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Villages

Villages · mechanic · Tradery

A village in Tradery is the villagers who meet at one bell. Loaded bells are counted every 30 seconds: how many adults live there, how many have a job, which professions, and the village type (plains, desert, savanna, taiga, snowy, jungle or swamp). Until a patron renames it, a village is called by its type and the coordinates of its bell, like "Plains village (-524, 578)".

Nothing is simulated in unloaded chunks. When a village loads again, it gets the income and the decay for the in-game days that passed. A village nobody has loaded for 60 days is forgotten, unless it has money in its treasury, funded projects, open orders or a rented trading place.

A village bell with a card above it: Oakford, Town · prosperity 1999 / 5000, Specializes in Farming, Patron: Player0, Next market day: tomorrow
Looking at the bell shows the village's name, level, prosperity, specialization, patron and next market day

Entering a village, which means coming within 48 blocks of its bell, puts its name and level at the top centre of the screen for a few seconds. With Jade or WTHIT installed, the bell's card is drawn by them.

Prosperity

A village earns points from the money that moves through it:

  • villagers spent 1 at players' blocks: 1 point
  • players delivered orders worth 1: 1 point
  • 1 changed hands in the villagers' trade window: 0.5
  • villagers sold 1 worth of produce to players: 0.5
  • players paid 1 into projects or donations: 0.5
  • a festival: 25
  • a raid won: 100

It loses 5% of its points every in-game day, 1% when a villager dies and 3% when a player kills one.

Levels

  • Hamlet, from 0 points: wages ×1, 3 orders a day, a market day every 7 days.
  • Village, from 300: wages ×1.25, 4 orders, a market day every 5 days. The village starts saving for a well, and the level 2 projects open.
  • Town, from 1 500: wages ×1.5, 5 orders, a market day every 4 days. Caravans, festivals, the watchtower, the Trading Yard project and a specialization.
  • Trade city, from 5 000: wages ×2, 6 orders, a market day every 3 days. The trade hall.

The wage multiplier applies to the treasury's income as well. The daily cap on what the village's villagers spend at players' blocks grows by ×1, ×1.5, ×2 and ×3.

The treasury

Each day the treasury gains 1 per villager, times the level's multiplier. This income stops once the treasury holds 7 days of it. Three things come on top without a limit: the 10% tax on what players pay villagers in the trade window, rent for trading places, and donations.

The treasury pays the rewards for orders and the purses of caravans. The Village tab of the board shows the last 7 days of money in and out.

What a village builds itself

When a village reaches a level whose building it doesn't have, half of its daily income goes into a building fund. Once the fund covers the cost, the village builds by its bell:

  • a Well at Village level, for 200, with a sign that bears the village's name and a banner
  • a Watchtower at Town level, for 600
  • a Trade Hall at Trade city level, for 1 500, with server vending blocks and a board

Players within 64 blocks get a chat message such as "Plains village (-524, 578) built Well". What players can add is under projects and donations.

Market days and festivals

On a market day customers and suppliers come three times as often, the village may spend twice as much, and caravans that are due arrive. Players within 64 blocks of the bell get a chat message.

In a Town or a Trade city the market day has a festival in the afternoon, between day time 9000 and 12000. The bell rings, every villager gets one day of wages on top of its wallet, the village gains 25 prosperity, and fireworks go up within 6 blocks of the bell.

A village square with a well, lamp posts and an iron golem; firework sparks on the right; chat lines about the well being built, the market day and the festival
A festival by the well. The chat has the three messages a village sends: a building, a market day, a festival

Raids

A raid the village loses costs it 30% of its prosperity, half of its treasury and half of the money its loaded villagers carry. The Watch Post project halves each of those losses. A raid it wins brings 100 prosperity and restoration orders that pay 1.5 times the usual reward for 3 days.