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Settlements - Version 6 vs Version 7
Jul 22, 2026, 04:58 AM
Added the MS 67 homestead rent controls, house-claim map icons, and the keystone foundation-limit change
Aug 16, 2026, 04:29 PM
Added the tavern rework note and dedicated feeding slots
11Settlements are the foundation of long-term play in Anvil Empires. A settlement might begin as a single homestead built by one or two players, grow into a hamlet with workshops and a marketplace, and end the war as a fortified town with multi-level keeps and dozens of residents. Almost every productive activity in the game ties back to a settlement somewhere.2233Town Centers4455Each faction's spawn locations are anchored on permanent Town Centers placed across the map. A Town Center is the public face of a settlement: it provides spawn points, vendor access, and the structural anchor for surrounding workshops and walls. Capturing or defending Town Centers is one of the war's victory conditions; in recent rules, controlling a set number of enemy Town Centers triggers a military victory.667788Homesteads991010A homestead is a player or small-group claim placed in the world. Homesteads are bounded by a square area defined by the Homestead Keystone structure, and homesteads built inside a Town snap to the town's building grid for clean integration. Homesteads support modular building: foundations, walls, floors, roofs, corridors, and bridges connect into larger structures, and dedicated furnishings (Hearth, Oven, Pantry) turn a basic shelter into a living and working space.111112-Homestead ownership gained several controls in the MS 67 build. Owners set their own rent through a dedicated button in the homestead interface rather than accepting a fixed price, and homesteads claimed by a house display a unique icon on the world map so house property is easy to pick out at a glance. Homestead keystones now count toward the foundation limit, which caps how far a single plot can sprawl. A homestead built across a town border can draw on both wild and town building options, a quirk the studio has listed as a known issue rather than intended behaviour.12+Homestead ownership gained several controls in the MS 67 build. Owners set their own rent through a dedicated button in the homestead interface rather than accepting a fixed price, and homesteads claimed by a house display a unique icon on the world map so house property is easy to pick out at a glance. Homestead keystones now count toward the foundation limit, which caps how far a single plot can sprawl. A homestead built across a town border can draw on both wild and town building options, a quirk the studio has listed as a known issue rather than intended behaviour. Since the MS 68 build, homesteads, towns, fortresses, and camps also carry dedicated feeding slots for stored avatars and animals, with horses and donkeys using their own slots.13131414From Hamlet to Town15151616StageTypical BuildingsPopulationSolo homesteadHomestead Keystone, basic shelter, Cooking station, storage chest1 to 4 playersHamletHomestead cluster, Smithing forge, Farming plots, simple palisade5 to 20 playersTownTown Center, Trade and Economy Marketplace, Tavern, Industry workshops, defensive towersDozens to hundreds of playersFortress townMulti-level Fortress Keep, full curtain walls, Sieges defensive equipmentHundreds of players1717Homestead Specialisation18181919Homesteads further split into two specialised branches depending on whether the keystone is placed inside a Town's footprint or out in the open wilderness. The choice is made at placement and the keystone cannot be converted afterwards.20202121BranchWhereBuildable AreaSpecialised BuildingsRoleTown homesteadInside a Town footprint16 metres per sideForge, anvil, hearth, oven, quenching stationSmithing and cooking; equips the front line with finished arms, armour, and prepared foodWild homesteadIn the wilderness40 to 48 metres per side (tier dependent)Tilled fields, stables, drying racks, heating vats for leather tanningFarming and resource processing; feeds the raw material chain for crafting and trade2222Both branches share the same inventory model (auxiliary slot, treasury, and general storage) and the same modular building palette. The split is in what specialised production stations can be placed inside the keystone area, which makes Town homesteads the natural location for a smithy or kitchen and Wild homesteads the natural location for a farm or tannery.23232424Production Chains252526-Towns concentrate the production buildings that make a faction self-sufficient. A typical fortified town will have a Forge and Furnace for ingots, a Grain Mill turning wheat into flour and seeds into animal feed, a Tavern and Pantry for player upkeep, and a Marketplace for selling barrels of bulk goods to other players. The trade economy adds three regional resources (linen from flax, lead ingots from lead, rosin from resin) that rotate annually to encourage inter-settlement trade.26+Towns concentrate the production buildings that make a faction self-sufficient. A typical fortified town will have a Forge and Furnace for ingots, a Grain Mill turning wheat into flour and seeds into animal feed, a reworked Tavern that centralises the town’s food production and grants a Rested buff, a Pantry for player upkeep, and a Marketplace for selling barrels of bulk goods to other players. The trade economy adds three regional resources (linen from flax, lead ingots from lead, rosin from resin) that rotate annually to encourage inter-settlement trade.27272828Defense29293030A town that cannot defend itself will not survive a serious war. Towers, stockades, and weapon stockpiles cover the perimeter; deeper inside, fortress keeps house the most valuable crafting stations and serve as the fallback in a siege. Burning Oil placed on fort walls can both damage attacking troops over time and damage approaching siege engines directly. See the Sieges article for how attackers respond.31313232Related Pages33333434Logistics and Supply LinesCrafting and ResourcesSiegesFactions