Settlement Tiers
Settlement tiers measure a community's civic development. A new settlement begins at Tier 1 and can advance through four tiers by growing both its population and its emerald wealth.
Live Villages is still in active development. The advancement thresholds below are implemented. Many listed benefits describe the intended design and are marked when they are planned or only partially implemented.
Advancement requirements
Both requirements must be met at the same time.
| Tier | Population required | Emerald wealth required | General identity |
|---|---|---|---|
| Tier 1 | None | None | Founding settlement |
| Tier 2 | 16 villagers | 500 emeralds | Established village |
| Tier 3 | 32 villagers | 5,000 emeralds | Developed civic center |
| Tier 4 | 48 villagers | 20,000 emeralds | Prestige settlement |
Emerald wealth means emeralds recorded in the settlement's own wealth ledger, not emeralds carried in a player's inventory. The Tier 4 threshold is implemented but remains provisional and may be rebalanced during development.
Advancement and regression
The game evaluates total settlement population and recorded emerald wealth. Reaching both thresholds unlocks the corresponding tier immediately.
If population or wealth later falls below the current threshold, the settlement can regress. A staffed Scribe prevents that regression by preserving the settlement's civic knowledge and its highest attained tier. This makes a Scribe especially valuable once a settlement begins advancing.
Tier changes are intended to affect more than a number on the Trade Board: they guide roads, construction materials, buildings, lighting, uniforms, defenses, knowledge, food production, and the settlement's overall visual character.
Tier 1 — Founding settlement
Tier 1 is the default for every new settlement. Its priorities are survival, food, housing, essential workshops, and basic security.
Current and intended character:
- rough Dirt Path roads
- cobblestone and ordinary-log construction
- starter housing and simple profession workshops
- torches and campfires as the normal civic lighting
- a wooden log palisade or rough fenced boundary, generally around 80% of the settlement radius
- visibly patched, worn, and work-stained profession clothing
- staple bakery foods such as bread and baked potatoes
- a small nave-only chapel when a church is built
- a compact harbor light when a lighthouse is built
Tier 1 is the most complete tier in the current development build.
Tier 2 — Established village
Requirement: 16 villagers and 500 emeralds.
Planned and partially implemented changes:
- Cobblestone road and stair upgrades
- stone and stripped-log structure finishes
- larger storage and more established workshops
- stronger cobblestone or rough-stone defenses extending toward the full settlement radius
- candles and lanterns replacing some interior torches; agricultural jack-o'-lantern lighting
- richer bakery foods such as cookies and pumpkin pie
- redstone and diamond becoming recognized settlement goods
- a larger parish church with a vestry and cleric lodging
- a wider lighthouse design
- cleaner, more established profession uniforms and interface colors
- housing sites advancing one step during the upward tier transition
Tier 3 — Developed civic center
Requirement: 32 villagers and 5,000 emeralds.
Planned and partially implemented changes:
- Smooth Stone roads and more substantial civic works
- Stone Bricks and stripped-log structure finishes
- smooth or polished-stone fortifications
- larger or upgraded profession buildings
- specialized and imported lighting such as glow berries, sea lanterns, and glowstone when known or traded
- cake production at bakeries
- selective demand for imported prestige materials and foreign building styles
- a civic church with stained glass, a front bell tower, and a waxed-copper roof
- a larger, rounder lighthouse with optional ground-floor harbor lodging
- dressed civic uniforms and a blue/cyan interface theme with gold accents
- longer bridge spans and more ambitious infrastructure
Tier 4 — Prestige settlement
Requirement: 48 villagers and 20,000 emeralds. This threshold may be tuned later.
Planned changes:
- the best civic and prestige upgrades
- major building expansions and polished-material variants
- Stone Brick and Brick roads near important civic destinations
- reinforced fortifications with stronger gatehouses or towers
- engineered and luxury lighting such as copper bulbs, redstone lamps, end rods, shroomlights, and rare froglight accents when the settlement knows the required resources
- premium bakery output such as golden apples
- a cathedral with stone outer walls and a rear spire
- the largest and roundest prestige lighthouse, while remaining shorter than the cathedral
- formal prestige uniforms and an indigo or royal-blue interface theme with gold accents
- the longest supported bridges and the most ambitious civic construction
What advancement does not do
A tier increase is not meant to replace the settlement overnight. Villagers should upgrade existing roads and structures gradually, consuming real settlement materials and visibly performing the work. Authored tier-specific building expansions should reuse the existing site where practical instead of creating duplicate buildings nearby.
Likewise, access to an advanced lighting block, recipe, or material can still depend on settlement knowledge and trade. Reaching a tier permits an upgrade; it does not necessarily provide every ingredient automatically.
At-a-glance progression
| System | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Roads | Dirt Path | Cobblestone | Smooth Stone | Stone Bricks and Bricks |
| Structure finish | Cobblestone + logs | Stone + stripped logs | Stone Bricks + stripped logs | Prestige variants |
| Defenses | Log palisade | Rough-stone wall | Smooth/polished-stone works | Reinforced prestige works |
| Lighting | Torches, campfires | Candles, lanterns | Imported/specialized lights | Engineered/luxury lights |
| Church | Chapel | Parish church + vestry | Civic church + front tower | Cathedral + rear spire |
| Lighthouse | Harbor light | Wider light | Staffed light + lodging | Prestige harbor light |
| Uniforms | Patched workwear | Established workwear | Dressed civic wear | Prestige civic wear |
Design sources
The authoritative development details live in the repository specifications, especially docs/SPECS.md, docs/IMPLEMENTATION-PLAN.md, docs/CLERIC-CHURCH-GUIDE.md, and docs/LIGHTHOUSE-DESIGN.md. The wiki is the player-facing summary and should be updated when those rules change.