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Folklands›Events›OUR TOWNSFOLK HAVE DEVELOPED EXPENSIVE TASTES
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OUR TOWNSFOLK HAVE DEVELOPED EXPENSIVE TASTES

Folklands · published 3 days ago

All eventsPlayers around this dateRead on Steam

Growing a settlement is one thing - keeping everyone happy is a whole other ball game.

As your Folk-land grows, so do the expectations of the people living in your settlement. Food and shelter will get you started and keep everybody happy in the beginning and after a while your Villagers will add some challenges - but it's your Townsfolk that will make you struggle.

They want the good stuff.

With Folklands 1.0, we've expanded the late-game economy with five new production chains: Wine, Cider, Oil, Meat and Jewelry, alongside new Luxury and Entertainment needs.

That means more buildings, more goods to produce and, naturally, more things that can go wrong when one part of your economy falls behind.

The challenge in Folklands has always been keeping your settlement in balance as it grows. More Folks means more workers and more opportunities, but it also means more mouths to feed, more homes to build and increasingly more demanding needs to fulfill.

And all those new production chains need space.

Farms don't build themselves, orchards need land, and your newest production buildings still have to fit somewhere between everything you've already built. Before long, that nice compact settlement you started with has spread considerably further than you planned.

Some of the new goods also depend on resources that aren't quite as convenient to find.

Gold and diamonds can only be discovered in snowy regions, giving you another reason to explore beyond your immediate surroundings. But raiders know this, and will often occupy the best spots.

We wanted finding these resources to have some of that same little rush we always loved in the classic Settlers games: sending people out into the unknown and waiting to see what useful resources they uncover.

"Oh, there's gold over there?"

Well... time to figure out how we're getting there.

Of course, expensive tastes aren't all bad news.

Wine, cider, jewelry and the rest of your growing economy also create some excellent trade opportunities. A settlement that produces more valuable goods has more options for trading with other kingdoms and, later on, other players.

So while your Townsfolk may be getting more difficult to please, they're also pushing your settlement toward a much larger and more interesting economy.

Keeping everyone happy?

That's your problem.

Tomorrow?

HOW FOUR GUYS ENDED UP MAKING FOLKLANDS

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Community7 Sep 2026YOUR NEIGHBOR HAS OIL - YOU HAVE WINE. FIGURE IT OUT.As your settlement gets larger, trying to produce absolutely everything yourself can start becoming a bit of a problem - maybe your map has plenty of Oil, but not much good land for Wine. Maybe your friend settled somewhere with exactly the opposite problem. With 1.0 we're adding a global market , which lets you buy and sell goods instead of having to build every production chain yourself. That…Community6 Sep 2026HOW FOUR GUYS ENDED UP MAKING FOLKLANDSWe're a team of three brothers and one very close friend who is basically a fourth brother, and we originally started making games for a pretty simple reason: we like playing games together. Our first project was a deckbuilder - starting off an idea one of the brother had for a movie. We worked on it on and off for around ten years - both digital and physical - before one of us finally asked a…Community4 Sep 2026GOOD LAND IS GETTING HARDER TO FINDYesterday, we said Folklands 1.0 means More Folk. More Lands. There is, unfortunately, a small problem with the second part: The good land isn't always where you want it to be! As your settlement grows, each new tier brings new buildings, new opportunities, and new demands on your economy. As your settlement grows, so does the need to expand - farms need more space, production buildings need mo…