Settlement Finder
Plan one location or search an area using the same city scenario. Open World Map · Find locations
City scenario
Choose a location, reserve food support, then plan military production.
Scenario estimate — defaults are examples, not your town’s imported settings.
Choose a location and calculate a scenario.
Find locations
Uses the city scenario above, including claim radius, military role, food target and budgets. Single-location tile exclusions are not applied to an area search.
Centers must have a normal 25-plot resource total and positive food. Town clearance checks every current town, including those outside the boundary. It is a planning preference, not a guarantee of legal settlement or political permission.
Limited comparison — at most 100 eligible centers are selected by food rating, then distance. The planner evaluates those centers and displays up to 25 results. This is not a whole-world best-location ranking.
Set a search area, then search explicitly.
Ranked by estimated military bonus (highest first), then gold upkeep and distance (lowest first). All listed plans meet the scenario’s food target. Unknown modifiers receive no extra credit.
| Location | Terrain | Center food | Military % | Food % | RP / hr | Gold / hr | Each resource / hr | Slots | Distance | Unknown modifiers |
|---|
Open a location to inspect its claims with the same scenario settings. These are provisional estimates over a frozen snapshot; sovereignty ownership and live NPC occupancy are unverified. Nearby results may compete for the same tiles and are alternatives, not a combined settlement plan.
Proposed claims
Select a tile to exclude or include it, then recalculate. North is up; each cell shows its symbol, X, then Y.
- F Food
- M Military
- C Center
- × Excluded / restricted
An unmarked tile is not confirmed available.
| Tile | Terrain | Use / level | Food % | Military % | RP / hr | Gold / hr | Each resource / hr |
|---|
Before using this plan
How this estimate works
Provisional community rules · Model qm-sov-estimate-1
Calculation rules
- Research / hour
- 10 × claim level × distance
- Gold / hour
- 100 × claim level × distance
- Food bonus (%)
- Tile food × building level ÷ 5
- Military bonus (%)
- (5 + matching terrain modifier) × building level
Distance is rounded to two decimals. Claim and building levels are equal. No Chancery discount is applied.
Production structure upkeep
Hourly cost of each basic resource: wood, clay, iron and stone.
| Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Cost / hr | 150 | 300 | 600 | 1,200 | 2,400 |
Assumptions & limitations
- Existing claims
- Not preserved automatically. Exclude their tiles and subtract their costs and slots from your budgets.
- Unknown modifiers
- Add no extra bonus to the estimate. This does not mean the real modifier is zero.
- Shared limits
- Food and military claims use the same pool of tiles and building slots.
- Tile availability
- Water, special/restricted terrain and recorded neighboring towns are excluded conservatively. Live ownership and NPC occupancy are not verified.
- Planning method
- A food-first greedy estimate—not a maximum-tax solver or proof of optimality or feasibility.
Sources & attribution
- Conceptual inspiration
- Norris A.’s scannerIndependently implemented; no code or assets reused.
- Game mechanics
- Hávi’s sovereignty notes
Illyriad Institute guide - Terrain modifiers
- Quartermaster’s August community catalogVerification pending.