Difference between revisions of "Settlement"

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== Description ==
 
== Description ==
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.
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A [[settlement]], or deed, is an area of land owned by a player or group of players: a [[mayor]] and [[citizen]]s (if any). A settlement is marked by a [[settlement token]] on an outdoor tile somewhere within its borders. You receive a settlement deed form in your inventory (that is no-drop) when you deed a settlement.  
  
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/
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The mayor is the most important citizen of a settlement.  
  
<span style="color:red;">'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.'''</span>
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A character may only be a citizen or mayor of one settlement at a time per server. The same character can be a citizen or mayor of another settlement on a different server. A player with multiple characters can have each character in a different settlement on the same server and may own multiple settlements on the same server if each character is the mayor of one settlement.
  
== Advantages ==
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== Advantages to Deeding Land ==
* Control of who is allowed which actions within the settlement area
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* Control of who is allowed which actions within the settlement area.
* [[Deed guards]] protecting the settlement
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* [[Deed guards]] protecting the settlement.
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])
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* Setting reputations to keep out unwanted people (see [[Kill on Sight]]).
* A settlement token to have your [[bank]] account at
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* A settlement token to access your [[bank]] account.
* Reduced [[decay]] on [[structure]]s
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* On settlements with over 30 days upkeep in their coffers:
* Maintenance of signs, lamps, banners and flags by spirit guards
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** No decay on buildings, fences, or decorative items.
* Village chat
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** No monthly partial loss of bulk items in crates or other bulk storage.
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)
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* Maintenance of signs, lamps, banners and flags by [[spirit guards]].
* Respawn at your own settlement from anywhere on the map when you die
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* Village chat.
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die
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* Instant logout when leaving Wurm inside the settlement (some exceptions apply).
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* Respawn at your own settlement from anywhere on the map when you die.
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* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die.
 
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25
 
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]
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* [[Branding]] animals to show the village they belong to and to allow managing their permissions.
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers
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* A [[productivity bonus]] to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.
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Note: It seems that the productivity bonus begins to decrease when upkeep is lower than one month (you will receive a message in the village chat tab when you log in when upkeep falls below one month). Keeping more than one month's worth of upkeep in the village coffers will reverse this trend.
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* Enchanting bonus, healing bonus, and increased [[Rarity system|rare window]] from settlement members sacrificing items at altars.
  
 
== Founding ==
 
== Founding ==
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.
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Founding a settlement (deed) requires the use of a [[deed stake]].  
  
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village > Found Village. A series of forms follows where you can set:
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Right-clicking a deed stake in your inventory brings up a "Settlement Application Form" dialog in which you have all the options for your settlement. The founding costs are taken from your bank account. The cost for the minimum sized deed is 4 silver, 21 copper. This includes the cost of the tiles plus 3 silver coins towards upkeep.
*Settlement size, east-west and north-south
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*Perimeter size, beyond the five free tiles
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Stand on the tile that you want your village centre token to be on, right-click the Settlement deed stake in your inventory, and choose Village > Found Village. A series of forms follows where you can set:
*Village name and motto and whether it is a democracy or autocracy
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* Settlement size (east, west, north, and south)
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* Perimeter size, beyond the five free tiles
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* Village name and motto and whether it is a democracy or dictatorship.
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** You can rename a village in the resize option for 5 silver coins. This resets the productivity bonus of the village and locks the name for 6 months.
 
*Number of guards.
 
*Number of guards.
  
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.
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One tile on deed costs 1 copper to purchase and has a 20 iron upkeep. 1 perimeter tile costs 50 iron to purchase and has a 5 iron upkeep.
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.
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You can found a deed while you are still a villager of another deed. Once you found the new deed you'll become the mayor of the new deed and automatically leave the old deed.
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A deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum size is 5.
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Example: Settlement size east 5 west 5 and north 6 south 6 will create a deed 11 tiles by 13 tiles. You could not make a deed of 11 tiles by 45 tiles as that would make one side be more than 4 times larger than the other. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.
  
