Settlement facilities and recruits

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.
Which facilities can appear?
Section titled “Which facilities can appear?”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 |
|---|---|
How many recruits?
Section titled “How many recruits?”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.
| Artwork | Settlement type | Base recruit target | Specialist services |
|---|---|---|---|
Southern City-StateView details
| 9–14 | Fixed: Alchemist, Temple; Possible: Arena, Armorsmith, Taxidermist, Weaponsmith | |
Large Coastal FortView details
| 7–12 | Fixed: Port, Tavern, Training Hall; Possible: Armorsmith, Weaponsmith | |
Large Farming FortView details
| 7–12 | Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Fletcher, Tavern, Temple | |
Large Farming VillageView details
| 7–13 | Fixed: Barber, Tavern, Temple; Possible: Armorsmith, Fletcher | |
Large Fishing VillageView details
| 7–13 | Fixed: Port, Tavern, Temple; Possible: Barber, Training Hall | |
Large Forest FortView details
| 7–12 | Fixed: Armorsmith, Fletcher, Weaponsmith; Possible: Tavern, Training Hall | |
Large Lumber VillageView details
| 7–13 | Fixed: Fletcher, Tavern, Temple; Possible: Armorsmith, Taxidermist, Training Hall | |
Large Mountains FortView details
| 7–12 | Fixed: Armorsmith, Tavern, Training Hall, Weaponsmith; Possible: None listed | |
Large Snow FortView details
| 7–12 | Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Tavern, Temple | |
Large Snow VillageView details
| 7–13 | Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Training Hall, Weaponsmith | |
Large Steppe FortView details
| 7–12 | Fixed: Armorsmith, Training Hall; Possible: Fletcher, Tavern, Temple, Weaponsmith | |
Large Steppe VillageView details
| 7–13 | Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Fletcher, Training Hall | |
Large Swamp VillageView details
| 7–13 | Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Fletcher, Taxidermist, Training Hall | |
Large Tundra FortView details
| 7–12 | Fixed: Armorsmith, Training Hall, Weaponsmith; Possible: Tavern, Temple | |
Large Tundra VillageView details
| 7–13 | Fixed: Tavern, Temple; Possible: Armorsmith, Barber, Taxidermist, Training Hall, Weaponsmith | |
Medium Coastal FortView details
| 5–9 | Fixed: Port; Possible: Armorsmith, Kennel, Tavern, Temple, Weaponsmith | |
Medium Farming FortView details
| 5–9 | Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple | |
Medium Farming VillageView details
| 5–9 | Fixed: Tavern; Possible: Barber, Temple | |
Medium Fishing VillageView details
| 5–9 | Fixed: Port, Tavern; Possible: Barber, Temple | |
Medium Forest FortView details
| 5–9 | Fixed: Fletcher; Possible: Armorsmith, Kennel, Tavern, Temple, Weaponsmith | |
Medium Lumber VillageView details
| 5–9 | Fixed: Tavern; Possible: Barber, Fletcher, Taxidermist, Temple | |
Medium Mining VillageView details
| 5–9 | Fixed: Tavern; Possible: Armorsmith, Temple, Weaponsmith | |
Medium Mountains FortView details
| 5–9 | Fixed: Armorsmith, Tavern, Weaponsmith; Possible: None listed | |
Medium Snow FortView details
| 5–9 | Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple | |
Medium Snow VillageView details
| 5–9 | Fixed: Tavern; Possible: Armorsmith, Barber, Weaponsmith | |
Medium Steppe FortView details
| 5–9 | Fixed: Armorsmith, Weaponsmith; Possible: Fletcher, Kennel, Temple | |
Medium Steppe VillageView details
| 5–9 | Fixed: Tavern; Possible: Barber, Fletcher, Temple | |
Medium Swamp FortView details
| 5–9 | Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern, Temple | |
Medium Swamp VillageView details
| 5–9 | Fixed: Tavern; Possible: Barber, Taxidermist, Temple | |
Medium Tundra FortView details
| 5–9 | Fixed: Armorsmith, Weaponsmith; Possible: Kennel, Tavern | |
Medium Tundra VillageView details
| 5–9 | Fixed: Tavern; Possible: Armorsmith, Barber, Taxidermist, Temple | |
Small Coastal FortView details
| 3–6 | Fixed: Port; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Farming FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Farming VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Tavern, Temple | |
Small Fishing VillageView details
| 3–6 | Fixed: Port; Possible: Temple | |
Small Forest FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Fletcher, Kennel | |
Small Lumber VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Fletcher, Taxidermist | |
Small Mining VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Fletcher, Taxidermist, Weaponsmith | |
Small Mountains FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Snow FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Snow VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Weaponsmith | |
Small Steppe FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Steppe VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Fletcher, Tavern, Temple | |
Small Swamp FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Swamp VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Taxidermist, Temple | |
Small Tundra FortView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Armorsmith, Kennel, Weaponsmith | |
Small Tundra VillageView details
| 3–6 | Fixed: None beyond hiring and market; Possible: Taxidermist, Temple, Weaponsmith |
No matching entries.
Read the town you reached
Section titled “Read the town you reached”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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