Settle connected territory
Run /frontier, select a county, then choose Settle county. /claim opens the same list. The first settlement can be anywhere. Later settlements require a shared land border with one of your counties.
Settlement costs 1,000 + 250 × counties already owned. The first three settlements cost 1,000, 1,250, and 1,500 gold. Only the Head of State or Interior minister can settle.
Every county has 1,000 residents. Residents and buildings stay with the county after conquest. Use /land to browse your holdings and /county to inspect one.
/claim county: 42
Choose a specialization
In /county, choose Farm · grain, Mine · ore, or Town · tools. The first development fixes that county’s specialization. Further levels must use the same type. The Head of State and Economy minister can develop counties.
Each level costs 500 × the new level. Level 1 costs 500 gold, level 2 costs 1,000, and level 10 costs 5,000. Building all ten levels costs 27,500 gold.
The base rates below are for each development level and each 1,000 residents, before taxes, roads, institutions, and devastation. All counties also produce 0.65 base grain per 1,000 residents.
/develop county: 42 kind: mine
| Specialization | Terrain or elevation | Output per level |
|---|---|---|
| Farm | Grassland | 0.900 grain |
| Farm | Forest | 0.585 grain |
| Farm | Desert | 0.270 grain |
| Mine | At least 500 m | 0.910 ore |
| Mine | Below 500 m | 0.325 ore |
| Town | Any terrain | Capacity for 0.550 tools; each tool consumes 0.800 ore |
Build roads, institutions, and repairs
Open an owned county with /county. Road, Institution, and Repair 30% are panel actions; they have no separate slash commands. Buttons show the current cost.
Road and institution levels add to the same productivity multiplier. One road and one institution give a multiplier of 1.20. Repair reduces devastation by 30 percentage points, down to zero.
| Action | Cost in gold | Effect | Office |
|---|---|---|---|
| Road | 750 × next road level | Adds 0.12 to productivity per level; cap 5 | Economy |
| Institution | 1,000 × next institution level | Adds 0.08 to productivity per level; cap 5. Also lowers national unrest pressure and raises authority target. | Interior |
| Repair 30% | 1,500 | Removes up to 30 percentage points of devastation | Interior |
Calculate county output
Productivity multiplier = (population ÷ 1,000) × (1 − production tax rate × 0.8) × (1 + roads × 0.12 + institutions × 0.08) × (1 − devastation). Enter tax and devastation as fractions: 20% is 0.20.
Multiply the county’s base output by that multiplier. For a level 1 grassland farm with 1,000 residents, 20% tax, no improvements, and no damage: grain = (0.65 + 0.90) × 0.84 = 1.302 per game second.
Town output is further limited by national ore supply. Adding town levels increases capacity, but only produces more tools if enough ore is available. Read Current local economy in the county panel for actual output.