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A new settlement starts with 500 gold and 400 wood in a shared treasury. Traveler wallets are separate. Purchases require both currencies and spend them only when a complete placement succeeds. A rejected or cancelled placement spends nothing.
Resources come from NPC activity. Visitors enter the church free and may donate at the offering box beside the door when leaving. Gifts can be zero; higher piety increases the chance and size of a gift, limited by the visitor’s wallet. Buildings and resident counts generate no automatic gold or timber.
Woodcutter’s huts hire up to six jobless visitors each; workers fell nearby trees and deliver timber to storage. Tavern and market takings come from actual NPC purchases. Each delivery or receipt enters the shared treasury once. Construction uses available stacked timber first, then other treasury wood. There are no upkeep, refunds or demolition yet.
Wages are the treasury’s one standing cost. Every settler working one of your own places draws 2 gold at the turn of each game day — more than their own food and drink cost, so a paid household never falls into poverty. A treasury that cannot make payroll pays what it can and the day still passes. Independent town households are paid by their own town and never touch your books. Much of the coin comes back over your counter.
Choose a catalogue item, then click the map. Its origin is the hovered tile; the footprint extends along the map’s positive X and Z axes. Camera rotation changes your view, not the footprint orientation. Green previews can be placed; red previews explain a blocked site, insufficient supplies or an unmet unlock.
| Structure | Footprint | Gold | Wood | Renown | Unlock |
|---|---|---|---|---|---|
| Woodcutter’s hutBuilding | 3 × 2 | 60 | 45 | +0 | None |
| Cloister gardenScenery | 2 × 1 | 20 | 10 | +1 | None |
| Carved crossScenery | 1 × 1 | 60 | 45 | +2 | None |
| StorehouseBuilding | 2 × 2 | 60 | 45 | +0 | None |
| Monks’ residenceBuilding | 3 × 2 | 50 | 40 | +2 | None |
| HouseBuilding | 2 × 2 | 40 | 30 | +1 | None |
| Market stallBuilding | 3 × 2 | 50 | 30 | +3 | 10 |
| TavernBuilding | 3 × 4 | 150 | 110 | +12 | 25 |
| InnBuilding | 3 × 4 | 100 | 85 | +6 | 15 |
| Chicken coopBuilding | 2 × 2 | 30 | 25 | +1 | None |
| Sheep penBuilding | 5 × 4 | 55 | 45 | +2 | 5 |
| Alms tableScenery | 1 × 1 | 15 | 10 | +0 | None |
| Timber wellScenery | 2 × 2 | 20 | 15 | +0 | None |
Renown is a derived total for the entire establishment. It is not spendable and is not stored on the relic. Every placed copy contributes, with no diversity bonus or diminishing return. Passing travelers contribute as residents once recruited by a lumber camp; completed shrine visits also spread word of mouth.
Titles progress from Humble shrine at 0, to Sanctuary at 40, Pilgrimage site at 80, and Renowned establishment at 150. These are display milestones. Each building’s unlock is configured independently; the hall requires 40 renown by default. Raising a threshold never removes an existing building.
For a traveler with piety fraction p = piety ÷ 100, the relic’s appeal is sanctity × p² + spectacle × (1 − p) × 0.8 − status × (doubt ÷ 100) × 0.4. Multiply that appeal by base draw + (clamp(shrine renown, 0, draw cap) ÷ draw cap) × draw bonus.
Defaults range from ×0.5 at zero renown to ×1.25 at 100 renown. Relic interest rises linearly from 0 to 100% across draw scores 15–65. Faith attraction is p × (0.5 + 0.5 × relic interest), contributing to a visit chance of 0.1 + 0.9 × faith attraction. Piety scales attraction smoothly across its full range, with no cutoff. Let q = (clamp(renown, 0, draw cap) ÷ draw cap)².
