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PILGRIMAGE

Game Design Document — v0.3

A medieval settlement builder inspired by RollerCoaster Tycoon, Age of Empires II & The Walking Drum

I.Concept

You begin with a holy relic and a plot of land. Your goal is to grow a medieval pilgrimage site from a humble waypoint into a renowned destination that draws travelers from across the known world.

The game is a real-time isometric settlement builder set in medieval Europe — Black Forest Germany, English countryside, Italian hill country, and similar environments. Players manage infrastructure, economy, and NPC needs as pilgrims travel a pre-existing path through the map.

II.Core Loop

  1. 1Pilgrims travel an existing path through the map. Your site sits on or near that path.
  2. 2You build infrastructure — inns, chapels, marketplaces, guard posts — to attract and serve them.
  3. 3Pilgrims stop, stay, spend money, and patronize your relic. You collect taxes and patronage.
  4. 4Some pilgrims choose to settle as residents if job slots and housing are available.
  5. 5You reinvest gold to expand, increase renown, and draw more and better pilgrims.
  6. 6Repeat at increasing scale until you are the destination, not just a stop along the way.
“Start with a relic and gold, build toward the path, attract pilgrims, reinvest.”

III.Progression Arc

Early Game
Waypoint

A place to rest. People stop because it's convenient, not because they seek you out.

Mid Game
Respite

Word has spread. Merchants set up. There's reason to linger. You're a known quantity.

Late Game
Destination

You are the pilgrimage. Travelers come specifically for your relic and your city.

Progression is gated by Renown — a single visible meter that grows with your site. Renown thresholds unlock new building tiers, attract new pilgrim archetypes, and increase the trickle of incoming travelers.

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IV.Economy

You are the landlord. The relic generates direct patronage income. Everything else generates tax revenue.

Revenue Streams

  • Pilgrim patronage of the relic
  • Tax on merchant stalls
  • Tax on lodging (inns, hostels)
  • Tax on entertainment
  • Tax on monastery operations

Expenses

  • Construction costs
  • Guard wages and patrols
  • Infrastructure upkeep
  • Imported goods (later game)
  • Resident wages and housing

Tenants (merchants, monks, entertainers) have a demand meter. If pilgrim foot traffic falls below their threshold, they close up and leave — taking their draw with them. Attrition can cascade if left unchecked.

V.NPCs

Two tiers of visitor: common pilgrims (the majority, flexible needs) and archetype characters (merchants, monks, entertainers, nobles) with specific motivations and higher value.

Archetype characters are unlocked by your buildings — monks don't appear until you have a monastery; merchants arrive once you have a marketplace. Buildings summon their population.

All NPCs arrive with a budget. They spend based on available amenities and personal disposition (more pious vs. more mercantile). Your job is to capture as much of that budget as possible during their stay.

Some pilgrims may choose to settle permanently as residents if job slots are open and conditions are favorable. Residents need housing, food, and wages — they become your labor force.

VI.Infrastructure & Territory

The paths leading to your site pass through wilderness — forests with bandits, wild animals, and other hazards. Pilgrims who encounter danger turn back and may never come. Your reach is only as good as your roads are safe.

You deploy guards on patrol routes along the paths. Guards are visible on the map, walking assigned routes. Different guard types cover different threats. More coverage means more pilgrims successfully arriving. This is your primary early-game lever for increasing traffic.

Road Tiers

Road quality determines who can use the path and in what numbers. The path must always remain connected end to end — breaking continuity during construction cuts off traffic. Build alternative routes before demolishing existing ones.

  • Dirt track — individuals and small groups only
  • Gravel road — small caravans, carts with goods
  • Cobblestone — large caravans, noble retinues
  • Maintained highway — maximum throughput, all types

Terrain Types

Three terrain types shape routing decisions on each map. Terrain is a routing puzzle, not an ongoing management system.

  • Clear land — build freely, standard cost
  • Forest — must clear before building, costs gold and time
  • Hills — buildable but adds elevation cost; slows movement permanently regardless of road tier

Rivers

Rivers are static obstacles solved once with a single infrastructure decision — no ongoing management, no river-specific threats. Each crossing type has different cost and throughput implications.

