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Towns: acquire & upgrade

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Land has two verbs. ACQUIRE takes an unclaimed town next to yours. UPGRADE raises a town you already hold by one level. You cannot build here: a town comes with a fixed set of buildings, and you either take more towns or make the ones you have bigger.

How you use it

Acquire

  1. Unclaimed towns next to your turf have a ? mark on the map. Click one.
  2. The card shows the town's BUILDINGS (marked "fixed") and WOULD MAKE: the cash, Influence and soldiers the set would earn, before grip.
  3. Under Establish a foothold here. you see the price and the number of days. Press ACQUIRE. You pay the full price now, and the claim joins your expansion queue.
  4. Queued towns show their place number on the map. The claim being worked shows a ring and the time left. When it finishes, you get the toast " is yours."

Upgrade

  1. On your own town's card, UPGRADE TO LV n · $price · nD is the gold button in the BUILDINGS header. The town level shows as LV n on the YOUR TURF strip.
  2. Press it. You pay now, and the button changes to UPGRADING · nD. When it finishes, every building in the town works at the new level.
  3. When the town is maxed out, the button reads TOP LEVEL.

OUTFIT → TOWNS lists every town you hold, one row each: level, cash per day, Influence, soldiers and manager. The detail panel has the same UPGRADE button and the buildings grouped by kind. Below the towns, Claims under way has a CANCEL CLAIM button on each claim.

How it works

Acquire

Rule Live
Target Only an unclaimed live town (owner neutral, not civic). Expansion never takes another outfit's land
Connection The town must border your territory, or a town earlier in your queue
Payment Full price when you queue. Not enough cash. Queued claims are paid upfront.
Price Set by N = towns you hold (your home counts) plus claims already queued. With one town, your first claim is N = 1. Queuing several at once gives no discount
One at a time Only the first claim in the queue counts down. The rest wait their turn, already paid
Landing The town transfers through the normal ownership door, and grip starts at 0
Reorder ↑ / ↓ on the queue. The active claim stays first. Cancel it to change direction.
Cancel Refund = price × days left ÷ total days. A claim that has not started yet gets everything back
Beaten to it If another outfit takes a queued town first, you get a full refund and a text: " texts: is ours. Too slow."
AI Uses the same door, the same prices and the same queue. It keeps a cash reserve on top of the price

Upgrade

Rule Live
What climbs The whole town, one level, and every building in it with it. There is no per-building upgrade in this mode
Effect One level doubles every per-day number of a building
Price A flat fee set by the town's current level. What stands in the town and how many towns you hold do not change it
Time Grows with the level (see the numbers below). The town keeps working at its old level until the upgrade lands
One at a time One upgrade per town. A second press reads Already going up.
Cap Level 4 is the top. Research does not cap the town level
Refusals Not our land. · Already going up. · At the top level. · Needs $N.

Grip after a claim

A new town starts at 0 grip and earns less until grip settles. WOULD MAKE shows what the town earns before grip.

Numbers (all TEMP)

Number Value Where
Claim price at N = 1 / 2 / 3 / 4 $2,000 / $3,500 / $5,000 / $7,000 foundation.claim_ladder
Claim price after the ladder $7,000 + $2,500 × (N − 4)^1.0566, rounded to $50: N = 5 $9,500 · 6 $12,200 · 7 $15,000 foundation.claim_cash / claim_cash_step, settlement_economy.claim_cash_growth
Claim time 10 days settlement_economy.claim_days
AI cash reserve on top of a claim $600 peaceful_expansion.ai_reserve_cash
Town upgrade price: LV 1→2 / 2→3 / 3→4 $7,000 / $9,500 / $12,200 foundation.town_upgrade_cash
Town upgrade time 20 days × current level (20 / 40 / 60) foundation.upgrade_days
Top town level 4 foundation.max_building_level, base_building_cap
Level multiplier ×2 per level above 1 foundation.level_mult
Grip gain per day 1.5 (4.0 in a town where one of your people stands with his following) foundation.control_gain_per_day / control_gain_anchor
Spawn set Base buildings only; about 1 town in 15 keeps one special foundation.set_base_only, set_rare_special_one_in

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Two land verbs: ACQUIRE and UPGRADE A BUILD verb or catalogue on a fixed-set town
Claims paid upfront, worked one at a time Paying a claim as it starts (the older non-settlement mode)
Whole-town upgrade at a flat fee by level Per-building upgrades, or a price that grows with towns held
No research cap on town level Research "Town" nodes gating upgrades
Price ladder by towns held plus queued Price from the town's slot count (older mode)
The landing toast still says "Build using its local slots." even though there is no BUILD verb in this mode