Thirst attracts travelers to the church even without an open counter. Hunger contributes only when a tavern or market stall has someone serving. Fullness or hydration must be below 20 + (60 − 20) × q. Its chance grows from zero at that threshold to a maximum of 1 + 0.5 × q at an empty meter, capped at 100%. The church itself does not refill hunger. Available food service can feed visitors before they see the relic. Tiredness and job vacancies alone do not attract visitors. Travelers roll the higher of faith and hospitality chances when crossing the junction; they do not turn back to seek the shrine. If that roll fails, a completed carved cross grants one independent 5% Evangelism roll. Additional crosses do not stack this chance. For an ordinary visit chance p, the combined chance is p + (1 − p) × 0.05. The HUD forecasts the combined chance, while actual visits require a clear route and an available queue or prayer place. The keeper reveals the veiled relic beneath the altar to one visitor at a time; other visitors may pray on the open floor. Higher renown does not increase the road’s traveler count or spawn new archetypes.
Passing travelers start with 80–100 fullness and hydration. These lose 0.375 and 0.75 points per game hour respectively; camping halves both rates.
Food and drink are bought, never given. A counter charges 2 gold for a meal and 1 for a cup, and only serves what the customer can pay for; the takings go to the treasury. Tavern customers pay at the counter and then take a table. Kneeling at the relic restores stamina alone.
Work is offered at the end of a relic viewing, and only to a visitor who can be given both an open place and a free house bed. A visitor out of work takes it 90% of the time; one who already holds a trade elsewhere gives it up 5% of the time. Monks may ask for a shelter bed instead, while nuns and vendors keep their own callings. Someone who is housed but out of work asks again every game hour.
Settlers who take work move into a house, six to a house. They come home to sleep, and an hour by the household hearth is worth 12 hours of bread and small beer for nothing. Nights are short, so the larder stretches what a resident buys rather than replacing it: a working settler comes to the counter for supper every week or so, and one who cannot pay stays abed until the house has fed them back to work. A settler with no house camps beside their work once their legs give out.
Invalid numbers, missing preset fields, unsupported preset versions and non-increasing progression thresholds are rejected. A corrupt saved preset falls back to defaults on a fresh page; invalid external updates retain the current settings. The tuning page reports storage failures.
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Starting gold | 500 | 0–100000 Step 1 | Treasury when a new settlement is founded. New settlements only. |
| Starting wood | 400 | 0–100000 Step 1 | Timber when a new settlement is founded. New settlements only. |
| Income interval (seconds) | 10 | 1–300 Step 1 | Time between income payments while the game tab is visible. Changing this restarts the interval. |
| Influence radius at 5 renown (tiles) | 12 | 2–128 Step 1 | Renown sources radiate this far at 5 renown, scaled by the square root of their renown / 5. Connected influence claims independent town buildings and enriches scenery colors; it does not restrict construction. |
| Ground levelling limit (height units) | 0.4 | 0–1 Step 0.05 | Placing a building cuts and fills its footprint to the ground height under its centre, where the placement ghost sits. Construction is refused where any footprint tile or corner would move more than this, where the graded pad would break off as a cliff, or where an entrance tile differs from the floor by more than this. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Gold per resident | 0 | 0–1000 Step 1 | Offerings collected per resident per income payment. |
| Wood per resident | 0 | 0–1000 Step 1 | Timber gathered per resident per income payment. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Founding hovel renown | 5 | 0–1000 Step 1 | The original shrine building’s contribution. |
| Piety divisor | 40 | 1–1000 Step 1 | Each resident contributes round(piety ÷ this value), plus their skills. |
| Renown per skill | 1 | 0–100 Step 1 | Added for each of a resident’s skills. |
| Minimum individual renown | 1 | 0–1000 Step 1 | Lower bound on each resident’s contribution. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Sanctity weight | 0.65 | 0–5 Step 0.01 | Multiplies sanctity in the relic’s renown contribution. |
| Spectacle weight | 0.35 | 0–5 Step 0.01 | Multiplies spectacle in the relic’s renown contribution. |
