Manual
Overview
Townforge is a blockchain based game where you create buildings which will provide you with income.
Buildings and land cost a one off sum as well as regular maintenance costs. Payout is earned at every
game tick, which happens every 720 blocks. A portion of the block rewards go to the game, to be
redistributed to players. A research "tech tree" allows players to improve their buildings' efficiency.
Peer to peer trade allows players to exchange goods and money. A 3D world view allows players to
bring their buildings to life, and a decentralized chat is available in game.
Every game action is stored on a blockchain, ensuring that what you own cannot be taken away from
you unless the game rules allow it. No exit scam, no central database corruption, no rules change at
a whim without notice. The game state is stored on every game user's copy of the blockchain.
Player
Any wallet may create a game account. Game accounts are linked to the main wallet address.
For anti spam purposes, there is a 1 coin account creation fee.
The game account may be deposited to (from its associated wallet or any other) and withdrawn from.
Withdrawal is automated, and player controlled. Money deposited into the game is still under the
wallet owner's control, not under a third party's control, so you can use your own keys to withdraw
at any time. This protects against an exit scam by the game author.
A player may own any number of buildings in the game, in one or more cities. Note that a player can
manage only up to 12 buildings before management staff is required (for a fee). This is intended to
encourage richer players to go for large buildings rather than many smaller ones. Above 12 buildings,
one staff is required for up to four extra buildings. A management staff is also required for every
team of up to four staff.
A decentralized chat is available, using transactions in the txpool. They will not be mined, so are
transient and therefore not suitable for information you want to be preserved. Notifications about
new buildings, new discoveries, etc will also be placed in the chat.
Players can send each other encrypted messages. Those messages are embedded in normal looking
transactions, so that an observer is not even aware that a message was sent, let alone the sender,
recipient or contents. While those messages are mined on the chain, they are located in prunable
data, ensuring they do not bloat the chain forever.
As an anti spam measure, the first message to a player costs 1 gold. If that player replies, their
own first message to you will refund that fee. This way, spamming becomes very expensive, while
mundate communications are very cheap.
Cities and treasury
The world of Townforge is a large grid, upon which cities may be founded. At the start of the game,
there is one single city. Every city is founded by a player, who becomes its mayor, and starts off
with a town square. New cities can be bought from the game, with their price depending on the current
number of cities and the total economic activity. The more cities currently exist, the higher the
cost of a new city. The larger the world's total economic activity, the lower the cost. The mayor
of a city may elect to allow only some players to buy land and build in their city. By default,
anyone may build in a city. For abuse prevention, if a city restricts access, its shares will only
count for half when distributing subsidy.
Each city has a treasury. This is the amount of money in the city coffers. This treasury is managed
by the consensus rules, and can only be used by the automated game tick. Every game tick
(every 720 blocks, so roughly 4 times a day), about 9% of the block rewards for the last 720 blocks
gets awarded to city treasuries in proportion to their economic strength. About 10% of each town's
treasury gets distributed to players based on their buildings' economic strength. The city mayor
receives 0.1% of the treasury. The game account receives 0.25% of the treasury. The game account
will be used for storytelling purposes (prizes for participating in role playing or similar events),
expenses like VPS hosting, and other reasons I deem appropriate. It may also be used for bounties.
The treasury also receives money from players buying new land or items directly from the game,
land tax, etc. When a merchant ship makes landfall and sells items on the markets, the proceeds
also go to the treasury of the town where the ship docked.
The higher the treasury grows, the more attractive it is to build in a city, since that treasury
will flow back into player's pockets.
Cities may be bought and sold on the open market.
Cities reach new levels upon reaching a certain size (and will downgrade if they drop below this
threshold). Reaching a new level allows players to build new building types in this city. Here are
the building types which become available at various levels:
Role | Level |
Craft | 1 |
Commercial | 3 |
Military | 5 |
Affluent Residential | 6 |
Research | 6 |
Cultural | 7 |
Luxury Residential | 8 |
Flags and buildings
Each city is placed at a point on the world. Players may buy land from the game, from tiny 8x8 plots
to the largest allowed, 256x256. Those plots of lands are called flags for historical reasons. A flag
is empty when bought, and may be bought and sold on the open market. Flags are always rectangular.
Land price is higher near the center of town and drops quickly, then starts slowly increasing again.
Flags pay land tax every game tick. Land tax is based on flag size as well as the flag's economic
power. Economic power is a measure of the quality/strength of the building one builds on that land.
An empty flag is taxed as if holding a basic 100% economic power building. Land tax also increases very slightly
with distance from the town square, to avoid people building things at preposterous distances.
