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A bit over a month ago we wrote about the Settlement system in this post: https://www.patreon.com/BlueFairyMediaGames/posts/restoration-peak-158548522

Here's some of what's been added since then:

Actual artwork! GlobbinArts has been at work creating terrain and building sprites for all buildings except the town center, watch platform, and scout hut.

Settlement events: There is a chance every day of a settlement event being triggered. Like random events, these can be good or bad such as gifts from allies or raids from enemies. The more allies you make across Aphrodisia in your adventures, the higher the chance of positive events.

Security: Most buildings now require security. Security is distributed out in a radius from the town center and watch platforms, protecting all buildings that fall inside that radius. The amount of security provided is conditional on the number of workers in them. Later on, some buildings such as barracks, garrison towers, and and keeps will also generate settlement-wide security. The likelihood of raids stealing resources or kidnapping workers decreases with higher settlement security.

Buildings can now have a set number of workers. The number of workers in the building determines how productive it will be, so you can move workers around to focus more on your immediate needs.

Similarly, houses have a set number of residents. Residents produce taxes that contribute to settlement wealth. The initial cottage does not produce any, but the costlier Wood and Stone houses will generate revenue per inhabitant.

Region management: Settlers won't automatically move into your settlement immediately upon rescuing them. You will be able to move them in at a time of your own choosing, so you won't unexpectedly have to worry about a bunch of extra mouths to feed while off on adventures.

Construction times: Each building now takes one day to several weeks to construct. Only fully constructed buildings produce resources or generate taxes, and only fully constructed watch platforms provide defense, so plan accordingly.

Map overlays: Security, Worker count, resident count, and tax generation overlaps can now be turned on to reveal information about each relevant building visible on the map.

Building management panel: This view provides a compact view of all the buildings in your settlement. You can add or remove workers and residents here as well. A filter panel allows you to list only buildings that fall within certain categories like Housing, Industry, etc.

Settlement and building renaming: You can rename your settlement at any time. Additionally, you can also name individual buildings.

The release of the settlement system remains to be determined. Early Bird backers can play around with the system in the debug tools now, but be warned that settlements may be wiped several more times until its public release.

If you have any comments or suggestions, please feel free to leave them in the comments!

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