Town

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A town area is a pre-defined area of the map where a village or city used to exist on Elysium in the days before the Fracture. It can be reclaimed by players to fund and develop a new settlement.

A town needs several public buildings to be 100% functional, and there are serious benefits in making it as populated as possible – such as how well it can be defended. Running multiple settlements is demanding, and they can easily be lost to your enemies!

Plenty of town areas exist on each planet with the average size of a town spot being 256m2. This is large enough to support 100 - 200 buildings of a medium/large guild. Towns are located at least 1km apart, which takes approximately 5 minutes to walk.

If abandoned, towns are typically haunted by monsters and studded with ruins. More specifically, the ruins of a town hall can always be found close to the center of a town area. While by default town areas are haunted and unclaimed at the start of a new server or a new testing phase, two notable exceptions exist:

  • NPC towns. There are only a handful of them on each planet, which serve as starting locations and hotspots for new players. They feature basic facilities that cater to the basic needs of players and can’t be conquered. Starting in an NPC town is not mandatory – you can always choose for your character to be created in a player-run town if authorized to do so.
  • Governor pack. If a player has pledged on Kickstarter as a Governor (or higher), he/she is able to choose a town to rule on before the server starts. When the server starts, the town is already claimed and ruled by the Governor.

Players are not allowed to build freely within the boundaries of a town area that is haunted or that contains a town with an elected governor.

Prestige[edit | edit source]

The most important metric of a town is its prestige counter, based on the number and types of buildings it contains, and the contributions of its citizens to civic life. The prestige progression of a town in any given week compared to the previous one causes it to be tagged as Decaying, Stable, or Thriving. Total prestige can earn the town the title of Village, Town, City and Metropolis.

If the prestige of a town and the number of active players living in it decrease too much, the Governor is automatically ousted, and the town reverts to a hamlet. Contributions to the prestige of a town are tracked for each citizen. A citizen's level of contribution determines if they are eligible to vote in elections or run for Governor.

States[edit | edit source]

Towns are divided into different states depending on their prestige.

Hamlet[edit | edit source]

When a town area has been cleared of the creatures infesting it, any player can place the foundations of a house in one of the few dedicated lots of land in the area. Once at least one house has been fully built, a hamlet – and a citizen! – are born.

A hamlet has no rulers and no rules. Anyone who can settle on a planet can add a house to a hamlet on that planet. No specialized structured can be built in it – only residential buildings.

If all the citizens of a hamlet leave the settlement or let their homes decay, the area becomes a haunted place once again.

If a hamlet grows large enough, any citizen can present themselves as a candidate for the role of Governor. Once elections take place and a winner emerges, the hamlet can finally transition to a full-fledged town.

Town[edit | edit source]

A town is a settlement ruled by a Governor. All the owners of a Governor pledge pack start at the head of a settlement that is already considered a town, even if initially empty. They are given enough time to find players to join their town before it turns into a hamlet – although doing some planning before a new testing phase or a new server launch is still a good idea.

City/Metropolis[edit | edit source]

Not all town areas are large enough to allow the town to gain the City or Metropolis status. When a town gains a new title, everyone on the planet is notified to celebrate!

Politics[edit | edit source]

Guild Town[edit | edit source]

A guild town is a settlement directly connected to a guild. It differs from a free town in that the Governor has absolute powers, and is not subject to citizens’ scrutiny through elections, although they can take place in exceptional circumstances.

A guild town can be turned into a free town at any time by its Governor. If the Governor is not the Guild Master of the connected guild, the latter has to approve the change.

Free Town[edit | edit source]

A free town is a settlement where the power ultimately lies in the hands of the people. Free towns are also ruled by a Governor, but he/she is missing the key power to kick out a citizen from the town at will, and can be ousted by the people through elections.

A free town can be turned into a guild town only through a vote of approval of 2/3 of its citizens. When a hamlet qualifies to become a town, it becomes a free town by default, unless its citizens decide otherwise.

Governor[edit | edit source]

The Governor is the one and only ruler of a town. The powers of a Governor are vast, but not unlimited. A few worth mentioning are:

  • Shaping the layout of the town (by positioning lots of land, roads, defenses, etc.)
  • Deciding the purpose of lots of land (residential, NPC shop, etc.)
  • Setting the purchase price of residential lots of land
  • Accepting the application of foreigners who want to become citizens of the town
  • Ban a citizen from the town and confiscate his property (in free towns, that’s subject to a vote of approval of 2/3 of the eligible citizens)
  • Deciding the tax rate applied to people and shops in town
  • Managing the town’s coffers – withdrawing, depositing and spending money
  • Managing tributes the town pays to guilds, if any
  • Giving orders to the town’s militia (for defense and patrolling purposes)

A Governor can always assign the power to carry out some of the tasks above to a third person – not necessarily a citizen of the town itself. In guild towns, the Guild Master can take away some powers from the Governor, such as that to accept or ban citizens.

The Governor of a town can be forcibly removed from power in two ways:

  • By vote, through elections, if the town is a free town
  • By force, through a town conquest, if on Syndesia or Tartaros

Elections[edit | edit source]

An election cycle can be triggered in the following ways:

  • In free towns, if 21 days have passed since elections were last held
  • In guild towns, if the governor changes or leaves the guild (on purpose or because he’s been kicked out)
  • In all towns, when the Governor’s account becomes inactive for a long time, without an assigned delegate

It consists of the following phases:

  • Candidacy. All eligible citizens of a town can present themselves as potential candidates for the role of Governor. To be admitted as candidates, they must gather sufficient support from citizens. The current Governor is automatically made a candidate, unless he decides not to run for a new term. This phase lasts for 2 days.
  • Campaign. It’s debate time! This phase lasts for 3 days.
  • Elections. All eligible citizens vote for their favorite candidate. This phase lasts for 2 days.

If after the first phase there is only one candidate, he is automatically made the new Governor of the town. If there are no candidates, the town remains unmanaged and new elections are triggered after 7 days. An unmanaged town tends to lose prestige and wealth very quickly, so be careful!