 
===Notes===
 
===Notes===
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).
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*Free players can plant a deed, but won't be able to invite other players until they turn premium. Free players cannot take over ownership of a pre-existing deed.
*You need the writs for all buildings within your new settlement area held in your inventory.  
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*You need to have management [[permissions]] of all buildings that fall within your new settlement area to be able to place a deed.
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.
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**''You can place a new deed's '''perimeter''' over existing buildings for which you don't own, but you need at least two full tiles of perimeter between the edge of your deed and the edge of any building you do not own.
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*Settlements can only be founded within your [[kingdom]]. On Chaos, Defiance or the Epic servers, this might require building [[guard tower]]s.
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*On Chaos, Defiance or the Epic servers you cannot found a deed within 100 tiles of any non-allied same kingdom deed.
 
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.
 
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.
*Token must be placed at least two tiles away from tiles submersed in water.  
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*A token must be placed at least second tile away from tiles submersed in water (center tile of 3x3 island is enough).  
*Token cannot be inside a cave.
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*A token cannot be inside a cave, or a house.
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.
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*Aggressive animals, on what will become the deed, prevent planting of the deed; kill or lead them away first. Creatures in the future perimeter do not count.
*The mayor can destroy any building on deed even if he/she has not got the writ
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*The mayor can destroy any building on deed, even if he/she does not have permissions to that building.
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*You may not plant a deed on [[Holy Ground]].
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*When founding a deed, it will add 3 silver to the cost of founding, and apply that to upkeep.
  
 
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it.  
 
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it.  
  
After founding, you can edit settings from token > Settlement menu, or Settlement deed paper > Village menu.
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After founding, you can edit your settings from the Token > Settlement menu, or from the Settlement deed paper > Village menu.
  
 
== Perimeter ==
 
== Perimeter ==
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter.  
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The perimeter around a deed disallows non-citizens building structures, and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, although they can share a perimeter border. On the Epic servers, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter.  
  
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.
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The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time, but the minimum perimeter allowed is 5 tiles.
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Perimeter is treated the same with wilderness, thus do not reduce decay.
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Nor does it increase decay unless the owner of the structure has been away from the server for more than three months. At which time the building will begin to accumulate increased perimeter decay. This occurs in addition to the “abandoned” status decay increase.
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To understand the concept of perimeters and their implications to deed planting, you can check this example: [http://i.imgur.com/4ANSNmE.png]
  
 
== Resizing ==
 
== Resizing ==
Deeds can be resized by the mayor at the token or with the settlement deed.
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Deeds can be resized by the mayor at the token or with the settlement deed. You cannot resize if the settlement is under siege, or if your Templar is fighting an aggressive animal. There are '''no refunds''' for downsizing. Premium time is not required to re-size a settlement.
You cannot resize if the settlement is under siege.
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There are no refunds for downsizing. Premium time is not required to re-size a settlement.
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The mayor can expand his perimeter over a house which he does not have permissions for. This serves as a warning for a deed expansion and gives the owner of the house time to move. Only the perimeter can be expanded over a house - the mayor has to have permissions to the house to expand the deed over it.
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the cost of resizing will be taken from the deeds coffers first and then the player bank account if the coffers dont have enough. This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used.
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'''Warning:'''  At the question concerning hiring of a spirit templar (or guards), if you leave it as 0 the resized deed will have no templar even if you originally had one (or more).  <u>Always fill this in with the number of templars you want on your resized deed.</u>
  
 
== Disbanding ==
 
== Disbanding ==
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.
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'''Warning :''' Do not sail to another server in your cluster between issuing a disband order, and the actual disbanding of the deed.  Doing so may cause you to not receive any refund. Crossing to anther cluster (Epic / Freedom) is okay, as that is a separate avatar, and the original is still on the deed's server.
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.
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* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.
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* A deed may be disbanded. If manually disbanded, the owner receives all of settlement coffer money back. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes direct to the King.
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.
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* Only the mayor may disband the settlement via the option at the token.
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* Disbanding a settlement takes 24 real hours. If set to disband immediately, it will take 1 hour.
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* If you remove all villagers and resize the deed to smallest size before disbanding, disbanding will take 1 real hour.
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* When disbanding, all branded animals lose their branding.
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* The area occupied by a deed when it disbands becomes the area in which archaeology can be performed on that deed, no matter how large or small the deed was previously.
  