Moreover, if a flag stays unbuilt for 10 days or more, it starts attracting an extra 0.1 gold tax per tick
(this does not mean it has to have a 3D model on it, just be setup as a building).
Land tax also increases with distance from the city square. The cartography discoveries allow a player
to lessen that increase. The increase is also lessened with city level. If a city drops in level, the
tax decreases are maintained.
Buildings may be built on flags. There are a few types of buildings. Some buildings qualify for payouts
from the city treasury, while some others produce materials instead. Yet others don't do either, but
provide bonuses for other buildings. Every new building is assigned an economic power, which is its
relative output. It can range from the baseline 100% to a maximum of 300%. A 300% building will yield
3 times the income of a 100% building (at least for buildings getting treasury payouts, it's a little
more complex for producing buildings). However, they cost more than 3 times as much to build. At the
start of the game, the maximum economic power is only 150. Civil engineering discoveries increase that
maximum by 50 each, up to 300%.
A building may be upgraded up to the maximum economic power after construction for 150% of the incremental
cost (ie, upgrading a building from 120% to 160% economic power costs 150% of the cost difference between
the cost originally paid for the 120% building and the cost to build it to 160% outright).
Buildings have prerequisites to function effectively. Many buildings require being in the influence area of another
building. If they are not, they will not be active, and thus not provide income. Some other prerequisites
are softer, and only give bonuses and penalties.
Current building types are:
Role | Payout |
Agricultural | - |
Craft | 1.2% |
Industrial | 1.5% |
Commercial | 1.2% |
Basic residential | 1.2% |
Affluent residential | 1.3% |
Luxury residential | 1.5% |
Military | - |
Cultural | 0.6% |
Stonecutter | - |
Sawmill | - |
Kiln | - |
Smelter | - |
Workforce | - |
Road | 0.8% |
Research | 0.2% |
Fishery | - |
For example, if a city consists of two craft buildings only, identical in all respects except one has twice the other's economic power, and the city treasury contains 1000, then the buildings will receive a payout of 1000 * 1.2% * 2 / 3 = 8 and 4 respectively at every game tick.
Producing buildings (stonecutter, sawmill, kiln, smelter, workforce) do not get treasury payouts. Instead, they consume some resources (stone, wood) and produce more resources. Those resources are needed to build other buildings. While it is possible to buy those resources directly from the game's supply, those prices are dear, and players with those producing buildings will offer better value.
Buildings may be demolished. Demolishing a building removes all blocks from its 3D representation, and resets the role to empty. Another building may then be constructed on the flag. The owner recovers 20% of the blocks in the original budget (whether they were used in the 3D representation or not). Any items assigned to the flag other than labour and constructed materials are moved back to the player's inventory.
If a building owner does not have enough money to pay the tax for a plot of land, this plot of land will disappear, along with any building on it. The land is then free to be bought by another player. Similarly, if a building falls to 0 repair condition, it will disappear (the land remains the owner's property). It is therefore in the player's interest to ensure buildings are repaired in time, and to keep enough balance to meet land tax requirements. Repairing a building costs labour and materials. If a building's repair level falls below 70%, its efficiency starts decreasing. Above 70%, no ill effects apply. To disincentivize constant repair spam, repairing a building in 99% condition or better costs as much as repairing it from 99%.
Some building types have restrictions on size, depending on economic power. This should be kept in mind when buying land. The following table lists the minimum size of a plot for building types. The first value is the minimum size of a 100% building, the second value for a 300% building. For other economic power values, the minimum size is interpolated and rounded down.
Role | Min size at 100% - 300% |
Agricultural | 64-120 |
Craft | 16-40 |
Commercial | 16-80 |
Industrial | 40-180 |
Basic residential | 10-12 |
Affluent residential | 24-80 |
Luxury residential | 96-140 |
Military | 24-80 |
Cultural | 16-80 |
Stonecutter | 20-60 |
Sawmill | 20-60 |
Kiln | 28-80 |
Smelter | 28-80 |
Workforce | 24-64 |
Road | 8-36 |
Research | 24-60 |
Fishery | 32-128 |
Similarly, fisheries' longest dimension must be at least 2 times longer than their minimum size, as they are mostly docks and boat shelters.
Some bonuses apply:
- Buildings of type cultural, affluent residential, luxury residential and commercial get an extra bonus of 0.075% (affluent residential and commercial), 1.05% (cultural) or 0.15% (luxury residential) for each square (up to 100) touching the town square.