| Doubt penalty weight | 0.25 | 0–5 Step 0.01 | Weighted doubt is subtracted before division and rounding. |
| Relic divisor | 7 | 1–1000 Step 1 | Divides the weighted relic score before rounding to whole renown. |
| Minimum relic renown | 1 | 0–1000 Step 1 | Lower bound on each relic’s contribution. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Renown per completed visit | 0.5 | 0–100 Step 0.1 | Word of mouth earned by the whole shrine. Applies to all visits in this settlement. |
| Sanctuary threshold | 40 | 1–100000 Step 1 | Renown needed for the second title. Building unlocks are set separately below. |
| Pilgrimage site threshold | 80 | 2–100000 Step 1 | Must exceed the sanctuary threshold. |
| Renowned establishment threshold | 150 | 3–100000 Step 1 | Must exceed the pilgrimage site threshold. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Base draw multiplier | 0.5 | 0–5 Step 0.01 | Multiplier for a shrine with zero renown. |
| Maximum renown draw bonus | 0.75 | 0–5 Step 0.01 | Added to the base multiplier once renown reaches the draw cap. |
| Renown draw cap | 100 | 1–100000 Step 1 | Renown at which relic attraction and hospitality reach their full strength. Higher renown still counts for progression. |
| Turn-aside draw threshold | 40 | 0–1000 Step 1 | Attraction score giving half of the relic-specific faith bonus. Devout travelers also seek a modest shrine before its relic is famous. |
| Food or water threshold at zero renown | 20 | 1–60 Step 1 | Only fullness or hydration below this level draws a hospitality visit. Renown raises the threshold toward 60, scaled by the square of renown / draw cap. Tiredness alone does not attract visitors. |
| Hospitality chance at zero renown | 1 | 0–1 Step 0.01 | Maximum chance of visiting an unknown shrine for food or water, reached only with an empty meter. Scales down to zero at the food or water threshold. |
| Maximum renown hospitality bonus | 0.5 | 0–1 Step 0.01 | Added to the maximum hospitality chance at the draw cap, scaled by the square of renown / draw cap. The resulting chance is capped at 100% and still requires food or water need. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Hiring chance without a trade | 0.9 | 0–1 Step 0.01 | Chance a visitor out of work takes an open place after seeing the relic. They still need space in a household and a vacancy they can reach; a woodcutter also needs standing timber in range. |
| Hiring chance already in a trade | 0.05 | 0–1 Step 0.01 | Chance a visitor who already has work elsewhere gives it up for an open place. Monks, nuns and vendors keep their own callings whatever this is set to. |
| Daily wage per worker | 2 | 0–100 Step 1 | Gold paid from the treasury to each settler working a player-owned place, once a game day. A settler eats and drinks about two thirds of a gold a day at the counter, so keep this above that or households slide into poverty. Much of it comes back over your own counter. Independent town households are paid by their own town. |
| Hearth hours per hour at home | 12 | 0–1000 Step 1 | A settler asleep at home eats and drinks their own bread and small beer, restoring this many hours’ worth of food and drink for every hour abed. Nights are short, so raising this much further lets the household larder replace the counter and no resident ever buys supper. |
| Rule | Default | Allowed | Effect |
|---|---|---|---|
| Happiness drain per game hour | 0.5 | 0–10 Step 0.1 | Happiness lost while away from tavern tables. Low happiness draws customers to staffed taverns. |
| Piety drain per game hour | 0.02 | 0–1 Step 0.01 | Devotion lost after a day without church attendance. Default: 0.48 points per day. Prayer suspends the drain. |
| Piety gained per hour of prayer | 3 | 0–20 Step 0.1 | Devotion gained by private church prayer and monks kneeling before the relic. Relic viewings and processions also grant their own rewards. |
| Hunger drain per game hour | 0.375 | 0–50 Step 0.025 | Fullness lost per game hour. Default: 9 points per day, with a full bar lasting about 267 hours. Camping halves this rate; food service restores it. |
| Thirst drain per game hour | 0.75 | 0–50 Step 0.025 | Hydration lost per game hour. Default: 18 points per day, with a full bar lasting about 133 hours. Camping halves this rate; shrine hospitality restores it. |
| Stamina drain per game hour | 1.05 | 0–50 Step 0.05 | Energy lost per game hour. Default: a full bar lasts about 95 hours, with travelers looking for lodging once it falls below 20. Camping restores stamina, seated breaks restore a little, and tending a parked stall holds it steady. Standing drink stops do not restore energy. |