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Settlement facilities and recruits

Large northern fort artwork from the game

The map generates named towns from 47 settlement archetypes. A town’s name is not a fixed shopping list. Use this reference to choose promising destinations, then inspect that town’s actual buildings, recruits, attached sites and current situations.

Every archetype’s script places Hiring and a Marketplace. “Fixed specialist services” below are added without a random or conditional branch. “Conditional services” may depend on a roll, remaining building slots, a campaign-wide availability check or DLC; the list is possible, not guaranteed.

For example, a small mining village may add an armorsmith or weaponsmith, but neither is fixed. A large farming fort scripts both smiths and a training hall. A southern city-state scripts an alchemist and temple, while its arena and smithies are chosen through conditional branches. A marketplace can offer general supplies and used equipment; dedicated smiths and fletchers are better leads for their specialty, but stock and prices still change.

An active attached site can also put its own trade good into the town’s possible marketplace stock. Look for the site on the world map before making a trade trip; a matching site does not guarantee that the good is in stock on this visit.

Active attached site Possible trade good
Amber Collector world-map sprite Amber Collector Amber Shards
Wool Spinner world-map sprite Wool Spinner Cloth Rolls
Surface Copper Vein world-map sprite Surface Copper Vein Copper Ingots
Dye Maker world-map sprite Dye Maker Dyes
Trapper world-map sprite Trapper Furs
Incense Dryer world-map sprite Incense Dryer Incense
Peat Pit world-map sprite Peat Pit Peat Bricks
Lumber Camp world-map sprite Lumber Camp Quality Wood
Salt Mine world-map sprite Salt Mine Salt
Silk Farm world-map sprite Silk Farm Silk
Plantation world-map sprite Plantation Spices
Gem Mine world-map sprite Gem Mine Uncut Gems

At a roster update, the unmodified northern target starts from 3 recruits in a small settlement, 5 in a medium one, and 7 in a large one. Its upper target adds the number of active attached locations. Southern city-states add 2 to the lower target and 1 to the upper one. The table shows each script’s lower target and the ceiling if all permitted attached sites are active: for example, 3–6 for a small village allowed three sites. It is a planning range, not a guarantee that many people are waiting there now.

Relations below 50 scale both targets down. Temporary situations can multiply them; campaign origins can add to them. When the town updates, existing candidates can remain while some are removed, and its base draft pool is changed by attached sites, buildings, situations and origin. The “frequent base backgrounds” in each detail row are weighted starting candidates, not a promised roster or a fixed count. The ordinary update has a two-day threshold, so visiting twice quickly need not refresh it.