- Buildings of type cultural, affluent residential and luxury residential get extra bonuses if their owner assigns gemstones to them (the rarer the gemstones, the better the bonuses).
-
Some building types benefit from elevation relative to their surroundings. The base elevation
bonus is 2% per block of the flag's average elevation compared to its surroundings (measured
as 250% of its width/height), up to 50%. Most buildings are not affected by this, but those
in the following list are, with varying weights:
Role Percentage of the base bonus Commercial 10% Affluent residential 25% Luxury residential 100% Military 100% Cultural 20% - Stonecutters benefit from direct access to exposed rock, so get a production bonus based on how much bare cliff face lies within their extent, to a maximum of about +42%.
- The average slope also gives bonuses or penalties to some building types: too high a slope will penalize agricultural buildings, luxury residential buildings and sawmills, but give a bonus to roads, since they're there to allow easier passage over rough terrain.
- Water is also a major contributor to building efficiency. Most buildings quickly lose efficiency as their underwater ratio increases. Roads are an exception, since overwater roads are bridges. Most other buildings bottom at 0% efficiency (where they become inactive) before reaching 100% underwater surface area, some buildings losing faster than others. Luxury and affluent residential buildings can have some small underwater surface without losing efficiency and even getting a litle bonus, as a seafront or riverfront property is desirable. Similarly, a fishery will lose efficiency if too much or not enough of its area is water.
- Some items can give bonuses to buildings of certain types. You can assign such items to a building of the right type for the bonus to be applied. Once assigned, items can be retrieved from the building, except for labour and construction materials. Should the building be destroyed, any other item assigned to the flag will be moved back to the player's inventory.
Some buildings are able to offer extra services. These services are always available to the building owner, who can optionally allow other players to use the service for a adjustable fee.
Building | Service |
Military | Firefighting |
Fishery | Pearl diving |
Agricultural | Food salting |
Research | Bonus to research activities |
Craft | Runestone creation |
A building owner can set the fee for third party use of their buildings.
Shares
Shares are the way payouts are calculated. Every building has a number of shares based on its characteristics,
and that number acts as a weight when the treasury pays out.
The basic number of shares for a building is its area in squares multiplied by its economic power.
Other things come into play: if the repair level of a building falls below 70%, its share count will
start going down. Similarly, if a building's requirements are not met, this building will be inactive,
and its shares zeroed until requirements are met.
The number of shares is used to apportion treasury income within a city and pricing new cities.
Roads and discoveries (see below) also affect shares.
Gemstones
Gemstones are rare precious stones. Some can be unearthed randomly as quarries extract stone from the ground. They bring prestige to their owners, or, if assigned to a building, give that building a bonus:
Gemstone | Effect |
Amethyst | +1% cultural |
Sapphire | +2% cultural +2% affluent residential |
Emerald | +5% cultural, +5% affluent residential |
Ruby | +10% cultural, +5% affluent residential, +5% luxury residential |
Diamond | +20% cultural, +10% affluent residential, +10% luxury residential |
While technically not a gemstone, pearls also belong to this category. Fisheries can find them when hired to dive for pearls. Pearls give 0.25% bonus to luxury residential buildings.
Time and seasons
Townforge takes a real life week to go through a game year, so time is 52 times as fast in game
as in the real world. Game years are divided in 4 seasons, each comprising 3 months (ie, early
summer, mid summer, late summer are the summer months). Each month is made up of 30 days. The
current date is displayed in the Calendar section of the game UI.
The new year starts with the midwinter month and ends with the early winter month. The game
starts in spring of year 950, just in time for the vegetable sowing season.
The game time is divided into epochs of varying length. Those are not set in stone and will
appear as the storyline progresses and new features are introduced. Some items created in
older epochs may be given a small bonus.
Food and heating
Buildings need food in order to be productive. Different building types have different requirements for food, as shown here:
Role | Relative requirements |
Agricultural | - |
Craft | 100 |
Industrial | 50 |
Commercial | 100 |
Basic residential | 100 |
Affluent residential | 130 |
Luxury residential | 200 |
Military | 100 |
Cultural | 100 |
Stonecutter | 100 |
Sawmill | 100 |
Kiln | 100 |
Smelter | 100 |
Workforce | 200 |
Road | - |
Research | 100 |
Fishery | - |
Food is produced by agricultural buildings and fisheries. There are four main types of food:
- vegetables are very nutritious but spoil fast
- grain is least nutritious but keeps very well
- meat falls in the middle
- fish is as nutritious as meat, but has very high spoil rate in summer
When consuming food, the game uses the most perishable food type first: fish, then vegetables, then meat, then grain.
