By Land - Maps, Properties, and Settlements in the EGS

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By Land - Maps, Properties, and Settlements in the EGS

Master Index
About Properties
About Settlements
Transaction Reporting Web Form
Property License Web Form

Our Dynamic World
The starting maps are not the final maps! There is much more to discover in this world. For this reason the maps will change as new voyages of discovery are waged, accidental discoveries are made, and New World peoples reveal their geographic knowledge.
There is the Old World and the New World, but it is theorized that many continents and islands lay in the unknown, and all of them may hold treasure.

This is the current known world:

39755399861_171f2ff54d_c.jpgSouthern Halos by skaforhire, on Flickr







Local Maps

Sea of Storms Region:
An Holli
An Toli
Tiberia (with grid)
Le Bellan (with grid)

Terraversa Sea Region:
Berelli (with grid)
The Nest of Thieves (with grid)
Torrach Bonn
Ile de Zeus
Isla del Diablo

Sea of Thieves Region:
Sea of Thieves Map, with all islands marked.

Prio Sea Region:
Overall Map of the Prio Sea Region

Prio Sea Political Map

New Haven Sea Region:
Overall Map of the New Haven Sea Region

New Haven Sea Political Map

Check out the Settlement Index for more maps and location specifications.

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About Properties

Each faction controls territory that it gains through conquest, treaty, discovery, and sometimes, through purchase. A member of that faction can safely establish “property” within its faction, and will not be susceptible to losing money in raids against their property.

Note: If a builder chooses to participate in BoBS outside of the game system, then these rules do not apply.

  • Builders can own certain types of property by paying the appropriate fee and building an appropriately sized MOC.
  • Property licensing primarily takes place in the New World. Properties may also now be licensed in the old world. See here for how to license in the old world.
  • If you build legally on another faction’s territory the government of the other faction is also able to seize your property (except in the case of forts, in which case a military engagement will have to be fought).
  • In the case of faction bonuses, license discounts are tied to the faction on whose land you build; yield bonuses, however, are tied to the faction to which the builder belongs. See 'Types of Properties' below for more details on specific bonuses.
  • Each type of property produces DBs (and with it PIPs).
  • A maximum of three land-based builds by any player can be licensed in a single month. In addition a fourth build may be licensed per month if it is part of a collaboration between two or more players. Excess builds may be licensed in future months. Participation in one royal collaboration per month does not count against this limit. Further details on license limits can be found here. Note that players are free to build as much as they like; these limits only apply to the licensing of properties.
  • Builders can buy small, medium, and large plots for their projects, each larger size increasing the yield of DBs earned each month.
  • When licensing property, you must back it up with an appropriately sized MOC, and then fill out the Property Webform.
  • Your first small property license, excluding forts and mines, is free.


  • There is an expectation that property builds licensed under the EGS will involve a minimum level of effort in both build and presentation. Allowances will be made for collection limitations and experience; however, leadership reserves the right to reject MOCs considered poor quality or undersized. Leadership judgement on quality will be final. The goal for EGS properties should always be for quality over quantity and poor quality builds to boost settlement values will not be accepted. 
  • Sizes on property charts are guidelines only. The only exception is unlimited plot sizes (Royal Properties) that have a minimum size of 100x100 or higher depending on the property type. Multiple builders are welcome to collaborate to reach larger footprints. We do not expect you to build squares, nor do we expect you to hit the exact limit and we allow for a pretty broad range of leeway. But of course, if we notice that a builder has built a MOC that is noticeably below his or her average, we reserve the right to reject builds or ask the builder to make changes.
  • 'Royal' Properties require submission to the Brethren Court for leadership approval before licensing.

Types of Properties

1) Residence:
A residence is where people live, and is not a place of production. Although some money is earned by keeping a residence, these are usually built for the prestige. The MOC should clearly show a dwelling of some sort.

Residence Cost Plot Size Yield per Month Special
Small 5DB 16x16 2DB  
Medium 25DB 32x32 3DB  
Large 50DB 48x48 5DB  
Royal Palace 300DB >100x100 15DB Charter required


2) Factory:
A factory is a production facility. It is where raw materials are brought to in order to produce a manufactured product. Factories can include, but are not limited to: Hides production, rum and beer distilleries, textile factories, etc. The MOC should clearly show a factory. Only factions or chartered organisations may apply for a 'Royal' licence.
Members of Corrington pay 10% less for licensing and earn 10% more on yield for any factory.

