Settlements

Hi everyone,
In this dev-blog, we will talk about the settlements in Terra Randoma. Terra Randoma started as a dungeon crawler roguelike game, but soon we felt the need to situate those dungeons in a procedurally generated overworld. One of the major components of the overworld are the settlements. At the earlier stages, we thought the settlements would be just safe havens for the adventurer to rest, shop and take on new quests. But as big lover of strategy games, we decided to spice things up, and gave each settlement a prosperity level to start with. And then added events and crisis that effect their prosperity level positively or negatively.

There are currently seven settlements in Terra Randoma (though we are thinking to offer an option to play in a bigger map with more settlements in the future) and the starting map randomly ranks them as rich, medium, poor and very poor. The rich settlements have the biggest market, so there is more variety and quantity of everything you can buy: food, potions, equipment and armor. Accessories can only be found at the rich settlements.
There is also an Adventurer's Guild, which we will talk about in a separate dev-blog. We will add an Alchemy Tower and maybe some more special buildings along the way.
Your actions effect the prosperity level of cities. They grow as you trade with them and accomplish missions given by their citizens and lords. By doing good, you earn reputation. If you fail a mission, or get caught doing thievery, you lose reputation. Your reputation level effects the prices you are offered to buy or sell at the shops. If your reputation level drops below zero, you will be rejected entry to the settlement, and you will have to use some special skills to get passed the guards or bribe them.
In each settlement, there is a tavern, where you can eat or rest at rather affordable prices. This is also where you take on the new quests. The settlements are home of the Lords as well, who will give you special quests that relate more closely to the wellbeing of the settlements.

Let’s have a look at the current events and crisis that randomly happen to the cities and how they may impact your gameplay:
Alchemy Contest: Potions abundant and cheaper. You can stock potions for your future endeavors or sell to the nearby cities which may need it.
Royal Marriage: You can eat and rest free at the tavern which is kind of a big deal at the early stages.
Rich Harvest: Food abundant and cheaper. You can stock food for your future endeavors or sell to the nearby cities which may need it.
Famine: No food sold at the market. You can still eat at the tavern. Shops will pay you good price if you bring food to sell, and your reputation will increase.
Epidemic: No potions sold at the market. Other items are expensive since no trader comes to town. You can still rest at the tavern. Shops will pay you good price if you bring cure disease potions to sell. Epidemic status will disappear sooner thanks to you and your reputation will increase.
Safe Roads: All items abundant and cheaper.
Insecure Roads: Items limited and expensive.
We will add more events and crisis like Vermin Infestation or Riots to the game soon. Also there will be certain escort missions that will trigger events once you accomplish them. We will announce further development here once we are done!