 
== Mayor ==
 
== Mayor ==
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor.  
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All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Mayor and villagers get a bonus to bashing structures on deed. Mayors can pass through locked gates.  
  
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Trading the deed makes the new owner of the deed the mayor. A player must have premium time to take over the ownership of a deed.
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*If trading to a player who is not in a village, the transfer is immediate.
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*If trading to a player who is in that village, they must have been a member for at least 24 hours before the transfer can take place.
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'''If you are purchasing a Settlement from someone, do NOT join the village first.  If you do, you will not be able to take ownership for 24 hours.'''
 
=== Voting ===
 
=== Voting ===
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession ''(not tested)''. Once an election is completed, a new vote will initiate a new election.  
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If your deed is a Dictatorship, the mayor cannot be voted out.  (This was changed, as an 81% vote used to be enough to evict the mayor)
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If your deed is a Democracy, your villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% or more of the votes.  
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Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority has voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election.  
  
 
''Note: Vote command gives the confirmation message: "You vote for Name as mayor this week.", so possibly the mayor can only be changed once per week, regardless of the number of elections?''
 
''Note: Vote command gives the confirmation message: "You vote for Name as mayor this week.", so possibly the mayor can only be changed once per week, regardless of the number of elections?''
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Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.
 
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.
  
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke <village name>''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.
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If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke <village name>''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed. You can however found a deed and become a villager of the newly founded deed without having to wait  for the 24 hours to pass.
  
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.
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Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding, and removing roles, requires the '''manage roles''' permission.
  
== Guards ==
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The non-founding mayor of a deed can change from democracy to dictatorship by opening the resize deed box and unchecking the box for democracy.  
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission.  
 
  
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.
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== Spirit Templars (Deed Guards) ==
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Settlements can be protected by [[Spirit templar]]s. Hiring or releasing templars requires the ''Hire guards'' permission.  
  
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.
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Spirit templars will attack any aggressive [[creatures]] that enter the settlement area, but not the perimeter.  Unlike [[tower guard]]s, they do not respond to calls for help.  
  
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep.  
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They will also attack anyone who is marked as Kill on Sight for that deed. ''(See [[KoS]] and [[Reputation]] for details)''.  
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Citizens with the '''manage roles''' permission can also set reputations manually. To remove someone added manually, set their reputation to 0 and tick permanent, then save the form.
  
Guards can be managed at the token under Settlement > Manage guards, or from the Settlement deed paper under Village > Manage guards.
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The maximum number of templars you can have is 1 per 49 tiles. Example: Number of templars in a 31x31 deed is 19. On the Epic servers, the maximum number is limited to 20.
  
== Upkeep ==
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Spirit templars demand payment. Hiring each new templar will cost 2 silver summoning cost, or 3 silver if the settlement is on an Epic server. This is deducted immediately from the settlement upkeep, before they spawn. Each Templar also adds 1 silver to the monthly settlement upkeep. On epic, the cost of templars will increase by .5s by each guard hired (I.E 1s for the first guard, 1.5s for the second, 2s for the third).
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement > Info or Settlement > Manage guards, or from the Settlement deed paper under Village > Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens.  
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Templars can be managed at the token under Settlement > Manage guards, or from the Settlement deed paper under Village > Manage guards.
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== Upkeep / Coffers ==
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Upkeep money is taken from the village funds every 8 real-life minutes. If the upkeep fund is depleted, the settlement is disbanded automatically. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement > Add to upkeep, or from the Settlement deed paper under Settlement > Add to upkeep. Anyone can donate money to the upkeep fund at the token, even non-citizens.
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'''There is a minimum 1 silver cost per month for upkeep. For purposes of upkeep, a month is 30 days. "12x12x9x10" and "32x5x5x7" are examples that would fit this limit, if you are not sure how much a deed size will cost you can use [https://warlander.github.io/Wurm-Toolbox/#deed-calc Warlander´s deed Calculator]''' the calculator does not include the 3 silver for the upkeep coffers.
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=== Upkeep used for expansion costs ===
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When resizing a deed, some of the charges can come from the coffers.  This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used.
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Example :
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:The settlement has 7 silver, 99 copper and 96 iron in its coffers.
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:This change will cost 26 silver and 80 copper.
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:Up to 4 silver, 99 copper and 96 iron can be taken from the settlement upkeep funds.
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:21 silver, 80 copper and 4 iron will be taken from your bank account.
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:The settlement has 3 silver in its coffers.
  