Factory Cost Plot Size Yield per Month Special
Small 25DB 16x16 5DB  
Medium 50DB 32x32 10DB  
Large 75DB 48x48 15DB  
Royal Factory 3000DB >100x100 100DB Charter required


3) Plantation:
A plantation is a piece of land that yields an agricultural bounty. Plantations can include, but are not limited to: Indigo, rice, sugar, cotton, cocoa, etc. The MOC should clearly show a plantation. Only factions or chartered organisations may apply for a 'Royal' licence.

Plantation Cost Plot Size Yield per Month Special
Small 25DB 32x32 5DB  
Medium 50DB 64x64 15DB  
Large 100DB 80x80 30DB  
Royal Plantation 3000DB >128x128 100DB Charter required


4) Mine:
A mine is a piece of land that yields mineral wealth. Mines may include the following: Silver, Gold, Copper, Salt, Rock Quarry, Mercury, Saltpeter, etc. Mines work a little different than the other businesses. After a builder determines they are going to stake a claim, they pay the “Set up cost” for a month. Then the builder should present a MOC of a mine being set up. After that point, it will be revealed what type of mineral they have struck. (This is predetermined by the leaders before an island becomes “known” to players.) The builder then must create a MOC to show the extraction of this material before they can collect its yield.

  • Stake a claim and pay the set up cost.
  • MOC the set up.
  • Then it will be revealed what kind of mineral you have struck.
  • Then build a MOC showing the extraction process.
  • Pay the license fee.
  • Then you can collect the yield.

Every month’s yield results in a certain percentage going to the empire the builder belongs to. (This is beyond regular taxation, and is often known as the royal fifth). This is not deducted from the monthly yield. Sea Rats do not pay these taxes unless they have a legal mine in a faction’s territory. Since mines are never within a settlement directly, they do not have plot sizes.

Mine Type Cost for License Set Up Cost Yield per Month Royal %
Gold 100DB 25DB 25DB 20%
Silver 100DB 25DB 20DB 20%
Copper 100DB 25DB 15DB 20%
Salt 75DB 25DB 10DB 10%
Rock Quarry 75DB 25DB 10DB 10%
Mercury 75DB 25DB 15DB 10%
Iron 75DB 25DB 15DB 10%
Coal 25DB 25DB 5DB -
Salpeter 25DB 25DB 5DB -


5) Artisan:
An artisan is a craftsman business, such as a blacksmith shop, tanner, barrel maker, etc. Services, such as taverns, are included in this category. The MOC should clearly show an artisan’s shop. Only factions or chartered organisations may apply for a 'Royal' licence.
Sea Rats earn an extra 30% yield on Artisan businesses.

Artisan Cost Plot Size Yield per Month Special
Small 25DB 16x16 5DB  
Medium 50DB 32x32 10DB  
Large 75DB 48x48 15DB  
Royal Crafter Factory 3000DB >100x100 100DB Charter required


6) Commerce:
A commerce building is a place where money and goods are exchanged. These include market places, local exchanges, banks, etc. The MOC should clearly show some type of commerce. Only factions or chartered organisations may apply for a 'Royal' licence.
Eslandians pay 20% less for licensing and earn 20% more on yield.

Commerce Cost Plot Size Yield per Month Special
Small 25DB 16x16 5DB  
Medium 50DB 32x32 10DB  
Large 75DB 48x48 15DB  
Royal Bank 3000DB >100x100 100DB Charter required


7) Education:
This is where the next generation is brought up! This category includes research buildings, lecture halls, libraries, etc. The MOC should clearly show a facility designed for educational purposes. Only factions or chartered organisations may apply for a 'Royal' licence.
Corries pay 20% less for licensing and earn 20% more on yield for any educational facility.

Education Cost Plot Size Yield per Month Special
Small 25DB 16x16 5DB  
Medium 50DB 32x32 10DB  
Large 75DB 48x48 15DB  
Royal University 3000DB >100x100 100DB Charter required


8) Art and Culture:
These include music halls, artist galleries, temples, statues, etc. The MOC should clearly be relevant to art or culture. Governmental buildings that do not clearly belong in some of the other categories (eg. a townhall, an embassy, or similar) are also included in the art and culture category. Only factions or chartered organisations may apply for a 'Royal' licence.
Oleanders pay 20% less for licensing and earn 20% more on yield for any Art and Culture property.

Art and Culture Cost Plot Size Yield per Month Special
Small 25DB 16x16 5DB  
Medium 75DB 48x48 15DB  
Large 150DB 64x64 40DB  
Royal Galery 3000DB >100x100 100DB Charter required


9) Forts:
Forts are defensive positions, and they protect from raids.

