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Town Centers and Keeps - Version 3 vs Version 4
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11Town Centers and Keeps are the fixed and built strongholds that anchor every player-held position in Calligo. They come in three forms: the Town Center that defines a public settlement, the Town Keep that sits at its core, and the Fortress Keep that can be raised anywhere on the map using a Caravan. Together they are the backbone of Settlements and the primary objective of the Military path under Victory Conditions.2233Town Centers445566Town Centers are placed in fixed locations on the world map and form the public hub of a player-owned town. Each Town Center spawns with a Town Keep at its core and exposes the public structure set that anchors a Trade and Economy hub: marketplace, tavern, workshop, blacksmithing area, and storehouse. A Town Center cannot be moved; the town grows or shrinks around it.7788Players must pledge to a Town Center to use most of its inventories and structures. Pledging is exclusive: an avatar belongs to one town at a time, and switching towns resets the avatar's rank in the previous town.991010Pledge Ranks11111212RankSilver CostNotesCottager25 SilverEntry rank; basic access to public inventoriesSerf50 SilverStandard contributor rankCeorl100 SilverSenior rank with expanded permissionsThane / LordVotedElected leadership roles; not purchased with Silver1313Town Keep14141515The Town Keep is the structure at the centre of a Town Center. It serves three roles at once: respawn point for reinforcements, secure stockpile for weapons and consumables, and the fixed capture target during a Military victory push. Town Keeps have approximately 2880 health and Heavy Structure resistance, and they do not decay naturally; they only fall to direct attack.16161717Capture Conditions18181919Capturing a Town requires three conditions to be satisfied simultaneously, then a single interaction trigger:20202121ConditionNotesTown Keep at 0% healthReduced through siege weapons, sappers, and direct assault10 nearby alliance membersCounted within the town radius at the moment of trigger1 nearby CaravanMust be within town radius and undamaged2222When the trigger fires, every non-capturable structure within the town radius is destroyed, which includes all Homesteads attached to that town. Items from destroyed storage drop at the triggering player's feet; all Silver held by the town pools into a chest at the Town Keep's centre, where it can be looted by the capturing alliance.23232424Fortress Keep25252626The Fortress Keep is the military counterpart to the Town Keep and was split out from the older Town system during the major settlement update. Where Town Centers are fixed civic hubs, Fortress Keeps can be raised anywhere on the map using a Caravan, which makes them the standard tool for projecting force into contested territory or holding a forward staging area near a contested Sieges line.27272828Fortress Keeps decay over time without active maintenance. Decay timing depends on the tier; the figures observed in recent pre-alpha builds are:29293030TierDecay WindowTier 1 Fortress KeepApproximately 8 hoursTier 2 Fortress KeepApproximately 48 hoursTier 3 Fortress KeepApproximately 72 hours3131Players keep a Fortress Keep alive by performing maintenance interactions and contributing the appropriate resources before the timer expires. A neglected Fortress Keep collapses on its own, sparing the defending alliance the cost of a full siege if it was already untenable.32323333Town Homesteads34343535Town Homesteads are smaller residential plots inside a Town Center and were introduced in the same settlement update that produced the Town-versus-Fortress split. They give individual players or small groups a private corner of a public town in which to build crafting structures and store equipment. Town Homesteads decay over time unless they are fed Silver by their owner; this mirrors the upkeep curve of Fortress Keeps and keeps inactive towns from filling up with abandoned plots.36363737Strategic Notes38383939Town Centers and their Keeps are the anchor of the Military victory path under Victory Conditions. Holding a Keep gives the alliance a defensible respawn and a Silver pool that scales with the town's economic output, while losing a Keep means losing the entire town's investment in a single push. Fortress Keeps are cheaper to lose because their reach is shorter and their decay is unforgiving, but they let an attacking alliance establish a beachhead on the doorstep of a defended Town Center without exposing the home town.40404141Defenders typically build outer walls, trenches, and arrow towers around the Town Keep, with a final ring of hard walls inside. Attackers usually break the outer perimeter with siege weapons before committing infantry to the inner courtyard and the Keep itself.