Module:OrdersData/Orders.json

From Against the Storm Official Wiki
Revision as of 04:30, 30 July 2025 by Anteprefix (talk | contribs) (Ver 1.7.2 Orders Data)
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id"[R] Ghost Assault Trader"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"TraderAssault"
amount"1"
icon"Icon_UI_OrderAttackTrader"
displayName"Attack a Trader"
description"Attack any trader."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Cut Trees"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NaturalResourceDepleted"
amount"100"
icon"Icon_UI_OrderCutTrees"
displayName"Fell Trees"
description"Fell 100 trees."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Decorations Aesthetics"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"DecorationTypeOwning"
amount"20"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 20 Aesthetics decorations."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Decorations Harmony"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"DecorationTypeOwning"
amount"15"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 15 Harmony decorations."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Discover DangGlades in Time"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades in Time"
description"Discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">) within 180 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Discover DangGlades"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Engines"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"EnginesConnected"
amount"5"
icon"Icon_UI_OrderInstallEngines"
displayName"Install Rain Engines"
description"Install at least 5 Rain Engines in production buildings."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Forbid Needs Beavers"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedsNotAllowedForTime"
amountnull
icon"Icon_UI_OrderForbidNeeds"
displayName"Forbid need fulfillment"
description"Forbid your villagers (Beavers) from fulfilling needs: Leisure, Education, Biscuits for 600 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Forbid Needs Foxes"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedsNotAllowedForTime"
amountnull
icon"Icon_UI_OrderForbidNeeds"
displayName"Forbid need fulfillment"
description"Forbid your villagers (Foxes) from fulfilling needs: Treatment, Religion, Porridge for 600 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Forbid Needs Harpies"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedsNotAllowedForTime"
amountnull
icon"Icon_UI_OrderForbidNeeds"
displayName"Forbid need fulfillment"
description"Forbid your villagers (Harpies) from fulfilling needs: Jerky, Coats, Treatment for 600 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Forbid Needs Humans"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedsNotAllowedForTime"
amountnull
icon"Icon_UI_OrderForbidNeeds"
displayName"Forbid need fulfillment"
description"Forbid your villagers (Humans) from fulfilling needs: Leisure, Religion, Coats for 600 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Forbid Needs Lizards"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedsNotAllowedForTime"
amountnull
icon"Icon_UI_OrderForbidNeeds"
displayName"Forbid need fulfillment"
description"Forbid your villagers (Lizards) from fulfilling needs: Brawling, Skewers, Jerky for 600 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Generate Cysts"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"CystsAmount"
amount"14"
icon"Icon_UI_OrderCysts"
displayName"Acquire Blightrot Cysts"
description"Have at least 14 Blightrot Cysts at the same time."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Hostility High"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"HostilityForTime"
amount"5"
icon"HUD_HostilityIcon"
displayName"Keep Hostility"
description"Keep the Hostility level at 5 or <b>higher</b> for 120 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Hostility Low"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"HostilityBelowForTime"
amount"1"
icon"HUD_HostilityIcon"
displayName"Avoid Hostility"
description"Keep the Hostility level at 1 or <b>below</b> for 120 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Housing Needs"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"NeedsCategorySatisfiedForTime"
amount"15"
icon"Icon_Need_HumanHousing"
displayName"Any Housing need fulfilled"
description"Have at least 15 villagers with a need from the Housing category fulfilled for 30 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost HUBs upgrade"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Disctrict"
displayName"District (Level 3)"
description"Have at least 2 Hearths upgraded to level: District (Level 3)."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Human Houses"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"10"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Keep Goods"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderConvertEvent"
displayName"Corruption"
description"Complete at least 1 events by making a decision: Corruption <sprite name=dec_corruption>."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Keep Villagers"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderWelcomePeople"
displayName"Empathy"
description"Complete at least 1 events by making a decision: Empathy <sprite name=dec_empathy>."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Leisure"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedServed"
amount"20"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Fulfill your villagers' need for leisure 20 times."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Luxury"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedServed"
amount"20"
icon"Icon_Need_Luxury"
displayName"Need for Luxury fulfilled"
description"Fulfill your villagers' need for luxury 20 times."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Rebuild Ruins"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_Order_GladeEvent"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Religion"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"NeedServed"
amount"20"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Fulfill your villagers' need for religion 20 times."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Remove Cysts"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"CystsRemoved"
amount"12"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 12 Blightrot Cysts."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Resolve Foxes"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 20 for 120 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Resolve Harpies"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 20 for 120 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Resolve Lizards"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 20 for 120 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Sacrifice Goods"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"GoodSacraficed"
amount"30"
icon"Icon_Resource_Oil"
displayName"Sacrifice Oil"
description"Sacrifice 30 Oil at the Ancient Hearth."
