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Dev Diary: Settlements & Economy

[p]Hello all! Welcome back for the next dev diary, in which we'll be looking at settlements, buildings, and the economic engine that keeps your empire running (or, if you're not careful, brings it to its knees).[/p][p]Settlements are the beating heart of the Empire. Every province on the map has at least one, and each one is a living place with its own population, culture, religion, and economy. Settlements range from tiny villages to sprawling cities - as the population grows, so does the settlement's output and importance.[/p][p]Each settlement has a mixed population. Each settlement tracks the cultural makeup of its people as a set of shares - so you might have a city that's 60% Rephsian and 40% Hervati. The same applies to religion: a settlement might be half Borgutian (the state faith of the Rephsian Empire) and half pagan. This matters a great deal, because a population that doesn't share your culture or religion is harder to govern. Foreign populations reduce your tax income by up to half and cut resource production significantly. They also generate unrest, which if left unchecked can spiral into rebellion. Over time, culture and religion will shift towards the ruling faction's own, but this is a slow process.[/p][p]Buildings are where the player exerts the most direct control over their settlements. Each settlement has a build queue, and the player can construct buildings that provide economic bonuses, unlock military recruitment, improve defences, or help manage the population.[/p][p]What makes the building system interesting is the development chains. Buildings upgrade and branch. A Church can be developed into either a Basilica or a Monastery, but not both: this is a permanent choice unless the player wants to demolish it and start again. A Blacksmith can become an Armoury, a Metal Foundry. A Palisade can be upgraded into Stone Walls, which can then become a Fortress - but converting a settlement into a Fortress removes all other buildings, turning it into a purely military installation. These choices matter and can't be easily undone.The full building browser for Rephsians[/p][p]Many advanced buildings are gated behind population thresholds. You need at least a thousand people for a Church, two and a half thousand for a Market, and fifteen thousand for a Cathedral. The great Rephsian Walls - the highest tier of fortification in the game - require a population of a hundred thousand and can only be built in the capital.[/p][p]Each of the game's culture groups also has its own set of unique buildings. The Neutarnic peoples can build Ringforts and Mead Halls. The Shabarim have their Cothon and Sacred Band Barracks, and so on for each group.[/p][p]The economy in Fall of an Empire is built on resources. There are over two dozen resource types, divided into three categories: food (grain, fish, meat), strategic goods (iron, wood, stone, horses, weapons, armour), and luxuries (wine, silk, precious metals, fine clothes). Each settlement produces resources based on its geography (a coastal settlement might produce fish and salt, while a mountain settlement produces iron and stone).[/p][p]Production isn't static. It varies by season, scales with population, and is affected by the governor's competence, buildings, and the cultural makeup of the settlement. A settlement with a large foreign population will produce less, and one under naval blockade will see its output halved.The Economy screen, that shows the full overview of the Empire's resource production.[/p][p]Some resources are processed from others. A Metal Foundry takes in iron and produces fittings, for instance. These processing chains add a layer of planning: you need to ensure that settlements producing raw materials can get to settlements that can process them.Various resources produced throughout the Empire[/p][p]Gold is the lifeblood of the empire. Each settlement generates tax income based on its population, modified by the governor's skill, the local culture and religion, corruption, and various building effects. A well-governed, culturally integrated city with a Market and a Forum will generate far more gold than a recently conquered, corrupt frontier town full of unhappy foreigners.[/p][p]On the other side of the ledger, settlements have expenses. Building upkeep, charity for the poor, and garrison maintenance all eat into your income. Charity is particularly important - cutting it saves gold, but dramatically increases unrest among the common people.[/p][p]Unrest is the threat that can undo even a most successful military campaign. It's driven by a long list of factors: overcrowding, corruption, absent governors, foreign culture, wrong religion, recent sieges, war weariness, and more. Buildings like Churches and Basilicas help keep unrest down, as does appointing a governor with high Authority. But if unrest climbs too high, the settlement risks rebellion, which can tear entire provinces away from your control if they become too powerful.Breaking out of a besieged capital[/p][p]When war comes to a settlement, the siege system comes into play. An attacking army first establishes a blockade, cutting trade and reducing income. Then the siege proper begins - the attacker's siege power is pitted against the settlement's fortifications (walls, garrison, and defensive buildings). The settlement's food stockpile determines how long it can hold out. The attacker can wait for starvation, or attempt a costly assault once they've made enough progress. The defender, meanwhile, can attempt a breakout if they think they have the strength. A navy can also blockade a settlement, capturing convoys going to it and weakening it before an army can capture.[/p][p]If a settlement falls, the attacker can choose to pillage it for immediate resources, or sack it for even greater plunder at the cost of devastating the population. Either way, a captured settlement will take a long time to recover.[/p][p]That's all for this week. Next time we'll be looking at the dynamic event system and modding. Thank you for reading![/p]