Types of Communities

There are five types of communities in the game: a metropolis, cities, towns, villages, and settlements. These communities are discussed below.

Metropolis (CT8): There's only one metropolis in the entire Savage Frontier-- Waterdeep, the Gem of the North. Waterdeep has a population in the hundreds of thousands.

Maximum gold production: 96
Average starting gold production: 64
Builds per turn: 5
Order bonus: 4
Information Radius: 2

City (CT7): There are approximately 20 cities in the game. Cities range in population from about 10,000 to about 40,000.

Maximum gold production: 48
Average starting gold production: 32
Builds per turn: 4
Order bonus: 2
Information Radius: 2

Town (CT6): There are over 150 towns scattered about the Savage Frontier. These communities range in size from under 1,000 to around 15,000 folk.

Maximum gold production: 24
Average starting gold production: 16
Builds per turn: 3
Order bonus: 1
Information Radius: 1

Village (CT5): About 150 villages are spread throughout the game map. Villages range in size from about a few hundred inhabitants up to a few thousand.

Maximum gold production: 12
Average starting gold production: 8
Builds per turn: 2
Order bonus: 1/2
Information Radius: 1

Settlement (CT4): Over 200 settlements dot the game map. Each settlement contains from a few dozen to a few hundred citizens.

Maximum gold production: 6
Average starting gold production: 4
Builds per turn: 1
Order bonus: 1/4
Information Radius: 1

Economics Example: The Destiny Shields player begins the game with 36 gold in his treasury. This is all he has to spend on his first turn orders, because the gold produced by his communities doesn't appear until after all orders have been paid for. So he now looks at the Production Report section of his Turn Results to see what his communities can build. He decides that the items he can craft are too expensive right now, so he puts off making any of those. He decides to have each of his communities conscript a garrison for protection and a militia unit for checking out the neighborhood: C201 CONSCRIPT UT91 and C201 CONSCRIPT UT92.

The Destiny Shields player controls three villages. Building these two units at each community costs him a total of 5 gold per community; it also lowers the gold production of each community by 2. This production loss lowers the amount of gold he gets at the end of the turn. Since he has three villages and begins with a Total Gold Production of 24, he receives only 18 (24 - 6) gold at the end of this turn. It also costs him a total of 15 gold to conscript these 6 units, so his treasury now has only 21 (36 - 15) gold left.

Since he's a wise player, he uses 15 of his remaining 21 gold on three Invest orders--one for each community: C201 INVEST 5. That leaves him with 6 gold in his treasury, but it also means that his communities' production increases from 18 to 21 (a gain of 1 gold per community). If you look at the Order Sequence, you'll see that this increased production kicks in this turn, as the Invest order is processed before the gold production step.

The player knows that a Conscript order and an Invest order of 5 gold at the same community is the same as a Muster order. Instead of writing three orders for each community, he will write two: C201 CONSCRIPT UT91 and C201 MUSTER UT92.

The Destiny Shields player saves his remaining 6 gold. At the end of the turn, he'll receive 21 gold from his communities, for a treasury total of 27. If he loses a community during the movement and combat, he loses that community's gold production. Orders for the conquered community (Conscript, Muster, etc.) will not be processed. If he happens to capture a community, he gets that community's gold production with this turn's production!

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