Laws & Edicts

Every settlement chooses its own customs. Edicts are permanent decisions that shape how your town works.

What Are Edicts?

Edicts are settlement-wide policies, purchased once from the Town Hall using stockpiled resources. They don't expire and don't require upkeep — once passed, the effect is always active. Edicts can be repealed later from the Book of Laws, but doing so carries a happiness cost across the whole settlement. Decisions have weight.

Open the Book of Laws from the Town Hall panel to see what's available, what it costs, and what each edict does. Some edicts require others to be passed first.

Note: The Town Hall must be built and staffed before you can pass edicts. A Town Hall without a worker produces no knowledge either — keep it staffed.

What Edicts Can Do

Edicts fall into a few broad categories depending on what aspect of your settlement they affect:

Production and crafting

Some edicts increase the output of all your workshops by a percentage, make buildings work faster, or reduce how much fuel your homes burn. If your economy is bottlenecked on a specific resource, there may be an edict that helps.

Movement and logistics

Edicts can increase how fast your villagers move — which indirectly speeds up deliveries, construction, and everything that depends on people walking from one place to another. Combined with a good road network, movement edicts compound nicely.

Construction

Some edicts reduce the material cost of building construction, or speed up how quickly your villagers raise a new structure. Useful when you're expanding rapidly.

Immigration

Edicts can increase how many immigrants arrive in each group or how frequently groups come. If your population is growing slowly, immigration edicts can accelerate it significantly.

Health and wellbeing

Certain edicts slow down health decay or reduce how quickly villagers need sleep. These are subtle but valuable — a healthier population is a harder-to-kill population.

Work and skills

Some edicts increase how quickly villagers gain job experience, which speeds up the road to Master-tier workers and the production bonuses that come with them.

Trade

Barter edicts improve the value of what you offer when trading with the travelling merchant — getting more in return for the same goods.

Edict Chains

Some edicts act as prerequisites for others, forming short chains. You may need to pass a foundational policy before an advanced version becomes available. Check the Book of Laws panel for the full dependency map.

Tips for New Players