater
- Cost: 19,000 gold
- Base Resource Provided: +3 Morale
- Benefit: Culturally enriches the town, boosting resident satisfaction and attracting visitors.
- Max Stack: 3
7. Bank
- Cost: 22,000 gold
- Base Resource Provided: +5 Economy
- Benefit: Secures the town's financial stability and can grant loans to boost economic activities.
- Max Stack: 3
8. Granary
- Cost: 15,000 gold
- Base Resource Provided: +2 population
- Benefit: Stabilizes the food supply, buffering against shortages and famine.
- Max Stack: 5
9. Docks (if near water)
- Cost: 25,000 gold
- Base Resource Provided: +4 Economy, +1 Food Security
- Benefit: Enables aquatic trade routes and supports the fishing industry.
- Max Stack: 2
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City Tier Buildings
1. Temple
- Cost: 30,000 gold
- Base Resource Provided: +3 Morale, +1 Influence
- Benefit: Fulfills spiritual needs and can attract pilgrimages, boosting local commerce.
- Max Stack: 3
2. Library
- Cost: 35,000 gold
- Base Resource Provided: +2 Influence
- Benefit: Advances the city’s collective knowledge and supports research initiatives.
- Max Stack: 5
3. Arena
- Cost: 40,000 gold
- Base Resource Provided: +3 Morale, +2 Economy
- Benefit: Provides entertainment and can generate income through events.
- Max Stack: 1
4. University
- Cost: 45,000 gold
- Base Resource Provided: +5, +1 Economy
- Benefit: Promotes higher education and innovation, potentially unlocking new technologies.
- Max Stack: 3
5. Monument
- Cost: 50,000 gold
- Base Resource Provided: +4 Influence
- Benefit: Elevates the city’s prestige, potentially increasing influence growth.
- Max Stack: 10
6. Royal Palace
- Cost: 100,000 gold
- Base Resource Provided: +5 Influence, +5 Defense
- Benefit: Enhances the city’s status and governance, potentially attracting noble residents.
- Max Stack: 1
7. Botanical Gardens
- Cost: 55,000 gold
- Base Resource Provided: +3 Morale, +1 Population
- Benefit: Beautifies the city, offering educational and health benefits through medicinal herbs.
- Max Stack: 10
8. Museum
- Cost: 60,000 gold
- Base Resource Provided: +2 Influence, +1 Economy
- Benefit: Preserves cultural artifacts, attracting tourists and enhancing education.
- Max Stack: 5
9. Observatory
- Cost: 70,000 gold
- Base Resource Provided: +3 Influence
- Benefit: Encourages astronomical and potentially magical research.
- Max Stack: 3
10. Arcane University
- Cost: 75,000 gold
- Base Resource Provided: +4 Influence, +2 Economy
- Benefit: Serves as a center for magical learning, drawing scholars and increasing the city’s magical affluence.
- Max Stack: 3
Each building enhances the respective resources they provide by their base value, contributing to the overall prosperity and advancement potential of the town. The exact impact of each building may vary based on specific campaign dynamics and DM discretion.