  • Ford — cheap, low throughput, passable by foot traffic only
  • Bridge — mid-cost, full road tier, all traffic types
  • Dock — opens water route, brings maritime pilgrim types not available overland

Sphere of Influence

Your road network defines your territory. Everything operates within it — guards patrol within it, bandits are cleared within it, buildings are placed within it. It expands organically as you build outward. No explicit territory declaration needed: you build, and the world responds.

Early game: a small bubble around the relic. Late game: the sphere covers the full map. The road is the most visible record of everything you've built.

VII.Building Types (Draft)

Infrastructure

  • Inn / Hostel (lodging)
  • Tavern (food & drink)
  • Road (path extension)
  • Guard Post (patrol anchor)
  • Marketplace (merchant draw)

Prestige

  • Chapel / Monastery (pious draw)
  • Fairground (entertainment)
  • Castle / Hall (government, tax tier)
  • Shrine expansion (relic upgrades)
  • Housing (resident capacity)

VIII.Caravan Events

Beyond the steady trickle of individual pilgrims, the game features periodic caravan arrivals — a mass of NPCs traveling together, visually striking and economically significant. Inspired by the merchant caravans of Louis L'Amour's The Walking Drum, these events capture the feeling of medieval travel as a communal, culturally rich undertaking.

Caravans are triggered by Renown milestones— a reward for growth, not a random event. Watching a column of travelers, wagons, and varied characters crest the hill and move down your road toward the relic is the game's signature visual moment.

“There was always the sound of the walking drum... so deeply is it embedded in the fibers of my being.” — Louis L'Amour

Caravan Mechanics

  • Triggered by renown thresholds, not random timers
  • Creates sudden spike in demand — tests infrastructure
  • Composition reflects renown level (modest early, noble-led late)
  • Must survive the road — guard patrols critical for arrival
  • Delivers large patronage payment to the relic

Caravan Composition

  • Early: small merchant band, common pilgrims
  • Mid: merchants, entertainers, scholars, clergy
  • Late: nobles, foreign dignitaries, large retinues
  • Acrobats, traders, guards, animals — visible variety
  • Each arrival feels like an event, not background noise

A possible late-game building: a Caravanserai — a waystation outside the city proper that signals to distant travelers you can receive large groups, unlocking larger and more frequent caravan events.

IX.Tone & Aesthetic

Isometric perspective. Medieval European settings — Germanic forest, English countryside, French hills, Italian countryside. Seasonal visuals (aesthetic, not necessarily gameplay-affecting). The feel is closer to RollerCoaster Tycoon than Age of Empires — management and observation, not combat and conquest.

No RTS combat. Military elements (guards, walls) are defensive and logistical, not tactical.

Art style: hand-drawn isometric assets with painterly warmth. Strong readable silhouettes over fine surface detail — assets must remain legible with many NPCs on screen simultaneously. Visual reference: Thronebreaker's color palette and atmosphere, RCT2's asset clarity and caricature-level readability.

Tonal reference: The Walking Drumby Louis L'Amour — romanticized 12th century adventure. Warm, cosmopolitan, alive with cultural texture. Not grimdark. Not sanitized. The road itself is a character.

X.Open Questions

  • How granular is guard patrol configuration?
  • Does renown decay if pilgrims have bad experiences?
  • What triggers the "anchor NPC arrival" events (first merchant, first monk)?
  • How does imported goods logistics work at scale?
  • Seasonal variation: visual only, or does it affect pilgrim volume?
  • Multi-path maps — do different paths bring different pilgrim types?
  • Campaign scenarios vs. sandbox mode structure
  • Engine / platform (Godot 4 primary, Phaser for early prototyping)
  • Caravanserai as a late-game building — how does it modify caravan frequency and size?
  • Does caravan composition change based on map setting (Germanic vs. Italian)?
  • How is road connectivity enforced — hard block on demolition, or player warning?
  • Does dock open a separate water path or merge into the main route?
  • How is sphere of influence visualized — a visible boundary, a fog of war, or implied by building placement?