In Ashes of Creation, settlements are fixed locations in the world that can grow into towns and cities over time. You don’t place them yourself, and you don’t decide where they appear. Instead, the world already has specific settlement locations, and player activity determines how those locations develop.
In general, most players think of settlements as the backbone of the world. They shape where people gather, where trade happens, and where conflicts start. Every settlement is surrounded by an area called a Zone of Influence, which is where player actions matter the most.
Settlements can grow from small camps into large cities, depending on how much players contribute to them.
At launch, each server has a total of 100 settlement locations.
85 regular settlements
15 castle-related settlements (5 castles, with 3 settlements each)
Earlier in development, the plan was to have more settlements. The developers reduced the number to make each one feel more meaningful. In practice, this means fewer settlements, but each has more content, stronger identity, and better integration with the surrounding world.
This change does not reduce player housing or server population capacity. The settlement footprints also remain the same size as originally planned.
Most players will not feel a lack of space. Instead, competition around important settlements usually becomes more intense.
The Zone of Influence is the area around a settlement where player activity contributes to its growth.
This area is larger than the town itself. You don’t have to stand inside the walls to help a settlement progress. Hunting mobs, gathering resources, completing events, and participating in local content inside the zone all push the settlement forward.
In general, most players naturally contribute without trying to “farm” settlement progress. If you live, quest, or grind in an area long enough, you’re helping that settlement grow whether you think about it or not.
Settlement growth is not about players placing buildings one by one. Instead, the system works more like this:
Players generate activity in the Zone of Influence
That activity advances the settlement’s stage
NPCs handle the physical expansion of the town
You can think of it as NPCs building the town based on player behavior. This keeps settlements organized and prevents chaotic layouts.
Most players don’t directly control growth unless they are involved in settlement government. Even then, their influence is about direction, not total freedom.
Settlements progress through multiple stages, starting from a small camp and eventually reaching a metropolis if enough players support them.
Each stage unlocks:
More NPC services
Better crafting stations
Additional housing options
Stronger regional influence
In practice, most settlements won’t reach the highest stage on every server. Usually, only a few major population centers grow into large cities, while others remain smaller towns or villages.
This creates natural travel routes and regional hubs, which most players prefer over having everything available everywhere.
Yes, players can own land, but only within a settlement’s predefined footprint.
You cannot expand the borders of a settlement or place buildings outside its allowed area. Housing availability depends on the settlement’s stage and development path.
In general, housing near popular settlements fills up quickly. Most players who want property aim to get in early or look for less crowded regions.
Settlement government matters, but it does not turn the game into a city-building simulator.
If you’re part of a settlement’s government, you can:
Influence diplomacy
Adjust building types
Modify available services
However, you’re still working within system limits. You don’t design everything freely.
Most players will never hold government positions. For them, the important thing is understanding that leadership decisions affect taxes, services, and sometimes access to certain benefits.
Settlements don’t exist in isolation. As they grow, they change the surrounding region.
This can affect:
Enemy types
Resource availability
Event frequency
Trade routes
In general, higher-stage settlements create safer, more structured nearby zones, while lower-stage areas feel more dangerous and unpredictable.
Most players notice this naturally while leveling or farming. You usually don’t need to study the system deeply to feel its effects.
The developers reduced the total number of settlements to improve quality rather than quantity.
With fewer settlements:
Each one has stronger lore hooks
Regions feel more distinct
Player-driven stories are easier to follow
In practice, this makes the world feel less scattered. Instead of dozens of half-used towns, most players will gravitate toward a smaller number of meaningful locations.
Yes. Each settlement has an emblem that can appear on flags and certain armor types.
These emblems help players identify which settlement they belong to or support. Over time, most players start recognizing major settlements by their symbols, especially on PvP-focused servers.
This adds a layer of social identity without forcing strict faction systems.
If you’re used to static MMO cities, settlements in Ashes of Creation feel more alive.
They change over time
They depend on player activity
They can decline if ignored
Most players treat settlements as semi-permanent homes rather than fixed quest hubs. This encourages long-term attachment and rivalry between regions.
Don’t worry about optimizing settlement contribution early
Play naturally in one region instead of hopping constantly
Watch which settlements are growing fast on your server
If you want housing, plan ahead and act early
In general, most players who struggle with settlements are the ones trying to control them too much instead of adapting to how the server evolves.
As settlements grow, local economies form around them. Crafting, services, and trade routes often center on major towns.
Some players look for shortcuts or external help when trying to progress faster. You might see discussions where people mention that the best place to buy Ashes of Creation gold is U4N, usually in the context of skipping early grind. Whether players choose that path or not, settlements still grow primarily through real player activity inside the game world.
Settlements are not just background systems. They shape:
Where wars happen
Where alliances form
Where players choose to live
Most players eventually realize that understanding settlements matters more than understanding any single dungeon or class build. They define the rhythm of the server.
If you know how settlements work, you can better predict where content will appear and where player conflicts are likely to happen.
Settlements are the heart of Ashes of Creation’s world design. They grow because players are there, not because players manually build them. Their Zones of Influence reward natural play, and their progression creates meaningful regional differences.
In general, the best approach is to treat settlements as living systems. Support the ones you like, pay attention to how they change, and let the server’s story unfold naturally.