Drezen is a spreadsheet: the settlement layer in numbers
Counted from staging/by-folder/Kingdom.jsonl (1,170 kingdom-layer
rows) — build 20212986, patch 2.7.0x.
The crusade's town-building half is a compact, fully data-driven economy: 10 regions, 29 settlements, 59 building types. Here is what the blueprints say about running it.
The three currencies
Every building prices in the kingdom's three resources:
| Resource | Cost range | |---|---:| | Finances | 100 – 10,000 | | Materials | 25 – 2,500 | | Favors | 0 – 200 |
Construction takes 2 to 7 days, gated by settlement tier: 23 buildings unlock at Villages, 31 at Towns, and just 5 require a City — the top tier holds the crown jewels.
Footprints and producers
49 of the 59 buildings occupy a single slot (1×1); ten take a 2×2 footprint. And despite the economy framing, only 2 buildings produce resources per turn at the blueprint level — the kingdom's income comes overwhelmingly from events and projects, not from buildings you plant.
The upgrade system that isn't
Every building blueprint carries an m_UpgradesTo field. In
Kingmaker, buildings upgraded into better versions. In WotR's data,
the field is null on all 59 buildings — zero upgrade chains exist.
Whatever upgrade UI survived the port points at nothing; "upgrading" a
WotR building actually means demolishing and building its successor as
a separate entry.
The resolver doesn't cheat
One more clean answer from this layer: every one of the 358 kingdom
project blueprints sets AICanCheat: false. The field exists; the AI
never uses it. When a rank-up roll goes wrong, that's the dice — the
data says so.
Sources
staging/by-folder/Kingdom.jsonl— all 1,170 kingdom-layer rows, including every building's costs, tiers, footprints, and stat changes.- Build: 20212986 (patch 2.7.0x).