TOWN LEVEL RULES
Town Rules & Progression
| Town Level | Population Range | Upgrade Capability Options | Type of Town | Export Types | Wealth |
|---|---|---|---|---|---|
| 1 | 50–200 | Wooden defenses, small farms, 1–2 shops | Hamlet | Grain, basic lumber, simple hides | Poor (copper-based) |
| 2 | 200–500 | Basic armory, healer’s hut, local inn | Village | Grain, lumber, stone, wool | Low (copper, little silver) |
| 3 | 500–1,000 | Basic potions, scrolls, weapon/armor upgrades (+1), local guilds | Town | Stone, ore, common herbs | Growing (steady silver) |
| 4 | 1,000–2,500 | Barracks, mage hut, cleric temple, upgraded market | Large Town | Ore, livestock, crafted goods | Modest (silver common, rare gold) |
| 5 | 2,500–5,000 | Fortified walls, guild halls, arcane libraries | Small City | Refined metals, crafted weapons, trained mercs | Moderate (gold circulation) |
| 6 | 5,000–10,000 | Advanced potion shops, rare scrolls, enchantment halls weapon/armor upgrades (+2) | City | Processed goods, enchanted tools, exotic crops | Strong (gold standard) |
| 7 | 10,000–20,000 | Multiple academies, large temple, advanced armories | Major City | Rare ores, magical components, textiles | High (gold and small platinum) |
| 8 | 20,000–50,000 | Specialized districts (arcane, trade, military), teleport circle, weapon/armor upgrades (+3) | Capital City | Precious gems, enchanted arms, rare herbs | Wealthy (gold and platinum mix) |
| 9 | 50,000–100,000 | Grand citadel, leyline channeling, foreign trade hubs | Metropolis | Rare alloys, high magic items, foreign trade | Rich (platinum-based) |
| 10 | 100,000+ | Legendary status, relic forges, artifact markets, planar access | Legendary City | Artifacts, relics, ley-bound exports | Vast (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 Level | Population Minimum | Wealth Requirement (annual ) | Upgrade Requirement |
|---|---|---|---|
| 1 (Hamlet) | 50–200 | 3000 cp | 1 upgrade |
| 2 (Village) | 200–500 | 10000 cp | 5 upgrades |
| 3 (Small Town) | 500–1,000 | 18000 cp | 8 upgrades |
| 4 (Large Town) | 1,000–2,500 | 50,500 cp | 10 upgrades |
| 5 (Small City) | 2,500–5,000 | 130,000 cp | 13 upgrades |
| 6 (City) | 5,000–10,000 | 250,000 cp | 16 upgrades |
| 7 (Major City) | 10,000–20,000 | 800,000 cp | 18 upgrades |
| 8 (Capital City) | 20,000–50,000 | 1,500,000 cp | 19 upgrades |
| 9 (Metropolis) | 50,000–100,000 | 3,000,000 cp | 20 upgrades |
| 10 (Legendary City) | 100,000+ | 6,000,000 cp | 20 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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