2026-01-13

Testing Settlements - Coldwater Bend Part 3

Marcus Gheeraerts I - Map of Bruges - Man with dog
Citizen With A Dog.

I'm testing my settlement system by telling the story of Coldwater Bend, a brand new hamlet built by a party of ex-adventurers by the riverbend teeming with trout. You can read Part 1 here and Part 2 here.

I've changed the turn order a little, so I'm making those modifications in this test run. I'm planning on running another few turns later today, and I'll post those results this week.

Turn 7

Income consists of 2 Coin, 1 Morale, and 1 River Trout. The Lumber Mill finished this turn, so that gets added to the Infrastructure (costs 1 Coin in Upkeep, gives 2 Wood at Income). People harvested a second River Trout for their Forage project. The dice gods were kind, giving us no Event this turn.

No trading took place this turn, as there's enough Coin and Resources to go around this turn. Specialists now get paid here, just before resolving their effects. So Zofia gets her 1 Coin here, and Coldwater Bend enjoys +1 Trade for another turn.

The Warehouse currently contains 2 River Trout, 1 Mushroom, and 1 Wood. We'll need a food to feed the people this turn, but everything else is fair game. For next turn, the people Forage (1 PP) for more food in hopes of growing sometime soon, and they start building a tavern (takes 3 PP and 3 Wood total). We're spending 1 PP and 1 Wood on the Tavern this turn, as we need to pay at least 1 Resource if an active project needs resources.

For final Upkeep, we need to pay 1 Food (one of the River Trout), 1 Morale (leaving 2), and 2 Coin (1 for the Lumber Mill and 1 for Militia, leaving 2). We have Mushrooms and River Trout in storage, and we'll start seeing Wood from the lumber mill next turn.

Turn 8

Income nets us 2 Coin, 1 Morale, 1 River Trout, and 2 Wood. Foraging turned up another Mushroom, making 2 in the Warehouse, and work on the Tavern continued, with the frame pretty much done. Once again, we rolled no event. This lack of events will become more rare as the settlement grows, since we roll Size times on the Event table.

Zofia gets paid her 1 Coin, and she trades a Mushroom for 1 Coin, so we break even there. We keep working on the Tavern, paying 1 PP and 1 Wood, leaving 1 PP and 1 Wood left before it's complete. This time we Recruit (1 PP), looking for another Specialist to help Coldwater Bend grow. And final Upkeep costs 1 Food (a River Trout), 2 Coin (1 for the Lumber Mill, and 1 for Militia, leaving 2), and 1 Morale (leaving 2).

Turn 9

Income brings in 2 Coin, 1 Morale, 1 River Trout, and 2 Wood. Work on the Tavern moved forward with the roof and exterior walls almost done, and if we keep it going this turn, we'll finish it next turn. Recruiting attracted a Smith to town named Tadek Kowalski, giving us another +1 to Trade and +1 Population. He consumes 1 Coin, and he can consume Iron to give a temporary bonus for the next turn.

We trade 1 Wood for 1 Iron (Zofia's special ability didn't give us a bonus Coin, sadly), and we pay 2 Coin and that Iron for our Specialists. Tadek sets to work making lucky horseshoes for every building in the settlement (a temporary +1 to Culture for the next turn). For an Event, we roll a Carnival! That gives +1d3 Morale, +1 PP, and a 50% chance each of losing 1 Coin and 1 Food. We gain +3 Morale (up to 6 currently!), +1 PP, and lose 1 River Trout to keep them fed. No Specialists tag along with the Carnival looking for work, so we all enjoy the airborne antics of Felix Orlik's Soaring Spectacle.

For Projects, we want to finish the Tavern this turn, so we pay 1 PP and 1 Wood to finish it up. We can only fit 3 Infrastructure (double Size +1) at the moment, and that Tavern will fill us up with the Palisade and Lumber Mill in place already, and we don't want to abandon either of those. We decide to Recruit (1 PP) more people to live in town, hoping to raise the size sometime soon, so the bonus PP we got from Felix's Spectacle gets wasted. Final Upkeep costs 1 Food (our last River Trout), 2 Coin (Mill + Militia, leaving 1), and 1 Morale (leaving 5 - small bonuses start at 6, so maybe next turn?).

Coldwater Bend After Turn 9

Current Stats - Size 1, Population 11, Trade 3, Coin 1, Culture 1 +1 (temporary), Morale 5, Militia 1.
Infrastructure - Palisade (No upkeep. Gives +1 Militia), Lumber Mill (Upkeep -1 Coin. Income 2 Wood).
Specialists - Zofia Gorni (Merchant. Upkeep -1 Coin. Gives +1 Trade and a 50% chance of +1 Coin for each good traded.), Tadek Kowalski (Smith. Upkeep -1 Coin. Gives +1 Trade and can consume 1 Iron to give a temporary +1 to Culture, Militia, or PP for 1 turn.).
Warehouse - 1 Mushrooms, 1 Wood

Notes

I went with Polish names because I was looking for my merchant's name and wanted it to start with Z. I found Zofia and saw the Polish origin, and now I'm looking for Polish names. Sometimes it's that easy to pick a flavor when worldbuilding.

I've written up a one-sheet for the turn procedure, so hopefully this will streamline testing from here on out. Since the little Hamlet of Coldwater Bend strains at the limits of its size, I'm hopefully going to grow it in the next few turns of testing. I think there's a cost associated with raising Size, but I'm not settled on how expensive it should be. The Size increase will double Food and Morale expense, and I think I'll make the Coin upkeep cost either Militia or Size, whichever's bigger. So yeah, definitely need more food production first thing when Size goes up.

That said, there's some overlap in Population between sizes, so there's no real reason to grow if you don't want to. People will just wander away every turn until the Population is under the maximum for the settlement Size, as there's no real place for them to live in town. So far this seems pretty solid, though I'm not experiencing any catastrophic events or inability to pay upkeep yet. We'll see if that changes.

Onward!

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