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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
    • See Assets for a current list

Settlement Size by Population (All Residents Housed)

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 ]

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.

Structure Safety Security Survival Morale Growth Economy Exploration
Tent City
Communal Fire Pit
Working Well
Housing Units
Watchtower(s)
Storehouses
Marketplace
Dock
Palisade Walls
Agriculture
Ranch
Named Structures [ ] [ ] [ ] [ ] [ ] [ ] [ ]