Village Creation, Construction, and Expansion
This page explains the specifics of village creation, construction, and expansion. Much of the current info on this page was translated from the chinese wiki!
Creation[edit]
Finding a Area[edit]
To create a new village, settlers must first find an 8x8 area of tiles that can be built on. This area is called a "zone" or "city zone".
Zones must meet the following conditions in order to become the basis for the establishment of a new village:
- The entire zone must be walkable and inhabitable. Cannot be made of any water, lava, hills, or mountain tiles
- The zone is not near the existing city
- The area of land the zone is on must be at least 300 tiles.
You can open the CityPlaces option in the debug menu to see the zones where villages can be established.
Conditions to Send Settlers[edit]
When the following conditions are met, villages will designate citizens to become a "settler" (a job type):
- Kingdom Expansion world law enabled
- The kingdom has no enemies
- Population greater than 30
- Unused houses less than 5
- The city is not in settling cooldown period:
- Every time a colony target is determined, it resets the cooldown
- Cooldown is randomized between 20 and 80 months
Immigration[edit]
When a new village is built, the population will usually be small, in order to be able to boost the population, some units older villages will come and join the new city. The new city accepts immigrants when the following conditions are met:
- Founded less than 5 years ago
- Total population less than 22
- There are vacant houses
Build Order[edit]
Villages will construct buildings in a defined order and only under certain conditions.
Villages will build houses based on how many total zones are in a village. For every 9 zones a village has they can build another house but many buildings will also give boosts to the amount of houses a village can have (e.g. bonfires give +3 to the house limit). The CityUnlimitedHouses debug option gives +9999 house limit to villages.
N | Order | Requirements* | Conditions | Techs |
---|---|---|---|---|
1 | Build Bonfire | - | - | - |
2 | Build Tent | Bonfire | - | - |
3 | Upgrade Tent | - | - | File:-House Tier 1-.pngHouse Tech (Tier 1) |
4 | Upgrade House (Tier 1) | Town Hall (Tier 1) | - | File:-House Tier 2-.pngHouse Tech (Tier 2) |
5 | Upgrade House (Tier 2) | Town Hall (Tier 2) | - | File:-House Tier 3-.pngHouse Tech (Tier 3) |
6 | Upgrade House (Tier 3) | Town Hall (Tier 2) | - | File:-House Tier 4-.pngHouse Tech (Tier 4) |
7 | Upgrade House (Tier 4) | Town Hall (Tier 3) | - | File:-House Tier 5-.pngHouse Tech (Tier 5) |
8 | Upgrade House (Tier 5) | Town Hall (Tier 3) | - | File:-House Tier 6-.pngHouse Tech (Tier 6) |
9 | Upgrade Town Hall (Tier 1) | Statue, Mine, Barrack | - | - |
10 | Build Windmill | Bonfire | 6 pop and 5 builds | File:-Windmill-.pngWindmill |
11 | Build Dock | Bonfire | 2 builds | File:-Docks-.pngDocks |
12 | Upgrade Dock | - | - | - |
13 | Build Well | - | 20 pop and 10 builds | File:-Well-.pngWell |
14 | Build Town Hall | - | 10 pop and 6 builds | - |
15 | Build Mine | Bonfire, Town Hall (Tier 1) | 20 pop and 10 builds | File:-Mine-.pngMine |
16 | Build Barrack | Town Hall (Tier 1) | 20 Zones, 50 pop and 16 builds | File:-Barracks-.pngBarrack |
17 | Build Watch Tower | Bonfire, Town Hall (Tier 1) | 30 pop and 10 builds | File:-Watch Tower-.pngWatch Tower |
18 | Build Temple | Bonfire, Statue, Town Hall (Tier 2) | 20 Zones, 90 pop and 20 builds | File:-Temple-.pngTemple |
19 | Build Statue | Town Hall (Tier 2) | 70 pop and 15 builds | File:-Statues-.pngStatue |
*When upgrading the requirements also include the building that needs upgrading of course.
Expansion[edit]
Cooldown for village expansion = (1 + number of zones occupied by the city / 50) (months), which is not more than 4 months.
If the CityFastZonesGrowth debug option is turned on in the Console, the time is 0.1 months.
City Center Area[edit]
The scope of each city is calculated from it's "center". If a city has a bonfire, then the small grid in which the bonfire is located is its central location.
If the city does not have a bonfire, the game will look for buildings according to certain priorities (except docks). Villages will usually priority to the construction of bonfires when there is no bonfire anyway but here is the list anyway:
- Town Hall = 100
- Mine = 50
- Statue = 27
- Temple = 26
- Windmill = 23
- Watch Tower = 22
- Barrack = 22
- Well = 21
- Other Buildings = -1
Limits on Village Expansion[edit]
Each city has a range cap or maximum distance that can be expanded from the center. It is based on the distance from a village’s center.
The zone range of the city is calculated according to the following formula:
Range Cap = Civ Bonus + Building Gain + Leadership Gain + Technology Gain
- Civ Bonus: File:IconHumans scaled 10x.pnghumans = 7, File:IconOrcs scaled 10x.pngorcs = 6, File:IconElves scaled 10x.pngelves = 8, File:IconDwarf scaled 10x.pngdwarves = 7
- Building gain: File:-Watch Tower-.pngWatch Tower + 1, File:-Statues-.pngStatue + 1
- Leadership gain: + (File:Stewardship10x.pngstewardship/10), File:IconGenius10x.pngGenius +1, File:IconAmbitious10x.pngAmbition +1
- Technology gain : File:Icon tech zones 110x.png[Zone Control 1] + 1, File:-Zone Control 2-.png[Zone Control 2] + 2, File:-Zone Control 3-.png[Zone Control 3] + 2
If the CityUnlimitedZoneRange debug option is enabled, the zone range is raised to 999.