Settlement
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To see a list of the current settlements, see the Category Settlements.
A settlement is an area of land owned by a player or group of players. There are two kinds of settlements: villages and homesteads. A settlement is marked by a settlement token in the exact center of the settlement.
Contents
Advantages
- Deed guards protecting the settlement
- Reduced decay on structures
- Village chat (not for homesteads)
- 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.
- Control of who is allowed which actions within the settlement area
- Setting reputations to keep out unwanted people
- A settlement token to have your bank account at
- Instant logout when leaving Wurm inside the settlement (some exceptions apply)
- Champions suiciding on a deed get a 50% chance of not counting as a real death
- Less skill decay (see the token for how much)
- Size 10 village deeds and above receive a trader (homesteads do not)
Founding
To found a settlement you must first obtain a deed. Unlike writs, which are created by building a house, deeds must be purchased from a NPC trader. Village deeds at size 10 or more include a free trader. The price of a village deed starts at 25 silver for a size 5, while homestead deeds start at 5 silver.
New settlements have some restrictions on placement. Villages must be placed at least 100 tiles away from the nearest village, or 50 tiles away from the nearest homestead. villages may never be any closer than the 100 tile limit to another village, regardless of settings.
Homesteads must be placed at least 20 tiles away from settlements with the other settlements permission enabled. If it is disabled, it must be at least 50 tiles away if the other settlement is a homestead, or 100 tiles away if it is a village. This distance is counted from both settlements' border, not the token.
Settlements can only be founded within your kingdom. On the wild server, this might require building guard towers.
The settlement is usually centered on the settlement token, and covers its size in tiles in every direction. A size 10 settlement thus covers a 21x21 square (10 + 1 + 10). This area includes the tile borders' "outside" the outermost tiles.
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.
Founding a settlement too close to water will fail. Each homestead's token must be placed a certain distance from tiles submersed in water. In the case of a size 5 Homestead, there must be no water tiles in a radius of 2 tiles from the center of the deed. This means that a 5x5 square should be at the center of where you plan to deed.
Disbanding
- A deed may be disbanded. The owner receives half of the cost of the deed, and half of the remaining upkeep if manually disbanded. 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).
- Only people with the manage roles permission, or the mayor, may disband the settlement; citizens can stop a disband.
- Disbanding a village takes 24 hours. Disbanding a homestead takes 1 hour.
- When villages disband, all the gates are unlocked.
- Size 5 homesteads may not be disbanded in the first week after having been planted.
Citizens
A homestead can only have one citizen. A village can have many, with the exact number depending on the size. Making someone a citizen of a village requires the citizens' permission. If the village is a dictatorship, the mayor can also remove citizens. Citizens can also leave on their own volition using /revoke <village name>. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a village of homestead in the past 24 hours, you will not be able to join a new village until 24 hours have passed.
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the manage roles permission.
Voting
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 make the new owner of the deed, the mayor. Villages can elect a new mayor by a successful 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 can't 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.
Possibly the mayor can only be changed once per week, regardless of the number of elections in a week? - investigating.
Guards and upkeep
Settlements are automatically protected by deed guards. Guards can be light, medium, or heavy. Changing the guard level requires the hire guards permission. If the guard level is decreased, it cannot be increased again until a week has passed.
Guards will attack aggressive creatures that enter the settlement area, as well as any character with -30 or lower reputation. Negative reputation is automatically aquired when stealing and otherwise breaking the settlement rules. Citizens with the manage roles permission can also set reputations manually.
Guards demand payment. This payment is calculated as a percentage of the deed price. One month (actually 28 days) with light guards costs 10% of the deed price, medium guards cost 30%, and heavy guards 50%. Note: size 5 homesteads are an exception to this rule. See the table below for their upkeep cost.
Two months with medium guards on a size 10 village costs 2 * (1g * 30%) = 60 silver. Note: the payment happens continuously in small increments, not one big payment once a month.
