Skip to content

Settlement

Gao edited this page Jun 23, 2026 · 2 revisions

Settlement

Your Settlement is the permanent home base for your ideology. It combines real-time resource generation, a grid-based plot system with adjacency bonuses, turn-based development projects, a deep Black Market trading mini-game, periodic events, and cross-system progression that feeds combat, companions, crafting, and endgame content.

Access it with /settlement (unlocks at Level 10). A separate /hatchery command opens egg incubation once you have the building (Level 50+).

Core Concepts

Followers & Workers

  • Your ideology's followers (grown via /propagate and the Temple) determine your total workforce.
  • Assign workers to buildings. Higher Town Hall tiers and meta buildings increase per-building caps.
  • Workers produce or convert resources in real time (collectible) and contribute to Development Turn processing.
  • The Nursery produces new workers over Development Turns, directly increasing your follower count.

Resources

Core outputs include:

  • Timber & Stone (raw generators → used in construction and converters).
  • Refined materials via converters: Iron/Steel/Gold/Platinum/Idea bars, various planks, bone essences.
  • Market Gold, companion cookies (XP), war camp stamina, and more.
  • Many refined resources feed the Black Market or construction.

Real-time production runs continuously based on staffed workers and elapsed time since last collection. Higher tiers multiply output.

Town Hall & Building Slots

The Town Hall sits at the center of your 5×5 settlement grid. Upgrading it:

  • Increases available building slots.
  • Boosts passive Zeal generation.
  • Unlocks more meta-building slots on plots.
  • Improves overall settlement power.

Plots & the Grid

  • 20 developable plots in a 5×5 layout (corners are dead space; Town Hall occupies the center).
  • Plots must be developed adjacent to the Town Hall or existing developed plots.
  • Each plot rolls a bonus type (Fertile Ground, Rich Seam, Ley Line, Gold Vein, etc.) that provides production or cap bonuses to buildings placed on it.
  • Meta buildings (Watchtower, Grand Cathedral, Shrine Garden, Foreman's Post, etc.) are placed on plots for powerful adjacency effects (e.g., double shrine caps, global worker cap increases, output multipliers to neighbors). They require full staffing to activate (except Watchtower).

The dashboard renders a visual ASCII grid of your current layout.

Development Turns (The Heart of Progression)

Settlement growth beyond basic resource collection runs on Development Turns (DT).

  • Zeal is the fuel: 10 Zeal = 1 Development Turn.
    • Combat victories: +10 Zeal each.
    • Quest turn-ins: +30 (1★) or +90 (3★).
    • Passive generation from your Town Hall (scales with tier; collect via Gather Zeal action, capped per gather).
  • Daily caps apply (soft cap at 600 Zeal earned today halves further gains; hard cap at 800).
  • Pressing Next Turn on the dashboard spends available Zeal (converted to DTs) and simultaneously advances:
    • All active construction/upgrade/research/nursery/foundry projects.
    • Black Market deal processing.
    • Ongoing and scheduled events.
    • Passive Zeal and Idlem/worker production from special buildings.

This creates a satisfying "just one more turn" loop while still rewarding offline/idle play through real-time generators and slow passive Zeal.

Buildings

Buildings are constructed on plots using gold + timber/stone (and special materials for higher tiers). They upgrade via projects.

Generators (produce resources):

  • Logging Camp, Quarry (timber/stone).
  • Market (gold).
  • Companion Ranch (companion XP cookies).
  • War Camp (combat stamina).

Converters (refine inputs; higher tiers unlock better materials and run all unlocked tiers simultaneously):

  • Foundry (ores → bars: iron → idea).
  • Sawmill (logs → planks).
  • Reliquary (bones → essences).

Passives (global or targeted buffs, no direct production):

  • Barracks (+ATK/DEF per workers).
  • Temple (+propagate/follower gain).
  • Apothecary (extra flat heal on potion use).
  • Shrines (sigil production for Uber bosses — individual types or consolidated Uber Shrine).