47 generated settlement archetypes
ArtworkSettlement typeBase recruit targetSpecialist services
Southern City-State
View details
Frequent base recruit backgrounds
Slave, Caravan Hand, Beggar, Daytaler
Maximum attached sites
6
9–14Fixed: Alchemist, Temple; Possible: Arena, Armorsmith, Taxidermist, Weaponsmith
Large Coastal Fort
View details
Frequent base recruit backgrounds
Raider, Caravan Hand, Fisherman, Militia
Maximum attached sites
5
7–12Fixed: Port, Tavern, Training Hall; Possible: Armorsmith, Weaponsmith
Large Farming Fort
View details
Frequent base recruit backgrounds
Deserter, Farmhand, Militia, Miller
Maximum attached sites
5
7–12Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Fletcher, Tavern, Temple
Large Farming Village
View details
Frequent base recruit backgrounds
Farmhand, Miller, Beggar, Daytaler
Maximum attached sites
6
7–13Fixed: Barber, Tavern, Temple; Possible: Armorsmith, Fletcher
Large Fishing Village
View details
Frequent base recruit backgrounds
Fisherman, Beggar, Caravan Hand, Daytaler
Maximum attached sites
6
7–13Fixed: Port, Tavern, Temple; Possible: Barber, Training Hall
Large Forest Fort
View details
Frequent base recruit backgrounds
Bowyer, Militia, Hunter, Lumberjack
Maximum attached sites
5
7–12Fixed: Armorsmith, Fletcher, Weaponsmith; Possible: Tavern, Training Hall
Large Lumber Village
View details
Frequent base recruit backgrounds
Bowyer, Hunter, Lumberjack, Poacher
Maximum attached sites
6
7–13Fixed: Fletcher, Tavern, Temple; Possible: Armorsmith, Taxidermist, Training Hall
Large Mountains Fort
View details
Frequent base recruit backgrounds
Militia, Miner, Sellsword, Apprentice
Maximum attached sites
5
7–12Fixed: Armorsmith, Tavern, Training Hall, Weaponsmith; Possible: None listed
Large Snow Fort
View details
Frequent base recruit backgrounds
Militia, Wildman, Raider, Vagabond
Maximum attached sites
5
7–12Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Tavern, Temple
Large Snow Village
View details
Frequent base recruit backgrounds
Brawler, Militia, Poacher, Wildman
Maximum attached sites
6
7–13Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Training Hall, Weaponsmith
Large Steppe Fort
View details
Frequent base recruit backgrounds
Caravan Hand, Militia, Adventurous Noble, Sellsword
Maximum attached sites
5
7–12Fixed: Armorsmith, Training Hall; Possible: Fletcher, Tavern, Temple, Weaponsmith
Large Steppe Village
View details
Frequent base recruit backgrounds
Caravan Hand, Militia, Beggar, Minstrel
Maximum attached sites
6
7–13Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Fletcher, Training Hall
Large Swamp Village
View details
Frequent base recruit backgrounds
Militia, Ratcatcher, Wildman, Beggar
Maximum attached sites
6
7–13Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Fletcher, Taxidermist, Training Hall
Large Tundra Fort
View details
Frequent base recruit backgrounds
Brawler, Militia, Wildman, Shepherd
Maximum attached sites
5
7–12Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Tavern, Temple
Large Tundra Village
View details
Frequent base recruit backgrounds
Militia, Brawler, Cultist, Daytaler
Maximum attached sites
6
7–13Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Taxidermist, Training Hall, Weaponsmith
Medium Coastal Fort
View details
Frequent base recruit backgrounds
Fisherman, Militia, Adventurous Noble, Raider
Maximum attached sites
4
5–9Fixed: Port; Possible: Armorsmith, Kennel, Tavern, Temple, Weaponsmith
Medium Farming Fort
View details
Frequent base recruit backgrounds
Deserter, Retired Soldier, Squire, Gambler
Maximum attached sites
4
5–9Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple
Medium Farming Village
View details
Frequent base recruit backgrounds
Farmhand, Daytaler, Militia, Miller
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Barber, Temple
Medium Fishing Village
View details
Frequent base recruit backgrounds
Fisherman, Beggar, Apprentice, Brawler
Maximum attached sites
4
5–9Fixed: Port, Tavern; Possible: Barber, Temple
Medium Forest Fort
View details
Frequent base recruit backgrounds
Bowyer, Lumberjack, Militia, Wildman
Maximum attached sites
4
5–9Fixed: Fletcher; Possible: Armorsmith, Kennel, Tavern, Temple, Weaponsmith
Medium Lumber Village
View details
Frequent base recruit backgrounds
Lumberjack, Bowyer, Hunter, Poacher
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Barber, Fletcher, Taxidermist, Temple
Medium Mining Village
View details
Frequent base recruit backgrounds
Miner, Apprentice, Brawler, Caravan Hand
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Armorsmith, Temple, Weaponsmith
Medium Mountains Fort
View details
Frequent base recruit backgrounds
Apprentice, Mason, Militia, Miner
Maximum attached sites
4
5–9Fixed: Armorsmith, Tavern, Weaponsmith; Possible: None listed
Medium Snow Fort
View details
Frequent base recruit backgrounds
Wildman, Brawler, Vagabond, Apprentice
