World Events

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World Events as "!"

Overview

World Events are special opportunities for Viceroys to improve their caravans. They are revealed on the map once the Fog of War is lifted and Viceroys come into range of them. Most World Events provide two or three options to solve them. Some World Events require meta resources to solve, while others require you to complete a settlement under certain conditions.



World Events and their Details

Unless otherwise stated, Consequences and Rewards last the duration of the current cycle.
Goods and villagers are gained/lost at the start of all settlements in the cycle. Current effects can be seen in the bottom left of the World Map screen and in the Conditions and Caravans tabs of the embark screen. Goods can be seen when hovering over the Base Goods in a caravan, and effects on villager count will affect the size of all starting caravans.
Requirements that include winning a game require making a successful settlement that fulfills the other requirements on the tile with the World Event.

The results screen at the end of a game shows a summary of the attempted World Event - whether it was completed or failed (plus the details like time and the exact objective numbers).

Event Option
Requirement
Option
Rewards

Bankrupt Trader
Deliver 100 Amber Amber and win before year 11 starts Gain 1 villager
Deliver 250 Amber Amber and win before year 9 starts Gain 3 villagers

Black Amber Syndicate*
Pay 40 Amber Amber before year 6, or 4 villagers will be kidnapped. Expires after 2 successful settlements. Active ability Syndicate Trader: summon trader Vael to the settlement (5 uses)
No requirements Dullahan's Legacy: Traders offer Mystery Boxes instead of the usual blueprints and Perks

Blight-Ridden Viceroy
Win with the Blight-Ridden Viceroy effect (2 Blightrot Cysts appear for each 45 raw or complex food produced) Gain 20 Pipes Pipes
Lose a Tarnished Necklace Gain a Zitan Box (each of your settlements this cycle receives a delivery of random goods/perks at the start of Clearance year 2)

Brass Order Engineers
Pay 10 Machinery Gain 25 Food Stockpiles
Win before year 10 ends with 3 Hearths upgraded to District Level (3) Gain 20 Crystalized Dew Crystalized Dew

Catastrophic Experiment*
Win after detonating a Blight Bomb Fuel Rods: Field Engineering Station blueprint + Fuel Rods Fuel Rods recipe for 3 settlements
Lose 1 villager Mining Automatons: One slot in all Mines will be occupied by an automaton

Cloaked Wanderer
Win with 3 Blood Flowers (your settlement starts with a Blood Flower clone and you must have at least 3 Blood Flower clones in your settlement when you win) Gain the Flame Altar Blueprint for the next 3 games
Become cursed for 2 games
(8 villagers die at the start of Year 8)
Gain 10 Seal Fragments

Commenda Contract
Win a game before Year 8 ends, with 150 Amber Amber earned from Trade Routes Gain 10 Amber Amber and 3 Parts Parts

Crashed Airship
Win before Year 9 starts, after delivering 25 Enriched Fuel produced using the Field Engineering Station Gain 10 Bricks Bricks and 30 Flour Flour
Win without starting fuel (all Wood Wood, Coal Coal, Oil Oil, and Sea Marrow Sea Marrow are removed at the start of the game) Guild's Sigil: Traders arrive 25% Faster and their Perks and Blueprints costs 25% less for the next 3 games

Fire Moths
Lose 1 villager Gain 6 Parts Parts
Gain 50/75/100/150 Hostility (scales with difficulty). For every 90 seconds of Sacrificing, a villager dies. Expires after 1 successful game Gain 3 Wildfire Essence Wildfire Essence and 30 Oil Oil

First Dawn Company Caravan
Lose 20 Coal Coal Gain 2 villagers
Lose 35 Food Stockpiles Gain 30 Grain Grain

First Elder
Win before year 7 ends, after fulfilling 200 Services Needs Gain 12 Pack of Provisions Pack of Provisions
Win after discovering 2 Dangerous or Forbidden Glades in year 1 The Elder's Cat: Gain +2 Global Resolve and +5% chance of producing double yields for the next 3 settlements

