A town is a claim on the world. It has citizens, a leader, borders that grow on a map, and protections inside its land. Towns can stand alone as Independent Towns, or belong to a nation.
A town is a claim on the world. It has citizens, a leader, borders that grow on a map, and protections against griefing inside its land. Towns can stand alone, or belong to a nation.
Every town is anchored by a Town Lectern. It's the seat of the town: founding, joining, tax, expansion, and member management all flow through it.
The recipe comes from the Duke's quest, Matters of Record. Place the lectern where you want your town centred, then put a chest beside it to hold emeralds for actions that cost them.
Once founded, a town is either independent or part of a nation. The type is set by whether its founder belonged to a nation at the time, and it shapes what the town can do afterwards.
Founded by a nationless player. No banner, no diplomacy, no overlord. Land without political commitments.
Can expand, accept new members, rename, and accept integration offers from nations. Cannot engage in diplomacy or be vassalised. Has a smaller maximum expansion range and appears in a neutral colour on the map.
Founded by a nation's leader, or a citizen they allow, under that nation's banner. Inherits the nation's map colour and falls under its diplomacy.
Can expand further than an Independent Town, draw on nation-level mechanics through its nation leader, and serve as a building block of empire.
An Independent Town can later join a nation through integration. The nation sends an integration offer, the town leader accepts, and the town merges under that nation's banner.
Anchor a new town with a Town Lectern, a chest of emeralds, and a book signed Town.
town and put it in the lectern.Form Town and type the town's name. The town is created and a small disk of land is claimed around the lectern.Towns start with a 32-block-radius founding disk around the town lectern. A Steward appears beside it.
Join Town.Requests.To move to another town in your nation, press Join Town at its lectern. If it takes you in, you leave your old town. A town leader hands their town on before moving. To join a town in another nation, leave yours first.
Every town gets a Steward beside its lectern when it's founded. Claimed land is income: the Steward gathers goods from it whether or not anyone is online.
A leader doesn't have to run the town alone. Press Permissions in the Town book to see what every member may do, and as leader, change it.
A town that has grown large enough can claim an artisan, who works materials no player can make by hand. No town can make everything, so the best goods come from trade.
Artisan Writ and places it inside the town.Artisan materials are heavy, and so are the engine parts and Locomotives artisans make. Moving them between towns is real work, and how you move them is a choice.
Town Info at any town lectern.Town Info shows the exact figure.Expand Borders in the Town book (with emeralds in a chest beside the lectern) to start an expansion session. Borders creep outward block-by-block.The maps on your walls know who is in your land. Hang one in a town and it shows everyone standing anywhere in your nation's claims. Nations only: an Independent Town's maps show nothing.
Sign a book titled town and put it in a Town Lectern. Right-click the lectern and it lists everything you can do there, and nothing you can't. Click a line to do it.
History shows everything done with the town's lecterns, who did it and when. Anyone can read it.Form Town and Rename Town ask you to type the name. A name can't end in Rebels or start with Free.Looking for the Nation and Diplomacy books? Visit the lectern books on the Nations page.
The full guide to towns is in the game: press Help in any Town book.
Want to turn your Independent Town into the seat of a new nation? See the Form a Nation guide.