Maximum attached sites
4
5–9Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple
Medium Snow Village
View details
Frequent base recruit backgrounds
Poacher, Brawler, Daytaler, Gravedigger
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Armorsmith, Barber, Weaponsmith
Medium Steppe Fort
View details
Frequent base recruit backgrounds
Militia, Caravan Hand, Retired Soldier, Apprentice
Maximum attached sites
4
5–9Fixed: Armorsmith, Weaponsmith; Possible: Fletcher, Kennel, Temple
Medium Steppe Village
View details
Frequent base recruit backgrounds
Caravan Hand, Daytaler, Refugee, Apprentice
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Barber, Fletcher, Temple
Medium Swamp Fort
View details
Frequent base recruit backgrounds
Militia, Witchhunter, Apprentice, Houndmaster
Maximum attached sites
4
5–9Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple
Medium Swamp Village
View details
Frequent base recruit backgrounds
Beggar, Cultist, Daytaler, Militia
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Barber, Taxidermist, Temple
Medium Tundra Fort
View details
Frequent base recruit backgrounds
Militia, Wildman, Deserter, Retired Soldier
Maximum attached sites
4
5–9Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern
Medium Tundra Village
View details
Frequent base recruit backgrounds
Brawler, Beggar, Bowyer, Butcher
Maximum attached sites
4
5–9Fixed: Tavern; Possible: Armorsmith, Barber, Taxidermist, Temple
Small Coastal Fort
View details
Frequent base recruit backgrounds
Fisherman, Militia, Raider, Houndmaster
Maximum attached sites
3
3–6Fixed: Port; Possible: Armorsmith, Kennel, Weaponsmith
Small Farming Fort
View details
Frequent base recruit backgrounds
Farmhand, Militia, Deserter, Retired Soldier
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Farming Village
View details
Frequent base recruit backgrounds
Farmhand, Daytaler, Miller, Beggar
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Tavern, Temple
Small Fishing Village
View details
Frequent base recruit backgrounds
Fisherman, Beggar, Vagabond, Daytaler
Maximum attached sites
3
3–6Fixed: Port; Possible: Temple
Small Forest Fort
View details
Frequent base recruit backgrounds
Hunter, Militia, Deserter, Retired Soldier
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Fletcher, Kennel
Small Lumber Village
View details
Frequent base recruit backgrounds
Lumberjack, Poacher, Bowyer, Hunter
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Fletcher, Taxidermist
Small Mining Village
View details
Frequent base recruit backgrounds
Miner, Apprentice, Beggar, Brawler
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Fletcher, Taxidermist, Weaponsmith
Small Mountains Fort
View details
Frequent base recruit backgrounds
Militia, Deserter, Retired Soldier, Apprentice
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Snow Fort
View details
Frequent base recruit backgrounds
Militia, Deserter, Retired Soldier, Beggar
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Snow Village
View details
Frequent base recruit backgrounds
Brawler, Wildman, Beggar, Cultist
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Weaponsmith
Small Steppe Fort
View details
Frequent base recruit backgrounds
Caravan Hand, Militia, Deserter, Retired Soldier
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Steppe Village
View details
Frequent base recruit backgrounds
Daytaler, Apprentice, Beggar, Brawler
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Fletcher, Tavern, Temple
Small Swamp Fort
View details
Frequent base recruit backgrounds
Militia, Ratcatcher, Cultist, Houndmaster
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Swamp Village
View details
Frequent base recruit backgrounds
Cultist, Daytaler, Poacher, Ratcatcher
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Taxidermist, Temple
Small Tundra Fort
View details
Frequent base recruit backgrounds
Militia, Deserter, Retired Soldier, Apprentice
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith
Small Tundra Village
View details
Frequent base recruit backgrounds
Daytaler, Wildman, Brawler, Farmhand
Maximum attached sites
3
3–6Fixed: None beyond hiring and market; Possible: Taxidermist, Temple, Weaponsmith

The seven settlement illustrations in this table match the game’s small, medium and large village/fort sprites plus the city-state sprite; several archetypes intentionally share a size sprite. The actual town screen decides whether its conditional armorsmith, weaponsmith, fletcher, kennel, temple, tavern, taxidermist, barber, training hall, alchemist, arena or port is present. Nearby farms, mines, watchtowers and other attached sites also influence goods and recruitment, and can be damaged or rebuilt. For town prices, stock and temporary troubles, continue to settlement situations; for houses and hostile camps, return to the world map.

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