Town Projects in New World are a progression mechanic involving Settlements and their upgrades. Town Projects play a key role in improving the lives of Faction members residing within a territory and its settlement by providing access to better facilities, defenses, quality of life improvements and bonuses to combat and non-combat activities within the territory. Town Projects comprise of a list of tasks that take a significant amount of effort and resources to complete, requiring contribution from entire communities to be successful. This page covers all aspects of Town Projects in New World.
New World Town Projects Overview
Town Projects are large-scale activities that players can work on together in order to upgrade their Settlement and its facilities. A town project can be started by the territory's Governor or their Consuls, after which any player in the controlling faction can contribute by completing special tasks. These tasks include gathering a number of resources, crafting a number of certain items, as well as culling the population of certain wildlife and monsters. These tasks can award players with experience points and loot but the primary reward is progress towards the current project's completion. Town projects also play an important role in Territorial Control as many projects help bolster a settlement's defenses including the use of better materials for fortifications, upgrades to a settlement's defensive arsenal for use during sieges and contributions to the settlement's overall level. The higher level a settlement is, the harder it is to break the controlling faction's influence on the territory. In the event of a successful War declaration, higher level settlements that have completed many town projects will have access to more advanced defensive weaponry, making it easier for them to retain control.
Town Projects can be started only by the Governor or Consuls from the Territory Planning Board. There are four categories of Town Projects available: Upgrade Settlement, Upgrade Fort, Improve Lifestyle and War Preparation. There can only be one project active from each category at any one time and starting a new project within a category while another is still active will immediately cancel that ongoing project, forgoing any progress made thus far. Once a project has been selected, the Governor or Consul must pay a small project initiation fee which varies from project to project. This fee can be paid directly from the Governor or Consul's personal wallet or the Company's wallet.
Once a project has been activated, players can view the currently active projects from the Town Projects menu. Each active project will have its own progress bar which is shared between all members of the controlling Faction, and a set of three tasks that the player can take on. Each task will grant a certain number of points towards the project's progress bar as well as some gold for the player's efforts. Once the progress bar is filled, the project is complete and the upgrade will commence. Available Tasks are refreshed every 30 minutes and players can freely abandon any tasks they do not wish to complete.
New World Town Projects by Category
Upgrade Settlement
The Upgrade Settlement category deals primarily with facilities used by the Crafting and Refining Trade Skills. Note that this category is designated by a different name depending on your settlement's tier level:
- Tier 1 is known as a Hamlet
- Tier 2 is known as a Village
- Tier 3 is known as a Town
- Tier 4 is known as a City
- Tier 5 is known as a Capitol
Your settlement's tier level is determined by your overall settlement upgrade levels. Similarly, each Crafting and Refining station can be upgraded from tier 1 to 5, with each tier allowing for a wider variety of items to craft or refine. See the Trade Skills page for details on each trade skill, the items that can be created through them, as well as recipes and their tier level requirements.
Each crafting or refining station's tier upgrade counts as one active town project of this category. The following table details each upgrade project, the fees required to initiate them and the progress points required to complete them:
Station Type | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||||
Gold | Progress Points | Gold | Progress Points | Gold | Progress Points | Gold | Progress Points | |
Forge | 100 | |||||||
Outfitting Station | 100 | |||||||
Workshop | 100 | |||||||
Arcane Repository | 100 | |||||||
Kitchen | 100 | |||||||
Woodshop | 100 | |||||||
Tannery | 100 | |||||||
Loom | 100 | |||||||
Smelter | 100 | |||||||
Stonecutting Table | 100 |
Upgrade Fort
The Upgrade Fort category deals with the Territory Forts, which is the major point of defense for the territory and is the key objective during a War. Upgrading your Fort allows you to set up Siege Weapon emplacements around the fort. Note that this category is designated with a different name depending on your fort's tier level:
- Tier 1 is known as a Fort
- Tier 2 is known as a Bastion
- Tier 3 is known as a Keep
- Tier 4 is known as a Castle
- Tier 5 is known as a Citadel
Your Fort's tier level is determined by your overall Fort's facility upgrade levels. Each facility can be upgraded to Tier 3 to improve their effects. There are upgrades for each type of Siege Weapon, which receive improved damage and effectiveness with each upgrade tier. Another type of upgrade that can be performed is for the Emplacement Points, allowing for the placement of more Siege Weapons around the Fort. There are also upgrades for the Gates, improving their integrity and allowing them to take more damage before being destroyed during a siege.
Each siege weapon or fortification's tier upgrade counts as one active town project of this category. The following table details each upgrade project, the fees required to initiate them and the progress points required to complete them:
Upgrade Type | Tier 2 | Tier 3 | ||
Coin | Progress Points | Coin | Progress Points | |
Gates | 500 | 3,000 | 10,000 | 3,000 |
Emplacement Points | 500 | 3,000 | 10,000 | 3,000 |
Repeaters | 500 | 3,000 | 10,000 | 3,000 |
Burning Oil Vat | 500 | 3,000 | 10,000 | 3,000 |
Warhorns | 500 | 3,000 | 10,000 | 3,000 |
Explosives | 500 | 3,000 | 10,000 | 3,000 |
Ballista | 500 | 3,000 | 10,000 | 3,000 |
Improve Lifestyle
The Improve Lifestyle category allows for the activation of several Lifestyle Buffs providing bonuses to Gathering, Crafting or Combat within the Territory. Upon completion, these buffs remain active for a certain time period and once they run out, the project will need to be initiated again in order to regain the benefits of the buffs. Note that these buffs only apply to residents of the Settlement that activates them. Residents are players who have purchased a House within a settlement.
Each buff counts as one active town project of this category. The following table details each buff, their effects, the fees required to initiate them and the progress points required to complete them:
Buff | Effects | Gold Cost | Progress Points |
Gathering Buffs | |||
Lumberjack's Spirit | Increases Logging Quantity by 20% for 3 days. | 15,000 | |
Farmer's Harvest | Increase Harvest Quantity by 20% for 3 days. | 15,000 | |
Miner's Resolve | Increase Mining Quantity by 20% for 3 days. | 15,000 | |
Hunter's Bounty | Increase Skinning Quantity by 20% for 3 days. | 15,000 |
Buff | Effects | Gold Cost | Progress Points |
Crafting Buffs | |||
Weaponsmith's Temperament | Increase base Weaponsmithing Gear Score upon Craft for 3 days. | 15,000 | |
Engineer's Patience | Increase base Engineering Gear Score upon Craft for 3 days. | 15,000 | |
Armorer's Inspiration | Increase base Armoring Gear Score upon Craft for 3 days. | 15,000 | |
Chef's Passion | Increase the chance of getting additional meals when Cooking for 3 days. | 15,000 | |
Arcanist's Wisdom | Increase base Arcana Gear Score upon Craft for 3 days. | 15,000 |
Buff | Effects | Gold Cost | Progress Points |
Combat Buffs | |||
Arcane Blessing | Increase Corrupted damage absorption by 20% for 3 days. | 15,000 | |
Hale and Hearty | Increase base HP by 10% for 3 days. | 15,000 | |
Stalwart | Increase Defense Recovery by 20% for 3 days. | 15,000 |
War Preparation