A settlement is an area consisting of territory owned by the player. In the Ancient Age, the player already has one settlement known as the capital. Upon reaching the Classical Age, the player may build another. In order to get your second settlement, you must research Governance I in the Classical Age research section with your library. You can make a maximum of 9 settlements according to the fact that there are 9 Governance researches (I-IX respectively), in addition to your original settlement.

To expand your empire, once you've researched the Governance's that are available to you, open the World Map and click on any tiles that don't have any hills, mountains, lakes, etc. on it. Two tiles should then be selected (the tile you clicked on and the one directly to the right, or left if the other one is occupied) and the available resources on those tiles displayed in the top right corner (see the images below). If you are able to settle on those tiles, a Settle button will also be shown. The button won't appear, however, if you are too close to other settlements, or lack the two tiles required to build on. You will also need to send resources to the new settlement upon settling.

It is important to consider what the mix of resources will be. A blend of resources may be more useful unless the player wishes make the settlement a focus of a specific resource. Keep in mind that as the game moves from age to age and research is completed, the needs for resources of various types will change and it may be useful to plan ahead.

Several sample settlement options are being displayed and the features of each will be discussed.

Sample Photo Benefit Analysis Risk Analysis
SampleSettle4Screenshot taken from a Feudal age so six slots are grayed out when settlement is initially settled. Immediately available on this settlement are 3 lakes, 4 forests, 4 mountains, 6 hills. With future ages additional resources. This type of settlement is really great for Renaissance and Imperial ages due to the large amount of wood/stone and building space available. There are no desert tiles, so it will either have to capture an oil tile or receive oil from other settlements upon reaching Industrial Age.
SampleSettle1Screenshot taken from imperial age so only three slots are grayed out once settlement is completed. Immediately available on this property are 4 lakes, 6 forests, 3 mountains, no farmlands, 4 hills and 3 deserts. With future ages, an additional resource for forest,mountain and desert will be available. This means that a player looking to stockup on wood or coal (depending on age), would find this to have some good possibilities. With so many forest/hill tiles that can be used for regular construction (pending research), this settlement could have most building types eventually at the expense of giving up the resources to accomplish this. Downsides of this selection are that there are no farmlands so no additional food resources would be available to this settlement besides the four fisheries. Additionally if the player is in an early age, (pre industrial) they will have three slots sitting empty until they reach the industrial age
SampleSettle2 Immediately available on this property are 3 lakes, 3 forests, 4 mountains, 4 farmlands, 3 hills and 3 deserts. This is a well balanced settlement for long term growth. Future ages will get an additional forest,hills and desert. Well balanced settlements can be hard to locate on the map but the benefits of having consistent resource availability may outweigh the hassle of finding them. There are very few downsides to this selection with the only issue again being that three slots are unusable until the industrial age. Also, wood or stone may be scarce in certain ages.
SampleSettle3 Immediately available on this property are 3 lakes, 7 forests, 4 mountains, 3 farmlands and 3 hills. Future ages will get an additional lake, forest and hill. This settlement would be strong for wood/coal/aluminum production if the forest slots were not used for regular buildings. However, if a player wanted a settlement with a greater variety of regular buildings, this one would lend itself well to that purpose. At the expense of giving up resources, a player could shift 15 slots from resource production to buildings. The downside of this selection would be that there will never be oil available to this settlement which means that post imperial ages will require other methods of oil acquisition.

Early SettlementsEdit

Within the current Pre-Release, the most common settlements are, from a Classical perspective,

  • 2+1 mountains and food, with
    • 4+4 food (2 lake, 2 farm or 4 farm) and 4 wood, 4 stone (This is the layout of each capital)
    • 6+2 Wood or Stone with 4+0 of the other, and 2+2 food
  • 4+4 mountains, with 2+2 food and 4+0 Wood and Stone

Even in the Classical Age, the initial imbalance to iron in the Capital, while it is still equally used as an upgrade-construction resource means that iron becomes a high priority for any empire. Most other improvements can be exponentially improved by the use of upgraded production buildings, which can provide just under 4000 resources in the classical age; the iron deficiency means that a maximum of 1500 stagnates production.

While resources can be captured on map tiles, this still ties an entire flag to this purpose and wastes potential culture or extra food for stockpiling.

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