 
=== Upkeep draining ===
 
=== Upkeep draining ===
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days
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On the Chaos, Defiance and Epic servers, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days. Enemies can drain from an adjacent tile and do not need to be on the same tile as the token, even if there is a wall or palisade in the way.
  
 
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.
 
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.
  
== Allies and wars ==
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== Allies ==
 
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.
 
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.
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To form or add to an alliance, right click on a person with diplomacy rights from another village, and ask to form alliance. Unlike village invites (which can be done remotely with a slash command), adding a village to your alliance requires you to do it face-to-face.)
  
 
=== Allies ===
 
=== Allies ===
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* Allies have their own deed role.
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* Citizens need a role with the "allow actions on allied deeds" permission to get the benefits of the ally role permissions
 
* Allies can respawn on the deed if they die within 50 tiles of it.
 
* Allies can respawn on the deed if they die within 50 tiles of it.
* Allies have their own deed role.
 
 
* Allies have a green outline.
 
* Allies have a green outline.
* Allies can loot your [[corpse]] when you're online.
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* Allies can be allowed or denied the ability to loot your corpse using the "corpse lootability" profile option.
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so
 
  
 
=== Wars ===
 
=== Wars ===
Wars are only possible on the wild server.  
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Same-kingdom wars are possible on [[Epic]] and [[Chaos]].
  
 
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline.  
 
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline.  
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately.  
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When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately.
 
 
== Permissions ==
 
  
=== Permission Roles ===
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== Permissions & Settings ==
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.
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=== Permissions ===
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For permission information, please see [[Permissions#Settlement|Settlement Permissions]] in the permissions tutorial.
  
; Build : Plan, color, and continue buildings and fences <br> Also allows [[lockpicking]]
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=== Settings ===
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts
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;Village motto: The Motto will be on all gates when examined.
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.
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:[14:28:13] You see a wooden fence gate in the settlement of <village name>.
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus <br> Also allows lockpicking
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:[14:28:13] A plaque is attached to it:
; Farm : Sowing, [[farming]] and harvesting fields <br> Also allows [[milk]]ing and leading [[animals]]
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:[14:28:13] -----------------
; Hire guards : Changing guard level
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:[14:28:13] <Motto>.
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.
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:[14:28:13] -----------------
; Manage roles : Change role permissions and role assignments, change reputations <br> Also allows disbanding the settlement
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:[14:28:13] QL=26.913738, dam=0.0
; Mine rock and ore: [[Mining]]
 
; [[Terraform]] : Dig, pack, pave and flatten
 
; Expand : Expand the settlement with a larger deed
 
; Pass all fences : Passing through all fences, even locked ones
 
; Lock fences : Locking fences
 
; Attack citizen : Attacking citizens
 
; Attack non-citizen : Attacking non-citizens
 
; Diplomat : Form alliances, declare war, make peace
 
; Fish : Allows fishing
 
; DELETE : This permission will delete the role if set
 
  
These additional permissions are not linked to roles:
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;Village message of the day : Message of the day for village chat. Displays on login / change.
; Politics: Marking this will make the settlement a democracy
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:[14:21:04] MOTD:TESTING IT
  
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.
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'''Additional Settings'''
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:;Politics: Marking this will make the settlement a permanent democracy (founding mayors can revert).
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:;Aggressive Creatures: Mark this if you want guards to ignore aggressive creatures. (Note: Changing this setting while one or more templars are engaged with a hostile creature will not disengage the templars from combat.)
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:;Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.
  
