Settlement Detail Page

 is available for each settlement that you govern in the game Oriental Empires.

Govern Forced Labor/Land Use

 * Manage the internal workings of the city
 * There are basically 4 pools of forced labor possible for any settlement
 * 2 peasant families may be drafted to do new farming projects (highest Priority)
 * 2 peasant families may be drafted to build new roads
 * 2 peasant families may be drafted to clear forests
 * 4 peasant families may be drafted to construct new buildings (Internal or External)
 * As the ruler you
 * Determine which hexes to develop as farms. Farms generally take 2 turns per hex to establish
 * Determine where to build roads. Roads are built at the rate of 1 hex per turn.
 * Determine where and when to clear forests. Forests are cleared at the rate of 6 turns per hex.
 * Determine which "Internal buildings" the city builds
 * Determine which "External buildings" the city builds
 * Shrines
 * Pavilions
 * Pits,Scrapes, & Mines
 * Of course the more labor you conscript, the faster peasant unrest will rise.

Decree Building Projects

 * Order Buildings to be constructed

Raise Troops

 * Draft Troops
 * The types of troops available depend upon the buildings in the settlement and the number of nobles and peasants you have available in your conscription pools.

Settlement Finances

 * Finance - display income and expenses for this settlement
 * Taxes are raised on a per citizen basis
 * Taxes may fall if unrest exceeds 80%
 * Income also includes trade income if any
 * Rhinoceroses add directly to this town's revenues
 * Expenses is primarily for the buildings in the town
 * Troops garrisoned within a town are reflected in their budget rather than in the Realm budget

Settlement Food Supply
For a better more complete description of the relationship between food production, the various type of farms and managing Farming vs. Forced labor see Farms.
 * Food - Review Consumption and production

Settlement Unrest

 * Unrest - Review Noble and Peasant unrest
 * Culture points increase happiness for both peasants and nobles but nobles are affected at twice the rate.
 * Having Noble troops nearby will decrease peasant unrest in a settlement.
 * Having Trained or peasant troops nearby will decrease Noble unrest.
 * Having access to Luxury goods (Silks & Jade) will increase Noble happiness lowering unrest.
 * Having a venerable leader nearby will decrease both peasant and noble unrest in a settlement.
 * Shrines will decrease peasant unrest in the affected settlement.
 * Pavilions will decrease Noble unrest in the affected settlement.

Settlement Labor

 * Labor - Review how much of the population is free to feed itself and what portion has been conscripted for forced labor
 * One must always be aware that while forced labor is necessary for progress it causes unrest.
 * For unrest from forced labor to decrease on must sometimes give the peasants a few turn with NO forced labor.
 * In this example Bin has "pressed" two peasants into forced labor to build a second farm.
 * One can never press so many peasants into forced labor in a settlement that the people will starve.
 * The number of peasants available to be pressed is shown as "Unemployed" in the settlement labor report. If not pressed into forced labor these silly peasants may just "waste" their time producing extra food or something equally frivolous.
 * Pressed Labor can fall into four categories employing a maximum of 10 peasants per turn.
 * Farm development will never require more than 2 peasants at a time. They can convert a hex to a farm in two turns.
 * Forest Clearance will never require more than 2 peasants at a time. They can clear a hex in three turns.
 * Construction will never require more than 4 peasants at a time. Buildings take a variety of time lengths.
 * Both Internal and External buildings pull from the same labor pool.
 * Road Building will never require more than 2 peasants at a time. They can build a road through a hex in one turn (But it may require clearing first).

Hints and Settlement Considerations

 * Settlements with arable hexes both upland and riverfront should consider developing each as some are more susceptible to flooding.
 * Settlements with mostly bottom-land and riverfront farms should consider building a granary earlier than other settlements in case of flooding.
 * If a settlement is happy and has no pressing development tasks of its own consider using your forced labor to assist nearby settlements that may be less happy or busier.

Automate Settlement Development

 * You can choose what form of automated development the settlement will undertake
 * Defense
 * Growth
 * Income
 * Military
 * Culture

Additional Notes
You may rename any settlement at any time by clicking on the name in the central banner and typing in a replacement name.