Settlements

Three types of settlements: manors, stopovers, and fortresses.

Manor Development

  1. Aristocrat experiences "too much" aristocratic crowding, hires a couple dozen farmhands and goes off to start a manor as its lord.
  2. If the manor is doing well, people will arrive to start beholden farms. They pay the lord's taxes, in exchange for the right to farm nearby and to retreat into the manor when attacked.
  3. If lots of farms are added, it becomes a village. Must have 100 total pop, and beholden farms pop >= manor pop×2. (Hysteresis?)
  4. Villages compete for market days, with a certain amount of network effect so market days tend to concentrate. Villages with enough work attract common specialists, who boost their village markets.
  5. A village that goes a full week of market days becomes a town, and eligible to attract elite specialists. (It should immediately attract several, which provides hysteresis.)

Stopover Development

  1. A key point(natural harbor, upstream end of navigable portion of river, etc) on a travel route gets enough traffic to provide enough work, so an innkeeper goes and starts a key sarai.
  2. In addition to some personal hysteresis(i.e. once ventured the innkeeper doesn't want to pack up), a key sarai makes the route easier, and may attract nearby routes. It can also attract common specialists, who boost the route further.
  3. If 100 permanent residents settle(Hysteresis?), it becomes a roadside village. If there's decent farmland nearby, it can then attract beholden farms like a manor, but they'll later be pushed out by urban development.
  4. Roadside town?
  5. City?

Mini Stopover Development

  1. A day's travel from a sarai along its route(s), road sarais can develop. These attract specialists the same as key sarais, except their specialists can be attracted away by a key sarai.
  2. They can make it to roadside village, and if they do they become regular stopover settlements.

Fortress Development

  1. `
  2. Castle Town?
  3. `

Specialists

Common specialists are divided into "total work"(like weaponsmiths) and "tidal work"(like innkeepers). Total work specialists get work from both locals and visitors; tidal work specialists only get work from visitors.

Elite specialists(like armorers and jewelers) normally only get work from aristocrats.

Attracted specialists are usually journeymen who were working under masters nearby; they see an opportunity and go fill it. A master specialist whose work is too low("fallen on hard times") can also be attracted away.