# Small semi-self-sustaining Townforge community, 500 Coin

Accompanying video at: https://youtu.be/rKgoFbeVIYc
Game at              : http://townforge.net

This tutorial goes through the basics of setting up a small community
which is "balanced" in terms of it generating its own resources and,
if positioned correctly taking full advantage of terrain, will bring
in a very modest income sufficient to cover its own financing as well.
This financing specifically requires taking advantage of location,
placing buildings inside the influence of those of more affluent players.

More costly materials are not needed.  This configuration will get you
"bootstrapped", such that further experimentation becomes possible from
a stable economic base.

The basics are that:

* Sawmills produce wood and require heating, food and labour
* Stonecutters produce stone and also require the same
* Workforces produce labour and also require the same
* Agriculture produces food and requires labour to do so
* Basic Residential buildings produce income, and require heating and food

Balancing all these to "positive" is possible right from the start with
the exception of food, the condition being that a high EP (Economic Power)
Basic Residential should be placed, after considerable research as to
location and size, within the appropriate "influence" of other players.

The Workforce will however not bring in enough labour (a good chunk of it
as long as it is not used elsewhere) to both sow and harvest Agriculture,
without additional resources (additional buildings, or additional income
with which to buy the necessary labour).

Also utilised as external resources were other player's 150% roads
(150% because above that requires greater than 100% buildings, which
are obviously more costly to build), as well as locating a "Cliff"
for the Quarry.  These boost the productivity.  One Road was included
to demonstrate the point, as well as to link to the Quarry, otherwise
it would have been a choice between "either Cliff bonus or Road bonus
but not both".

## Resources (in and out) each tick

The configuration below resulted in the following resources per tick:

* 1381 pine
* 42 oak
* 825 sandstone
* 47 Granite
* 8549 labour
* 13 coin (from Basic Residential 270% EP)

It required (appx):

* 1.7 coin in "wages" and "taxes"
* 500 pine
* 140 sandstone
* 7088 labour
* 3700 food
* 3100 heating

Aside from food (which must be bought from Trading), this is self-funding,
and, due to the selection of the land for Stonecutter and Sawmill being
not entirely "black", produced Oak and Granite that can be either
stockpiled or sold to bring in additional income.

## Terrain

Ultimately it is your responsibility to research and balance these
factors and to pick locations with suitable quantities: *all* Terrain
factors are relevant.

* Sawmills early on should be looking for "low" Stone type (black).
  This will bring in the pine that you need, as long as the "quantity"
  is also high (white).
* Stonecutters should likewise be looking for sandstone (black)
* Geothermal is relevant for crops and in winter
* Stability affects repairs which are needed every tick

# Tips

* Research the terrain very carefully, first!  Pay attention to everything
  including stability and geothermal.
* Make especially sure to find the highest "quantity" (white) of wood and
  stone, with the lowest "type" (black) of each that you can find.
* If the town is busy don't expect to find everything in one place:
  spread them out but try not to if possible.
* At least try to keep the main community together (to get best terrain
  advantages and best use of other player's roads), but put the
  High EP Basic Residential where it is best located
* Read the Manual "influence" Matrix, carefully - https://townforge.net/manual/
* Buy all the land first: do not commit buildings to it
* Resize and reconfigure land as appropriate, get comfortable with it,
  and calculated and review the total heating and food carefully
* Make sure that land is exactly at the edge of roads!  Roads have an
  influence of "1": even one block apart you will not get the Road Bonus
* Buy all the resources (Trade) for *all* buildings, once the land plots
  are in place (still do not commit buildings)
* Finally commit all the buildings.
* Carefully review the food and heating requirements and buy enough
  resources (Pine for heating, Vegetables/grain for food, Sandstone
  for the Sawmill and Stonecutter) before "walking away" from the game.
  i.e. remember to think through how many "ticks" you will be away
  (360 blocks/tick, appx 1 minute per block = appx 6 real hours per tick)

# Building sizes, types, and configurations

## Basic Residential

2x 8x8 100% EP requiring appx:

* 128 sandstone
* 1280 pine
* 6200 labour

Cost: 5
Purpose: to be of benefit to Workplace

## Sawmill

1x 30x30 100% EP requring:

* 1800 sandstone
* 3600 pine
* 28800 labour

Cost: 25
Purpose: bring in primarily Pine for heating and use in later buildings

## Stonecutter

1x 27x44 100% EP requiring:

* 7200 sandstone
* 7200 pine
* 86000 labour

Cost: 84
Purpose: bring in primarily Sandstone for use in later buildings

## Workforce

1x 20x30 150% EP requiring:

* 2160 sandstone
* 6480 pine
* 43200 labour

Cost: 35
Purpose: generate labour for use in Agriculture, Stonecutter and Sawmill

## Agriculture

1x 65x64 100% requiring:

* 2080 sandstone
* 5000 pine
* 36600 labour

Cost: 33
Purpose: non-essential at an early phase, will become relevant in Spring

## Road

1x 12x40 road @ 130% EP requiring:

* 2750 sandstone
* 22000 labour

Cost: 26
Purpose: increase productivity of other buildings it connects to

## Income-generating Basic (near 270% road and others)

1x 47x19 270% EP

* 3900 sandstone
* 39000 pine
* 186000 labour

Cost: 137
Purpose: raise income
Income: 12 (if enough "Benefit" from location)