Special / Project Buildings:

  • Black Market (detailed below).
  • Hatchery (speeds egg incubation for Hematurgy blood; workers reduce time).
  • Nursery (produces workers per DT).
  • Idlem Foundry (produces Idlem per DT — currency for Black Market passives).
  • Uber Shrine (consolidated sigil production; assign workers per statue type).

Construction and upgrades cost Development Turns (base costs + per-tier scaling) plus resources. Special materials (Magma Core, Life Root, Spirit Shard, Uber stones/crystals from Uber victories) are required for many higher-tier or endgame buildings.

Black Market

A major sink and reward engine. Submit bundles of resources for "value." Deals process over multiple Development Turns and return randomized high-value loot.

  • Idlem (produced by the Idlem Foundry) is invested into a passive tree with three branches:
    • Efficiency (faster processing, instant small deals).
    • Value (higher offer value).
    • Biases (extra rolls in specific loot categories: runes, gathering, keys, eggs/consume, gear, high-end tomes/keys, gold).
  • Loot categories include gold, runes, boss keys, gathering materials, essences, gear caches, settler materials, eggs, guild tickets, curios, and high-end items (antique tomes, pinnacle keys, Uber sigils, etc.).
  • Higher Black Market tier and invested Idlem dramatically improve results.

Events

Scheduled based on total Development Turns advanced. They create dynamic gameplay:

Positive / Opportunity:

  • Merchant Caravan (better BM values).
  • Inspiration Surge (halved construction DT costs).
  • Resource Windfall, Trade Boom, Artisan's Week (production bonuses).
  • Ideological Rally (instant Zeal).
  • Baby Boom / Foundry Surge (multiplied Nursery/Idlem output).
  • Wandering Scholar (free blueprint).

Crisis events (with advance warning):

  • Bandit Raid, Plague Outbreak, Void Incursion, Fire Hazard.
  • Use the Confront button on the dashboard to fight a special encounter. Success prevents penalties (disabled buildings, worker loss, etc.).

Events add tension and reward active management.

Research & Blueprints

Unidentified Blueprints (from events, BM, or other sources) are identified in the Research panel. They unlock powerful meta buildings that provide adjacency and global bonuses when placed on plots.

Tips for Success

  • Prioritize generators early for raw resources, then converters for refined materials needed in construction.
  • Balance worker assignment — overstaffing one building starves others. Use plot bonuses and meta buildings intelligently.
  • Treat Development Turns as a limited resource. Plan projects around upcoming events (e.g., build during Inspiration Surge).
  • The Black Market is one of the best ways to convert excess low-tier materials into runes, keys, gear, and endgame currencies. Invest in the passive tree as soon as you have Idlem production.
  • Shrines (especially the consolidated Uber Shrine) become critical for sustained Uber boss farming.
  • Hatchery + Nursery are huge for the Consume/Hematurgy and follower loops.
  • Watch daily Zeal caps and passive generation. Combat and quests are your main active accelerators.
  • Crises can be punishing if ignored — keep an eye on the dashboard for warnings.
  • Your settlement grows forever with your character. Town Hall upgrades are long-term investments that pay dividends in slots, zeal, and meta options.

Related Systems

  • Gathering — Primary source of raw logs, ores, and bones that feed your converters.
  • Alchemy — Some synergies with essences and potions.
  • Companions and Partners — Companion Ranch for XP; guild tickets from Black Market; dispatch tasks can indirectly support resources.
  • Uber Bosses — Sigils from shrines; special materials and high-end loot from Black Market.
  • Consume & Hematurgy — Hatchery for eggs and blood.
  • Maw — Guild tickets appear in Black Market rewards.
  • Paradise, Ascent, Codex — High-end Black Market loot (tomes, keys, curios, puzzle boxes).
  • Combat and Quests feed Zeal for Development Turns.

The Settlement is a deep, interconnected city-builder layer that rewards both patient idling and active, strategic play. Master it and it supercharges nearly every other system in the game.


Build your ideology's legacy. One turn at a time.

Last updated: June 2026 (verified current with plots, meta buildings, Uber Shrine, Black Market tree, Zeal/DT/projects/events/Nursery/Idlem; cross-checked against live core/settlement/, AGENTS.md, CLAUDE.md)

Clone this wiki locally