Followers of the Forsaken Gods
Lose 2 villagers Gain 5 Seal Fragments and 4 Reserve Embarkation Points
Win before Year 8 ends with 10 dead villagers Gain 25 Mushrooms Mushrooms and
5 Reserve Embarkation Points

Forsaken Town
Complete a mismanaged settlement (partially built town that starts in drizzle, year 3 with pre-selected Blueprints, Cornerstones, and discovered Glades) Gain 20 meta resources
Possible meta resource rewards include Artifacts and Machinery
Complete a deteriorated settlement (partially built town that starts in clearance, year 3 with pre-selected Blueprints, Cornerstones, discovered Glades, and badly-handled Glade Events) Gain 25 Resources and 20 meta resources
Possible resource rewards include Algae Algae, Clay Clay, Dye Dye, Leather Leather, Plant Fiber Plant Fiber Salt Salt
Possible meta resource rewards include Artifacts and Machinery
Complete a deteriorated settlement (partially built town that starts in clearance, year 3 with pre-selected Blueprints, Cornerstones, discovered Glades, and badly-handled Glade Events)
This option is not always available
Gain a Tarnished Necklace

The Gambler
Playing with Feelings: Win with a random species favored each season Gain 30 Pottery Pottery and 20 Boots Boots
Insane Gamble: Win with 65% increased Impatience speed. Lose 5 Seal Fragments if you fail Gain 10 Seal Fragments

Ghost Town
Win before year 8 ends, after attacking traders 3 times New Terms: The Impatience cost of calling traders early is decreased by 0.25
Win after completing the Spectral Treasure Stag event (Treasure Stag appears in furthest valid Dangerous/Forbidden glade, stays for 30 minutes) Gain 10 Fabric Fabric

Hanged Viceroy
Win with nobody leaving or exiled.
They can still die.
Gain 2 villagers
The People's Vengeance: Resolve drops 300% faster for the next 2 games Iron Medal: Gain an additional Cornerstone reroll

Obsidian Loremaster
Win after completing 2 Forbidden Glade Events Gain 20 Vegetables Vegetables and
10 Planks Planks

Shelled Mosquito Nest
Lose 20 Eggs Eggs Gain 5 Seal Fragments
Roaming Swarm: Win with NO Orders and 50% slower trader arrival speed. Gain 4 Reserve Embarkation Points and
40 Insects Insects

Roaming Fishmen Tribe
Lose 30 Food Stockpiles Gain 15 Artifacts
Lose 30 Food Stockpiles Gain 15 Machinery

Sadrath the Wise
Lose 10 Artifacts A chosen World Map Modifier will appear
Lose 10 Artifacts Gain 40 Food Stockpiles

Somber Procession
Open no more than 1 Dangerous or Forbidden Glade Gain 10 Tools Tools and 20 Stone Stone
Win after completing the Funeral Feast event (build a Feast Hall and complete three stages of the funeral feast) Gain the Feast Hall Blueprint for the next 3 games

Storm Ant Column
Start the game without any food. Gain 20 Amber Amber

Stormbird Egg
Stormbird's Cry: -2 Resolve during the storm for the next 2 games Gain 30 Eggs Eggs
Lose 5 Seal Fragments Petrified Egg: +15% Global Production Speed

Tree Grazer*
Win with a Tree Grazer in the settlement (it eats 1 tree every 20 seconds. Opens a maximum of 10 glades) Active ability Rainpunk Shredder: an automaton will occupy 1 worker slot in all Woodcutters' Camps in the current settlement
Win with 2 Dangerous and 2-3 Small Glades open from the start. Upgraded Woodcutting: Woodcutters' Camps can be upgraded for the next 3 settlements.

Wandering Eremite
Lose 5 years The Eremite's Way: Blueprint rerolls cost 10 less Amber Amber for 3 games
Pay 25 Food Stockpiles Gain 5 Seal Fragments

* Nightwatchers DLC exclusive event