Status
Settlement Overview
- Settlement Tier: Outpost
- Population: [ 9 ]
- Permanent Residents: [ 9 ]
- Guests: [ 0 ]
- Current Season: [ Spring / Summer / Fall / Winter ]
- Current Year and Season: Year 1, Spring - Year of the Beaver
Land & Resources
- Land Cleared: 5 plots
- Fields: 0 plots
- Resource Stockpiles:
- Food: [ 30 days ]
- Wood: [ 150 units ]
- Stone: [ 150 units ]
- Clay: [ 300 units ]
- Reeds: [ 25 units ]
- Metal:
- Copper:
- Ore: [ 15 units ]
- Ingots: [ 0 units ]
- Other: [ 0 units ]
- Buildings:
- Bridge
- Tavern - The Starry Crossing
- Small dock
- Assets
Settlement Size by Population (All Residents Housed)
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| Rank |
Name |
Population Range |
Description |
| 1 |
Encampment |
1–8 |
A few individuals or a single party; minimal shelter. |
| 2 |
Outpost |
9–19 |
Small but intentional; used for watch, research, or a staging point. |
| 3 |
Camp |
20–39 |
Semi-permanent; usually tents or lean-tos, beginning to cluster. |
| 4 |
Hamlet |
40–74 |
First sense of community, basic infrastructure, 4–6 permanent buildings. |
| 5 |
Village |
75–199 |
Functioning settlement with tradesfolk, farmland, and leadership. |
| 6 |
Thorp |
200–399 |
A large village or a rural "micro-town"; close-knit but growing. |
| 7 |
Town |
400–999 |
Self-sufficient, defended, and recognized on regional maps. |
| 8 |
Large Town |
1,000–1,999 |
Includes distinct districts, regular militia, festivals, full economy. |
| 9 |
City |
2,000–9,999 |
Regional center of culture, power, and commerce. Likely ruled formally. |
| 10 |
Large City |
10,000–24,999 |
Multiple wards, trade hubs, bureaucratic infrastructure. |
| 11 |
Metropolis |
25,000+ |
Vast and complex; may influence kingdoms, house noble houses, or be a capital. |
Settlement Stat Tracking
Options: [ None / Low / Moderate / High / Excellent ]
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| Stat |
Description |
Current Value (1–5) |
Notes / Influencing Structures |
| 🛡️ Safety |
Protection from local dangers (wildlife, hazards, monsters) |
Low |
Watchtowers, Walls, Housing |
| 🔐 Security |
Protection from hostile forces (bandits, raids, sabotage) |
None |
Guard Posts, Walls, Trained NPCs |
| 🔥 Survival |
Access to basic needs: food, water, fire, shelter |
Low |
Well, Fire, Housing, Storehouses |
| 💬 Morale |
Spirits and emotional well-being of settlers |
Low |
Tavern, Communal Fire, Festivals, Named Locations |
| 📈 Growth |
Capacity to expand and improve infrastructure |
None |
Roads, Dock, Marketplace, Player Projects |
| 💰 Economy |
Trade value, access to goods, local production |
None |
Marketplace, Storehouses, Dock, Crafting Buildings |
| 🧭 Exploration |
Regional awareness and readiness to discover new land or threats |
None |
Scouting Posts, Watchtowers, Mapping Progress |
Stat Contributions
Use this to track how each structure contributes to the overall stat system.
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| Structure |
Safety |
Security |
Survival |
Morale |
Growth |
Economy |
Exploration |
| Tent City |
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|
✅ |
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| Communal Fire Pit |
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✅ |
✅ |
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| Working Well |
✅ |
✅ |
✅ |
✅ |
✅ |
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|
| Housing Units |
✅ |
✅ |
✅ |
✅ |
✅ |
✅ |
|
| Watchtower(s) |
✅ |
✅ |
✅ |
✅ |
✅ |
|
✅ |
| Storehouses |
✅ |
✅ |
✅ |
✅ |
✅ |
✅ |
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| Marketplace |
|
✅ |
✅ |
✅ |
✅ |
✅ |
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| Dock |
✅ |
|
✅ |
✅ |
✅ |
✅ |
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| Palisade Walls |
✅ |
✅ |
✅ |
✅ |
✅ |
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| Agriculture |
|
✅ |
✅ |
✅ |
✅ |
✅ |
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| Ranch |
|
✅ |
✅ |
✅ |
✅ |
✅ |
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| Named Structures |
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