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Game knowledge base

Settlements and resources

A guide to Tyrians settlements, resource production, population, points, authority and conquering additional settlements.

Settlements

Coordinates identify each settlement on the map. Its page shows its name and owner; you can rename settlements you own.

Buildings unlock settlement activities: resource production, trade, research and troop training. Completing construction increases settlement points, which determine its maximum authority.

Resources

You spend iron, wood and clay when ordering construction, research and troop training. Population capacity works differently: it remains occupied while needed by buildings, your own troops or queued orders.

The iron mine produces iron, the sawmill produces wood and the clay quarry produces clay. You can also obtain resources through trade or shipments. Warehouse capacity limits the stock of each resource.

Population

Free population capacity allows you to place new construction and troop training orders. If there is not enough room, first upgrade the mill or reduce the occupied capacity.

Population capacity occupied by your own fallen or dismissed troops is released. Troops sent away still occupy capacity in their home settlement. A destroyed building no longer uses population capacity, but losing the mill also reduces the total capacity.

Points

Settlement points are calculated from building levels. They reflect construction progress and determine the settlement's maximum authority.

Authority

Authority ranges from 0 to the settlement's point total. Reduced authority gradually recovers. The following share of its maximum is restored per hour: 1%. A marshal can reduce a settlement's authority. If authority drops to 0, the settlement is conquered and becomes the attacker's property.

Acquiring an additional settlement

Additional settlements cannot be founded on empty terrain. Abandoned and player-owned settlements use the same combat process: send a marshal with an attack, win the battle and reduce authority to 0. The marshal must survive; one arrival cannot remove full authority. A successful conquest consumes one marshal. The surviving escort and other marshals remain to guard the captured settlement as reinforcements; their population places remain reserved in their home settlements. No loot is taken in this battle. Without a marshal you can still fight, plunder and spy, but cannot take ownership. Buildings remain unless damaged by siege; resources are not plundered during the conquest. A player's last settlement can also be conquered; their account can then choose a standard new beginning.