Except for Royal Fortresses - which each settlement can have only one of - there is no limit to what fortress sizes can be built in settlements. There is only a maximum number of forts allowed per settlement. This number is dependent on the settlement size: Hamlet - 1, Town - 2, Large Town - 3, City - 4, Large City - 5, Grand City - 6, Capital City - 7

Forts pay upkeep each MRCA turn. If that upkeep is not paid, the fort is "disabled" until upkeep has been paid.  There is no "backlog" of upkeep, the fort will be usable again the next turn that upkeep is paid for.

The original starting forts all pay upkeep, except for the SR. They are:

  • Eslandola:
    • Nova Terreli - one royal fortress
    • Bardo - two large fortresses
    • Weelond - two large fortresses
  • Oleon:
    • Breshaun - two large fortresses
    • Eltina - two large fortresses
  • Corrington:
    • Arlinsport - two large fortresses
  • Sea Rats:
    • Bastion - two large fortresses
    • Due to the special status of Bastion as the capital of the Sea Rats, who have no old world capital to retreat to, the three large forts of Bastion are upkeep free.

Fortress Size Construction Cost Upkeep per Month Plot Size Protection Radius Stats Special
Small 50DB 50DB 16x16 25 Miles G:2 H:5 C:8  
Medium 100DB 100DB 32x32 50 Miles G:5 H:10 C:20  
Large 300DB 200DB 64x64 75 Miles G:15 H:20 C: 40  
Royal 1000DB 600DB >100x100 150 Miles G: 50 H:60: C:150 Charter required, Limit: 1 per Settlement

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About Settlements

There are seven levels of settlement. A settlement advances in level once it surpasses the maximum number of properties completed in the settlement and has achieved parity (see below). Below are the settlement types and statistics:

Settlement Size Level Number of Properties Maximum Number of Fortresses Mayor's Pay Raid Worth in % of Town Bank Trade Value Modifier Militia Size by Crew Attribute Natural Settlement Growth Rate
Hamlet 1 <11 1 5DB 20% 90% 0 0
Town 2 11 - 30 2 10DB 30% 80% 0 0
Large Town 4 31 - 60 3 20DB 40% 70% 1 3%
City 8 61 - 100 4 35DB 50% 60% 2 4%
Large City 16 101 - 175 5 45DB 55% 50% 4 5%
Grand City 32 176 - 300 6 60DB 60% 40% 8 6%
Capital City 64 >300 7 70DB 70% 30% 16 7%


The table below notes how many properties are required for each settlement level.

Settlement Size Level Number of Properties Each Artisan, Residence, Commerce, Factory Properties Cultural Properties Educational Properties
Hamlet 1 <11 - - -
Town 2 11 - 30 - - -
Large Town 4 31 - 60 4 1 1
City 8 61 - 100 8 2 3
Large City 16 101 - 175 16 5 7
Grand City 32 176 - 300 32 7 10
Capital City 64 >300 64 10 15
  • The penalty for violating these rules is that the settlement cannot claim the next rank’s title, the fort maximums, or its level of mayoral pay. Its trade value and raid worth are always calculated by the number of properties it includes, regardless.


Trade Value:
Property size will be taken into account following this chart.

Type Value added to overall Trade Value Counts as how many Properties for Settlement Size
MOC, not licensed, not comparable to a licensed Property 2 0
Small Property or any unlicensed MOC similar to the Properties listed in the EGS 5 1
Medium Property licensed 10 2
Large Property licensed 15 3
Royal Property licensed 30 5
Prospecting Builds 0 0
Mines 10 2

Natural Town Growth Rate:
After a certain level, towns have attracted enough fame that they begin to grow on their own. Each month the towns amount of properties is multiplied by its modifier, the result, rounded to the nearest whole number, is the amount of new NPC properties that are added to the town. These properties are always considered residences.
The growth rate can be affected by different modifiers that happen through the story or special skills earned.

Mayors and Civil Servants:

  • Every settlement has a mayor.
  • A builder can only be the mayor of one city, even if he/she has multiple characters - only one salary! This does not mean that a builder cannot establish multiple settlements.

Squatter Settlements:

  • A player can establish a colony (and then charge others to build property on their lands) or a piece of individual property anywhere in unclaimed lands.
  • Squatters control the rules of the town/colony, but the above chart on settlement size still applies.
  • If a nation expands its territory into the region where a squatting colony or property is, the owner may lose control (or have to fight for their property via the small conflict rules).
  • Squatter colonies only pay half of a license fee, except in the case of forts (see below).
  • A squatting colony can become an official colony of a faction through the proper process.
  • Pirate colonies of any size always have the ability to fight an aggressive nation trying to establish dominance over them.

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