; Merchants: Allows placing of personal merchants
+
=== Alliance ===
 +
An Alliance's MOTD can be changed via Manage > Settlement > Manage Politics
  
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.
+
To leave an Alliance, put a checkmark at "break alliance..." via Manage > Settlement > Manage Politics
 
 
== Cost ==
 
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]
 
  
 +
== Cost Calculations ==
 +
=== Detailed breakdown ===
 
<table border=0>
 
<table border=0>
<tr> <td> Cost per tile of a settlement: </td> <td> 200 iron </td> </tr>
+
<tr> <td> Initial cost per tile of a settlement: </td> <td> 100 iron coins</td> </tr>
<tr> <td> Upkeep cost per tile for settlement: </td> <td> 20 iron </td> </tr>
+
<tr> <td> Upkeep cost per tile for settlement: </td> <td> 20 iron coins</td> </tr>
<tr> <td> Cost per tile for a perimeter:</td> <td>  50 iron </td> </tr>
+
<tr> <td> Initial cost per tile for a perimeter:</td> <td>  50 iron coins</td> </tr>
<tr> <td> Upkeep cost per tile for a perimeter: </td> <td> 5 iron </td> </tr>
+
<tr> <td> Upkeep cost per tile for a perimeter: </td> <td> 5 iron coins</td> </tr>
<tr> <td> Cost for hiring guard: </td> <td> 2 Silver </td> </tr>
+
<tr> <td> Initial cost for hiring a guard (per 1): </td> <td> Freedom = 2 silver / Epic = 3 silver coins</td> </tr>
<tr> <td> Guard monthly salary: </td> <td> 1 silver </td> </tr>
+
<tr> <td> Guard monthly salary (per 1): </td> <td> Freedom = 1 silver / Epic = 3 silver coins</td> </tr>
 
</table>
 
</table>
  
[[Category:Misc]]
+
== Additional Information ==
 +
You can [[sell]] items at a [[settlement token]] for iron coins as long as there is funds in the kingdoms coffers. See the sell link for more information.
 +
 
 +
See [[Faith_bonus#Deed_Faith_Bonus|Deed Faith Bonus]] for information about possible bonuses given to your settlement for sacrificing items.
 +
[[Category:Guides]]
 
[[Category:Babel/S]]
 
[[Category:Babel/S]]

Latest revision as of 21:28, 6 April 2024

Main Page / Useful links for beginners / Settlement

To see a list of the current settlements, see the Category Settlements.

Description

A settlement, or deed, is an area of land owned by a player or group of players: a mayor and citizens (if any). A settlement is marked by a settlement token on an outdoor tile somewhere within its borders. You receive a settlement deed form in your inventory (that is no-drop) when you deed a settlement.

The mayor is the most important citizen of a settlement.

A character may only be a citizen or mayor of one settlement at a time per server. The same character can be a citizen or mayor of another settlement on a different server. A player with multiple characters can have each character in a different settlement on the same server and may own multiple settlements on the same server if each character is the mayor of one settlement.

Advantages to Deeding Land

  • Control of who is allowed which actions within the settlement area.
  • Deed guards protecting the settlement.
  • Setting reputations to keep out unwanted people (see Kill on Sight).
  • A settlement token to access your bank account.
  • On settlements with over 30 days upkeep in their coffers:
    • No decay on buildings, fences, or decorative items.
    • No monthly partial loss of bulk items in crates or other bulk storage.
  • Maintenance of signs, lamps, banners and flags by spirit guards.
  • Village chat.
  • Instant logout when leaving Wurm inside the settlement (some exceptions apply).
  • Respawn at your own settlement from anywhere on the map when you die.
  • Respawn at allied settlements that are within 50 tiles when you die.
  • Skill-loss when dying on your own deed or allied deed is only 0.025. Suicides have the normal skill-loss of 0.25
  • Branding animals to show the village they belong to and to allow managing their permissions.
  • A productivity bonus to item crafting for the citizens the older the deed is; see acquired knowledge in the village info at the token.