Every settlement has an upkeep fund, which guards take their payment from. Anyone can donate money to the fund, even non-citizens. If the upkeep fund is depleted the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and fences in the settlement. If the fund has more than a month of upkeep there is no decay at all.
Upkeep draining
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.
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.)
Deed expansion
Expanding a deed gives half the money back for the old deed to the mayor, keeps the old upkeep, and adds a month's worth of light upkeep.
Allies and wars
Someone with the diplomat permission can make alliances or declare wars against other settlements.
Allies
- 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 can loot your corpse when you're online.
- 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 in Wurm need to be accepted by both sides to come into effect. When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline.
Permissions
Permission Roles
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.
- Build
- Plan, color, and continue buildings and fences
Also allows lockpicking - Forestry
- Chopping down trees, picking sprouts, planting sprouts
- Destroy buildings
- Destroying buildings, building plans, fences, and fence plans. Only works on citizens, not allies.
Also allows lockpicking - Farm
- Sowing, farming and harvesting fields
Also allows milking and leading animals - Hire guards
- Changing guard level
- Citizens
- Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.
- Manage roles
- Change role permissions and role assignments, change reputations
Also allows disbanding the settlement - Mine
- Mining
- Terraform
- Dig, pack, pave and flatten
- Expand
- Expand the settlement with a larger deed
- Pass 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
- DELETE
- This permission will delete the role if set
There are two additional permissions, which are not linked to roles
- Other settlements
- Normally, settlements are not allowed within 100 tiles from a village, or within 50 tiles from a homestead. Setting this option allows homesteads within those limits, with a minimum distance of 20 tiles.
- 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.
Perimeter Control
Perimeter control allows deed holders to specify which activities can be carried out in said deed's immediate vicinity by non-citizens. Allies do not have such restrictions unless set this way. The size of the perimeter a deed controls can be found on the table below. The following are the perimeter options.
- Build fences
- Allows non-citizens to build fences. Is probably the permission for repairing fences, too.
- Destroy fences
- Allows non-citizens to bash or catapult fences.
- Destroy roads and floorboards
- Allows non-citizens to turn roads and floorboards into dirt tiles.
- Build roads and floorboards
- Allows non-citizens to pave.
- Build houses
- Allows non-citizens to plan and build houses. Is probably the permission for repairing houses, too.
- Allow allies to do all of the above
- Allows allies to perform any of the actions listed above.
Details
Rows with one citizen are homesteads. The other rows are villages.
Monthly upkeep is actually for 28 days. Note: size 5 homestead upkeep deviates from the usual rates.
Deed | Citizens | Perimeter control | Price | Monthly upkeep | Number of guards | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Size | Area | Size | Area | Light | Medium | Heavy | Light | Medium | Heavy | ||
5 | 11x11 | 10 | +50 | 111x111 | 25s | 2s 50c | 7s 50c | 12s 50c | 2 | 3 | 5 |
1 | +5 | 21x21 | 5s | 1s 50c | 4s 50c | 7s 50c | |||||
10 | 21x21 | 40 | +50 | 121x121 | 1g | 10s | 30s | 50s | 5 | 7 | 10 |
1 | +10 | 41x41 | 75s | 7s 50c | 22s 50c | 37s 50c | |||||
15 | 31x31 | 90 | +50 | 131x131 | 2g25s | 22s 50c | 67s 50c | 1g 12s 50c | 7 | ?? | 15 |
20 | 41x41 | 160 | +50 | 141x141 | 4g | 40s | 1g 20s | 2g | 10 | ?? | 20 |
1 | +20 | 81x81 | 2g | 20s | 60s | 1g | |||||
50 | 101x101 | 1,000 | +50 | 201x201 | 20g | 2g | 6g | 10g | 33 | ?? | 66 |
100 | 201x201 | 4,000 | +50 | 301x301 | 40g | 4g | 12g | 20g | ?? | ?? | 133 |
200 | 401x401 | 16,000 | +50 | 501x501 | 55g | 5g 50s | 16g 50s | 22g 50s | ?? | ?? | ?? |