Similarly, buildings need heating. Heating is obtained by consuming burnable material, currently only wood. The amount of heating a building needs per surface depends on the current temperature, which fluctuates along seasonal variations and with altitude.
When burning wood, the game prefers firewood, then the cheapest wood first: pine, then oak, then teak.
Any wood type may be chopped into firewood, for a cost of 5 labour per 100 wood. This allows a player to override the priority in which wood types are used for heating.
Farming
Agricultural buildings produce food, which other buildings need in order to stay active. Vegetables and grain may be sown at the right time of the game year, and harvested later. The more time a crop stays growing above a temperature threshold, the more food will be produced when harvested. However, temperatures below the damage threshold will cut that yield. Should the yield reach 0, growth till be prevented for the next 180 blocks. Growing a crop on agricultural land depletes that land's nutrients base for that particular crop, so growing the same crop over and over again will lead to diminishing returns. Nutrients recover yearly. If the building catches fire, any crop is destroyed, but the nutrients will not deplete. Geothermal potential gives a small temperature boost. For every tick an agricultural building is not active while a crop is being grown, the final yield will lose 20%. Farming yield is also affected by how much an agricultural building is south facing.Vegetables | Grain | |
Sowing season start | start of march | start of may |
Sowing season end | mid may | mid june |
Harvest season start | start of may | start of august |
Harvest season end | end of june | end of september |
Damage temperature | < -2° | < 0° |
Growth temperature | > 2° | > 5° |
Hunting
Moose and bears roam the wilderness. They can be hunted for food. The higher the population, the more meat a hunt will yield, but the lower the population, the more time it will take for it to grow back. Moose population is larger, and thus moose hunts yied more meat, but if the moose population goes too low to support the bear population, hungry bears will start venturing into town in search of food, causing damage and eating what they can find. Players with military buildings have a large bonus when hunting bears attacking a town, and a small one for hunting bears and moose otherwise. You need to have at least one non-road building (active or not) in a city to hunt in that city.Fishing
Fisheries allow boats to go fishing when the fishery owner decides to. The fishing expedition leaves for a set number of game ticks decided at the outset. Fishing costs labour, and will yield some amount of fish after it comes back. The longer the fleet stays out fishing, the more labour will be needed, but the more fish is likely to be caught.An expedition can choose whether to go fishing in close range waters, far waters, or medium range waters. Far range fishing grounds are shared between all cities, while there is one close fishing grounds per city, which can only be used by fisheries from that city. Medium range fishing grounds are a middle ground: there is one per city, but all cities can use it.
The further the fishing grounds, the larger the fish population, but the more labour is needed. Moreover, as the size and economic power of a fishery increases, the faster fish stock will deplete. As the maximum population of fishing grounds increase with distance, it follows that large powerful fisheries will overfish close fishing grounds very fast.
Fishing grounds replenish with time. The more population in the far range fishing grounds, the faster medium range fishing grounds will grow. The more population in a city's medium range fishing grounds, the faster that city's close range fishing grounds will grow.
Note that fish has a very high spoil rate in the summer.
Influence
Some building types have an influence over the surrounding land. Influence is a prerequisite for
many other buildings. For example, most buildings need to be within the influence area of an agricultural
building, and a residential building takes a penalty from being within the influence of an industrial
building. Military buildings are even more complicated: most buildings receive a bonus from being under
the influence of one military building, but a penalty if the are under the influence of three or more.
Role | Agr. | Craft | Ind. | Com. | Bas. | Aff. | Lux. | Mil. | Cul. | Stone. | Sawmill | Kiln | Smelter | Work. | Road | Research | Fishery |
Agricultural | |||||||||||||||||
Craft | N1(¹) | B1 | B1 | B1 | B1 | B1 | |||||||||||
Industrial | N1(¹) | B2 | B1 | B1 | B1 | B1 | B1 | B1 | B1 | B1 | B2 | ||||||
Commercial | N1(¹) | N1 | B1P3 | P1 | |||||||||||||
Basic residential | P1 | B1 | B4 | B2 | B1 | B1P3 | B2 | ||||||||||
Affluent residential | B1 | P3 | N1 | B3 | B1 | B1P3 | B2 | B1 | P2 | ||||||||
Luxury residential | P99 | N1 | P1 | B1P3 | B4 | B2 | P4 | ||||||||||
Military | |||||||||||||||||
Cultural | P99 | P99 | B1 | P1 | |||||||||||||
Stonecutter | |||||||||||||||||
Sawmill | |||||||||||||||||
Kiln | |||||||||||||||||
Smelter | |||||||||||||||||
Workforce | B4 | P2 | |||||||||||||||
Road | |||||||||||||||||
Research | B1 | B1 | B1P2 | B1 | B1 | B1 | B1 | B1P3 | B1 | B1 | B1 | B1 | B1 | B1 | B1 | B2P4 | |
Fishery | B3 | B1 | B1 | B1 | P99 |
Legend:
Nx: needs x buildings of that type
Bx: gets a bonus from every building of that type up to x of them (bonus value depends on the building type)
Px: gets a penalty from every building of that type up to x of them (penalty value depends on the building type)
BxPy: gets a bonus from every building of that type up to x of them, except if there are y or more, in which case it's a penalty per such building
For a building to be deemed to be under the influence of a given building type, at least 50% of the
building's surface area needs to be within the influence range of any building of the given type.