Note: It seems that the productivity bonus begins to decrease when upkeep is lower than one month (you will receive a message in the village chat tab when you log in when upkeep falls below one month). Keeping more than one month's worth of upkeep in the village coffers will reverse this trend.

  • Enchanting bonus, healing bonus, and increased rare window from settlement members sacrificing items at altars.

Founding

Founding a settlement (deed) requires the use of a deed stake.

Right-clicking a deed stake in your inventory brings up a "Settlement Application Form" dialog in which you have all the options for your settlement. The founding costs are taken from your bank account. The cost for the minimum sized deed is 4 silver, 21 copper. This includes the cost of the tiles plus 3 silver coins towards upkeep.

Stand on the tile that you want your village centre token to be on, right-click the Settlement deed stake in your inventory, and choose Village > Found Village. A series of forms follows where you can set:

  • Settlement size (east, west, north, and south)
  • Perimeter size, beyond the five free tiles
  • Village name and motto and whether it is a democracy or dictatorship.
    • You can rename a village in the resize option for 5 silver coins. This resets the productivity bonus of the village and locks the name for 6 months.
  • Number of guards.

One tile on deed costs 1 copper to purchase and has a 20 iron upkeep. 1 perimeter tile costs 50 iron to purchase and has a 5 iron upkeep.

You can found a deed while you are still a villager of another deed. Once you found the new deed you'll become the mayor of the new deed and automatically leave the old deed.

A deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum size is 5.

Example: Settlement size east 5 west 5 and north 6 south 6 will create a deed 11 tiles by 13 tiles. You could not make a deed of 11 tiles by 45 tiles as that would make one side be more than 4 times larger than the other. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.

Notes

  • Free players can plant a deed, but won't be able to invite other players until they turn premium. Free players cannot take over ownership of a pre-existing deed.
  • You need to have management permissions of all buildings that fall within your new settlement area to be able to place a deed.
    • You can place a new deed's perimeter over existing buildings for which you don't own, but you need at least two full tiles of perimeter between the edge of your deed and the edge of any building you do not own.
  • Settlements can only be founded within your kingdom. On Chaos, Defiance or the Epic servers, this might require building guard towers.
  • On Chaos, Defiance or the Epic servers you cannot found a deed within 100 tiles of any non-allied same kingdom deed.
  • If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but terraforming is possible.
  • A token must be placed at least second tile away from tiles submersed in water (center tile of 3x3 island is enough).
  • A token cannot be inside a cave, or a house.
  • Aggressive animals, on what will become the deed, prevent planting of the deed; kill or lead them away first. Creatures in the future perimeter do not count.
  • The mayor can destroy any building on deed, even if he/she does not have permissions to that building.
  • You may not plant a deed on Holy Ground.
  • When founding a deed, it will add 3 silver to the cost of founding, and apply that to upkeep.

Tip: You can test whether you are able to plant a deed at your current location simply by trying to found it.

After founding, you can edit your settings from the Token > Settlement menu, or from the Settlement deed paper > Village menu.

Perimeter

The perimeter around a deed disallows non-citizens building structures, and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, although they can share a perimeter border. On the Epic servers, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter.

The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time, but the minimum perimeter allowed is 5 tiles.

Perimeter is treated the same with wilderness, thus do not reduce decay. Nor does it increase decay unless the owner of the structure has been away from the server for more than three months. At which time the building will begin to accumulate increased perimeter decay. This occurs in addition to the “abandoned” status decay increase.

