TOWN LEVEL RULES


Town Rules & Progression

Town LevelPopulation RangeUpgrade Capability OptionsType of TownExport TypesWealth
150–200Wooden defenses, small farms, 1–2 shopsHamletGrain, basic lumber, simple hidesPoor (copper-based)
2200–500Basic armory, healer’s hut, local innVillageGrain, lumber, stone, woolLow (copper, little silver)
3500–1,000Basic potions, scrolls, weapon/armor upgrades (+1), local guildsTownStone, ore, common herbsGrowing (steady silver)
41,000–2,500Barracks, mage hut, cleric temple, upgraded marketLarge TownOre, livestock, crafted goodsModest (silver common, rare gold)
52,500–5,000Fortified walls, guild halls, arcane librariesSmall CityRefined metals, crafted weapons, trained mercsModerate (gold circulation)
65,000–10,000Advanced potion shops, rare scrolls, enchantment halls weapon/armor upgrades (+2)CityProcessed goods, enchanted tools, exotic cropsStrong (gold standard)
710,000–20,000Multiple academies, large temple, advanced armoriesMajor CityRare ores, magical components, textilesHigh (gold and small platinum)
820,000–50,000Specialized districts (arcane, trade, military), teleport circle, weapon/armor upgrades (+3)Capital CityPrecious gems, enchanted arms, rare herbsWealthy (gold and platinum mix)
950,000–100,000Grand citadel, leyline channeling, foreign trade hubsMetropolisRare alloys, high magic items, foreign tradeRich (platinum-based)
10100,000+Legendary status, relic forges, artifact markets, planar accessLegendary CityArtifacts, relics, ley-bound exportsVast (platinum, celestial currencies)


Town Establishment & Upgrade Rules

Establishing a Town

Settlement Requirements

A minimum of 10 households (50–100 people) is needed to establish a Hamlet (Level 1).

Settlers must have access to food, water, and shelter (river, farmland, or trade route).

Founders must invest the marked worth of resources (lumber, tools, stone, livestock) marked above each town level in the item shop.

Founding Bonus

A newly founded Hamlet begins with 1 free upgrade from the Level 1 Upgrade Table.

The founder becomes the Town Leader (or appoints one), who gains authority over taxes, defense, and expansion.

Population Growth

Population naturally increases over time (Current town Settlers x 1.35 new settlers per year), but can be sped up by trade, safety, or prosperity.

Certain upgrades (granaries, barracks, market squares, etc.) increase the population growth rate.


Town Level Progression

A town levels up once it meets three conditions:

Population Threshold (must meet the minimum for the next level).

Infrastructure Requirement (cost to upgrade from one level to the next)

Wealth Requirement (must generate enough coin flow per year through trade, taxes, or exports).

Town LevelPopulation MinimumWealth Requirement (annual )Upgrade Requirement
1 (Hamlet)50–2003000 cp1 upgrade
2 (Village)200–50010000 cp5 upgrades
3 (Small Town)500–1,00018000 cp8 upgrades
4 (Large Town)1,000–2,50050,500 cp10 upgrades
5 (Small City)2,500–5,000130,000 cp13 upgrades
6 (City)5,000–10,000250,000 cp16 upgrades
7 (Major City)10,000–20,000800,000 cp18 upgrades
8 (Capital City)20,000–50,0001,500,000 cp19 upgrades
9 (Metropolis)50,000–100,0003,000,000 cp20 upgrades
10 (Legendary City)100,000+6,000,000 cp20 upgrades

Upgrade System

Each level of town has 20 unique upgrades to choose from (see the upgrade tables).

A town can only purchase upgrades from its current level (no advanced structures until leveled up).

The cost of an upgrade must be paid in copper pieces (cp) or equivalent value in goods.

Some upgrades unlock special services (potion shops, mage towers, relic forges).

Weapon/Armor Upgrade Stations appear at Levels 3–8, scaling from +1 to +6.


Special Rules

Defense & Safety

If a town is attacked and loses more than half its population, it drops 1 Level until rebuilt.

Certain upgrades (walls, barracks, keeps) prevent downgrading by providing resilience.

Taxes & Wealth

A town may impose taxes equal to 10% of exports to grow its treasury.

If taxes are too high, population growth slows (or settlers leave).

Trade Routes

Trade upgrades (roads, docks, markets) expand exports and wealth.

A town with 3+ trade routes may roll twice on the Export Table and choose the better result.

Unique Identity

Each town should be given a type (farming, mining, arcane, trade, military) upon founding.

The type influences what exports are most common and which upgrades are cheaper (farming towns pay -25% for granaries, mining towns pay -25% for forges, etc.).



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