Similarly, to get double bonus, at least 150% of the tiles should be within the influence or any
building of the given type (any tile within the influence of N buildings will count N times),
250% for triple bonus, etc.
(¹) Note that fisheries count as agricultural buildings for the purposes of needed influence.
That is, if a building needs influence from an agricultural building, being within the influence
of a fishery instead will suffice.
Production and potential
Some building types don't get treasury payouts, but consume and produce resources instead.
Production goes up faster than consumption with economic power.
Currently, only stonecutter (producing stone) and sawmill (producing wood) are available.
Kiln (producing bricks) and Smelter (producing metal) will be available later on in updates.
Potential has a substantial effect on production. Potential is an inherent property of the land a building is built upon. Some land lends itself well to quarrying stone, some other to wood felling, etc. Building a stonecutter on land that has good stone potential will see better returns. For buildings which generate materials, potential is used to determine the quality mix of the materials. Low potential will yield cheap materials (though in larger quantities) while a high potential will yield smaller quantities of more expensive materials Potential also applies to agricultural land, and stability (which controls how fast a building needs repairs).
Each of stone and wood has three different types. The mix of stone or wood a building produces depends on the building's economic power. Higher economic power skews towards the more expensive types of each. Keep this in mind since building requirements depend on role (basic residential buildings only need the cheapest basic wood type, while affluent residential buildings will also require some more expensive wood type) and on economic power, so it is possible that the market gets a glut of one type of wood and scarcity of another. A canny businessman will see the trends to know what to build.
New buildings have to be built close enough to existing resource generating buildings. For instance, if a new building requires some type of stone, it has to be built close enough to a stonecutter (such proximity rule is waived if building at the center of town, since there are no such building yet). The resource availability distance is the furthest away from a resource generating building that can be built without incurring extra labour cost for resource transportation. Beyond 16 times that distance, you cannot build at all without first building intermediate stonecutters or sawmills.
Roads
Roads are simple building types meant to link other flags. They provide bonuses to buildings
they touch, and get their own bonus from them. The more buildings a road connects, the higher
its return will be.
In order to connect to a building, a road must touch it flush. If the length of the connection
is smaller than 8 squares, the connection will be more fragile and the bonuses will fall.
Commercial buildings get more bonus if they have more connection length with the road, up to
20 tiles, since window browsing space attracts more customers. Affluent and luxury residential buildings get a
slightly better bonus if they're on the north side of the road, as the world is in the northern
hemisphere, so free space on the south side to let the sun through benefits them.
If the difference between a building's economic power and the road's economic power is larger
than 50%, then a connection will not be made, even if they two flags touch each other.
Different building types contribute more less to a road's shares, from 40% for agricultural
buildings to 150% for commercial buildings. Otherwise, the shares a building contributes to
a road is proportional to its area and economic power.
Roads spanning a gully can be used as bridges and thus get an extra bonus. If two or more
roads are close to one another, only the oldest one will get a bridge bonus. Bridges crossing
water get even more bonus.
Roads connecting to other roads get a bonus based on the surrounding roads' bonuses.
Different building types get more or less affected by road bonuses. Commercial buildings get
the most effect, while agricultural ones the least:
Role | Bonus |
Agricultural | 0% |
Craft | 110% |
Industrial | 50% |
Commercial | 150% |
Basic residential | 100% |
Affluent residential | 115% |
Luxury residential | 140% |
Military | 80% |
Cultural | 120% |
Stonecutter | 80% |
Sawmill | 80% |
Kiln | 80% |
Smelter | 80% |
Workforce | 80% |
Road | - |
Research | 85% |
Fishery | 30% |