To understand the concept of perimeters and their implications to deed planting, you can check this example: [1]

Resizing

Deeds can be resized by the mayor at the token or with the settlement deed. You cannot resize if the settlement is under siege, or if your Templar is fighting an aggressive animal. There are no refunds for downsizing. Premium time is not required to re-size a settlement.

The mayor can expand his perimeter over a house which he does not have permissions for. This serves as a warning for a deed expansion and gives the owner of the house time to move. Only the perimeter can be expanded over a house - the mayor has to have permissions to the house to expand the deed over it.

the cost of resizing will be taken from the deeds coffers first and then the player bank account if the coffers dont have enough. This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used.

Warning: At the question concerning hiring of a spirit templar (or guards), if you leave it as 0 the resized deed will have no templar even if you originally had one (or more). Always fill this in with the number of templars you want on your resized deed.

Disbanding

Warning : Do not sail to another server in your cluster between issuing a disband order, and the actual disbanding of the deed. Doing so may cause you to not receive any refund. Crossing to anther cluster (Epic / Freedom) is okay, as that is a separate avatar, and the original is still on the deed's server.

  • A deed may be disbanded. If manually disbanded, the owner receives all of settlement coffer money back. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes direct to the King.
  • Only the mayor may disband the settlement via the option at the token.
  • Disbanding a settlement takes 24 real hours. If set to disband immediately, it will take 1 hour.
  • If you remove all villagers and resize the deed to smallest size before disbanding, disbanding will take 1 real hour.
  • When disbanding, all branded animals lose their branding.
  • The area occupied by a deed when it disbands becomes the area in which archaeology can be performed on that deed, no matter how large or small the deed was previously.

Mayor

All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Mayor and villagers get a bonus to bashing structures on deed. Mayors can pass through locked gates.

Trading the deed makes the new owner of the deed the mayor. A player must have premium time to take over the ownership of a deed.

  • If trading to a player who is not in a village, the transfer is immediate.
  • If trading to a player who is in that village, they must have been a member for at least 24 hours before the transfer can take place.

If you are purchasing a Settlement from someone, do NOT join the village first. If you do, you will not be able to take ownership for 24 hours.

Voting

If your deed is a Dictatorship, the mayor cannot be voted out. (This was changed, as an 81% vote used to be enough to evict the mayor)

If your deed is a Democracy, your villages can elect a new mayor by a successful vote, by using the command /vote. Success requires a majority: 51% or more of the votes.

Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority has voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election.

Note: Vote command gives the confirmation message: "You vote for Name as mayor this week.", so possibly the mayor can only be changed once per week, regardless of the number of elections?

Citizens

A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.

Inviting someone to join your village requires that you have the (make people) citizens permission. Right-click them and choose Invite to join. They will get a Settlement invitation confirmation window.

If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the chat command /revoke <village name>. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed. You can however found a deed and become a villager of the newly founded deed without having to wait for the 24 hours to pass.

Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding, and removing roles, requires the manage roles permission.

The non-founding mayor of a deed can change from democracy to dictatorship by opening the resize deed box and unchecking the box for democracy.

Spirit Templars (Deed Guards)

Settlements can be protected by Spirit templars. Hiring or releasing templars requires the Hire guards permission.

Spirit templars will attack any aggressive creatures that enter the settlement area, but not the perimeter. Unlike tower guards, they do not respond to calls for help.

They will also attack anyone who is marked as Kill on Sight for that deed. (See KoS and Reputation for details). Citizens with the manage roles permission can also set reputations manually. To remove someone added manually, set their reputation to 0 and tick permanent, then save the form.

The maximum number of templars you can have is 1 per 49 tiles. Example: Number of templars in a 31x31 deed is 19. On the Epic servers, the maximum number is limited to 20.

Spirit templars demand payment. Hiring each new templar will cost 2 silver summoning cost, or 3 silver if the settlement is on an Epic server. This is deducted immediately from the settlement upkeep, before they spawn. Each Templar also adds 1 silver to the monthly settlement upkeep. On epic, the cost of templars will increase by .5s by each guard hired (I.E 1s for the first guard, 1.5s for the second, 2s for the third).

