Appearance
Town charters
Once a village has grown into a Large village, its lord can grant it a town charter: Market Town, Mining Town, Garrison Town and so on. A charter gives that one village a lasting bonus and lets it raise two or three buildings that no village without the charter can build. A village takes a second, different charter when it becomes a Walled town. Charters belong to the village, not the lord, so each of your villages can be a different kind of town.
The basics
- The first charter can be taken when the village reaches Large village (15 finished buildings, see The hall grows with the village). It costs 500 gold.
- A second charter, different from the first, can be taken at Walled town (50 finished buildings). It costs 2,000 gold.
- Your inbox tells you once when each village opens a charter slot ("Tullford may now take a charter"). The village panel shows the village's charters under its Standing, with a "Take a charter" button while a slot is open.
- The picker lists every charter with its effects and its buildings. It works the same on a phone.
- A held charter can be exchanged for another for 3,000 gold. After any grant or exchange the village waits 72 real hours before it can exchange again.
- Charter buildings are on the Charter tab of the build menu. They are built like any other building, but only where the charter is held.
- If you give a charter up, its buildings stay standing but go idle ("Needs the Garrison Town charter.") and do nothing until the village holds that charter again.
- A village's charters show on its world map card with their pennants, in the realm overview, on your own lord profile, and as small pennons under your banners on the village hall.
The charters
| Charter | What the village gets | Its buildings |
|---|---|---|
| Market Town | 2 more market carts, and pays half the market tax on its trades | Guild Hall, Mint |
| Mining Town | +20% iron and stone | Smelter, Masons' Lodge |
| Timber Town | +25% wood, building 10% faster | Sawmill, Carpenters' Yard |
| Granary Town | +15% of every food, wheat and flour, +1 popularity | Tithe Barn, Threshing Floor |
| Brewers' Town | +25% ale and wine, +15% hops, +1 popularity | Malt House, Winepress House |
| Cathedral Town | +6 Standing, +2 popularity | Bishop's Palace, Almshouse |
| Garrison Town | 50 more soldiers, +10% wall strength when defending | Muster Yard, Watchtower, Armoury Hall |
| Port Town | +30% fish, +25% salt, 1 more market cart. Needs at least 20 water tiles in the village | Fish Market, Smokehouse |
The charters reference has every building's cost, size, build time and exact effect.
How the bonuses apply
Production bonuses multiply each workplace's output, like research and biome productivity. The charter's own bonus and its buildings' bonuses multiply together:
output = base x biome x research x charter x (1 + building bonuses) x fear x staffingBuilding bonuses (a sawmill's +30% wood) count only while the building is finished, staffed and not paused. Production and tax bonuses scale with staffing, so a half-staffed sawmill gives +15%. Two sawmills add: +60%.
Worked example: say a woodcutter makes 9 wood an hour before charters. Its village takes the Timber Town charter (x1.25) and builds one staffed sawmill (+30%). It now makes 9 x 1.25 x 1.3, about 14.6 wood an hour.
Popularity and Standing from a charter show as their own lines in the village panel ("Cathedral Town charter +6"). Standing multiplies into Renown like any other Standing (see Ranks and Renown).
Building speed bonuses multiply: a Timber Town with a carpenters' yard builds 1.1 x 1.15, about 1.27 times as fast. A building already under way keeps the finish time it had when it started; the bonus applies to buildings that start after it.
Trade
Market carts from the charter add to those from rank, research and trade posts. The tax cut lowers the market tax this village pays at any capital; the territory's holder receives correspondingly less.
Worked example: Tullford, a Market Town, sells goods worth 400 gold at a capital with a 10% market tax. Without the charter it would receive 360 gold. With it, the tax is 5%, so it receives 380 gold and the holder 20.
Defence
The Garrison Town's troop cap and the Muster Yard's are added to the village's cap from rank, research and cards. Its wall strength and the buildings' battle bonuses (Muster Yard +5% attack for every defender, Watchtower +15% for archers on walls and towers, Armoury Hall +5% armour) apply whenever the village defends itself, on top of research and cards. They do not help armies the village sends out.
Taking and exchanging
| Action | When | Price |
|---|---|---|
| First charter | Large village or bigger | 500 gold |
| Second charter | Walled town | 2,000 gold, must differ from the first |
| Exchange one charter for another | 72 real hours after the last grant or exchange | 3,000 gold |
The 72 hours run from the last grant as well as the last exchange, so a village that has just taken its first charter cannot change it for three days. An exchange keeps the slot: a Walled town with Market Town and Mining Town that exchanges Mining for Garrison holds Market Town and Garrison Town.
A village that shrinks below Large village keeps its charters. It cannot take a new one until it grows back.
Interactions
- The village: charter buildings follow the usual placement, staffing and growth-cost rules, and count towards the village's size tier.
- Markets: extra carts and the tax cut.
- Military and Battles: troop caps and defender bonuses.
- Popularity and Ranks and Renown: the Cathedral, Granary and Brewers' charters add popularity or Standing.
- Inbox: the "may now take a charter" letter, and a record of each grant or exchange, under Events.
For maintainers
server/src/features/charters/content.ts: every number (charterContent: slots, exchange price and cooldown, the eight charters) and the charter buildings (charterBuildings), whichserver/src/content/index.tsappends to the building list.server/src/features/charters/logic.ts:takeCharter(tier, price, water and cooldown checks) andcharterModifiers.index.ts: thetakeChartermessage, the inbox letters, andWorldSite.chartersfor map cards.packages/protocol/src/features/charters.ts: the types,villageCharterBonus(carts, market tax, troop cap and defence from charters and their buildings, read by the market and military features and the client) anddescribeCharterEffects.server/src/village/sim.ts:missingChartergates placement and idles buildings of a charter not held; theproductionBonus,taxBonusandbuildSpeedBonusbuilding fields; charter Standing comes in throughModifiers.standing.- Client:
clients/web/src/features/charters/(the picker, map card, profile list andpennant.ts, which paints each charter's pennant), the Charter tab and village panel line inhud.ts, and the pennons invillageLife.ts./village-preview.html?charters=market,garrisonshows them on the hall. - Art:
tools/art/raw_v2/<id>.png, prediction ids intools/art/jobs_charters.txt, processed withtools/art/process.py. - Tests:
server/src/features/charters/charters.test.ts.