Templars can be managed at the token under Settlement > Manage guards, or from the Settlement deed paper under Village > Manage guards.

Upkeep / Coffers

Upkeep money is taken from the village funds every 8 real-life minutes. If the upkeep fund is depleted, the settlement is disbanded automatically. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement > Add to upkeep, or from the Settlement deed paper under Settlement > Add to upkeep. Anyone can donate money to the upkeep fund at the token, even non-citizens.

There is a minimum 1 silver cost per month for upkeep. For purposes of upkeep, a month is 30 days. "12x12x9x10" and "32x5x5x7" are examples that would fit this limit, if you are not sure how much a deed size will cost you can use Warlander´s deed Calculator the calculator does not include the 3 silver for the upkeep coffers.

Upkeep used for expansion costs

When resizing a deed, some of the charges can come from the coffers. This will be reflected on the last screen of the resize dialog. 3 silver will always be left as a minimum, so if you have less than that, the coffers will not be used.

Example :

The settlement has 7 silver, 99 copper and 96 iron in its coffers.
This change will cost 26 silver and 80 copper.
Up to 4 silver, 99 copper and 96 iron can be taken from the settlement upkeep funds.
21 silver, 80 copper and 4 iron will be taken from your bank account.
The settlement has 3 silver in its coffers.

Upkeep draining

On the Chaos, Defiance and Epic servers, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days. Enemies can drain from an adjacent tile and do not need to be on the same tile as the token, even if there is a wall or palisade in the way.

Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.

Allies

Someone with the diplomat permission can make alliances or declare wars against other settlements.

To form or add to an alliance, right click on a person with diplomacy rights from another village, and ask to form alliance. Unlike village invites (which can be done remotely with a slash command), adding a village to your alliance requires you to do it face-to-face.)

Allies

  • Allies have their own deed role.
  • Citizens need a role with the "allow actions on allied deeds" permission to get the benefits of the ally role permissions
  • Allies can respawn on the deed if they die within 50 tiles of it.
  • Allies have a green outline.
  • Allies can be allowed or denied the ability to loot your corpse using the "corpse lootability" profile option.

Wars

Same-kingdom wars are possible on Epic and Chaos.

When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately.

Permissions & Settings

Permissions

For permission information, please see Settlement Permissions in the permissions tutorial.

Settings

Village motto
The Motto will be on all gates when examined.
[14:28:13] You see a wooden fence gate in the settlement of <village name>.
[14:28:13] A plaque is attached to it:
[14:28:13] -----------------
[14:28:13] <Motto>.
[14:28:13] -----------------
[14:28:13] QL=26.913738, dam=0.0
Village message of the day 
Message of the day for village chat. Displays on login / change.
[14:21:04] MOTD:TESTING IT

Additional Settings

Politics
Marking this will make the settlement a permanent democracy (founding mayors can revert).
Aggressive Creatures
Mark this if you want guards to ignore aggressive creatures. (Note: Changing this setting while one or more templars are engaged with a hostile creature will not disengage the templars from combat.)
Unlimited citizens
Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.

Alliance

An Alliance's MOTD can be changed via Manage > Settlement > Manage Politics

To leave an Alliance, put a checkmark at "break alliance..." via Manage > Settlement > Manage Politics

Cost Calculations

Detailed breakdown

Initial cost per tile of a settlement: 100 iron coins
Upkeep cost per tile for settlement: 20 iron coins
Initial cost per tile for a perimeter: 50 iron coins
Upkeep cost per tile for a perimeter: 5 iron coins
Initial cost for hiring a guard (per 1): Freedom = 2 silver / Epic = 3 silver coins
Guard monthly salary (per 1): Freedom = 1 silver / Epic = 3 silver coins

Additional Information

You can sell items at a settlement token for iron coins as long as there is funds in the kingdoms coffers. See the sell link for more information.

See Deed Faith Bonus for information about possible bonuses given to your settlement for sacrificing items.