type"GoodSacraficed"
amount"30"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 30 Coal at the Ancient Hearth."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Salvage Ruins"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderConvertEvent"
displayName"Corruption"
description"Complete at least 1 events by making a decision: Corruption <sprite name=dec_corruption>."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Send Goods to Citadel"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolvedWithReward"
amount"2"
icon"Icon_UI_OrderSendGoods"
displayName"Loyalty"
description"Complete at least 2 events by making a decision: Loyalty <sprite name=dec_loyalty>."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Service Needs"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"NeedsCategorySatisfiedForTime"
amount"12"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Have at least 12 villagers with a need from the Services category fulfilled for 30 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Solve DangRelics"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Starve Beavers"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"StarvingVillagersAmount"
amount"8"
icon"Icon_UI_OrderStarve"
displayName"Starve Beavers"
description"Have at least 8 starving Beavers at the same time."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Starve Humans"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"StarvingVillagersAmount"
amount"8"
icon"Icon_UI_OrderStarve"
displayName"Starve Humans"
description"Have at least 8 starving Humans at the same time."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Trade Routes with Value Many"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 10 Amber each."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Trade Routes with Value"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"1"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 1 trade routes worth at least 20 Amber each."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Trade Routes"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"TradeRouteFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 4 trade routes."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Upgrade Houses"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"UpgradedBuildingOwned"
amount"4"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Frog House"
description"Upgrade 4 building(s) to level 2: Frog House. You can do this by selecting it and opening the upgrade tab in the building panel."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"[R] Ghost Use Water"
displayName">Missing key<"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"WaterUsed"
amount"150"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 150 units of rainwater (any type) in Rain Engines in production buildings."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Amber Transaction"
displayName"Crystal Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"80"
icon"Icon_Resource_Amber"
displayName"Deliver 80 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Ancient Tablets"
displayName"Forbidden Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicsResolvedInTime"
amount"2"
icon"Icon_UI_OrderForbiddenInTime"
displayName"Forbidden Glade Events Completed in Time"
description"Complete 2 Forbidden Glade Events with no more than 1200 seconds between them. Progress will reset if the time between completions exceeds the limit."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Caches"
displayName"Heart of the Forest"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send caches"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"CystsBurned"
displayName"Essence of Corruption"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"CystsBurnedInYear"
amount"20"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn cysts in a year"
description"Burn at least 20 Blightrot Cysts in one year (progress resets at the start of drizzle season)."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Deliver Packs"
displayName"Heart of Amber"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"12"
icon"Icon_Resource_Crops"
displayName"Deliver 12 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"12"
icon"Icon_Resource_Provisions"
displayName"Deliver 12 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"12"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 12 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Deliver Tools"
displayName"Metal Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"40"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 40 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"25"
icon"Icon_Resource_Pipes"
displayName"Deliver 25 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_Parts"
displayName"Deliver 10 Parts"
description"Rare items used for construction. Difficult to produce in this harsh environment."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Engines Connected"
displayName"Mechanical Heart"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"EnginesConnected"
amount"8"
icon"Icon_UI_OrderInstallEngines"
displayName"Install Rain Engines"
description"Install at least 8 Rain Engines in production buildings."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Needs Served"
displayName"Queen's Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"NeedsCategorySatisfiedForTime"
amount"25"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 25 villagers with a need from the Complex Food category fulfilled for 60 seconds."
type"NeedsCategorySatisfiedForTime"
amount"25"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Have at least 25 villagers with a need from the Services category fulfilled for 60 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Events"
displayName"Blood of the Stag"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"5"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 5 Reputation Points from: Events. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Resolve"
displayName"Mortal Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"5"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 5 Reputation Points from: Resolve. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Resolve"
displayName"Fire Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium, Hard"
logics
type"DynamicRaceResolveForTime"
amount"40"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 40 for 300 seconds"
type"DynamicRaceResolveForTime"
amount"35"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 35 for 300 seconds"
type"DynamicRaceResolveForTime"
amount"30"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 30 for 300 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Standing"
displayName"Golden Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"TradeTownStandingLeveledUp"
amount"3"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 2 with 3 settlements on trade routes."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Amber Transaction HIGH"
displayName"Crystal Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"100"
icon"Icon_Resource_Amber"
displayName"Deliver 100 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Ancient Tablets HIGH"
displayName"Forbidden Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicsResolvedInTime"
amount"2"
icon"Icon_UI_OrderForbiddenInTime"
displayName"Forbidden Glade Events Completed in Time"
description"Complete 2 Forbidden Glade Events with no more than 1000 seconds between them. Progress will reset if the time between completions exceeds the limit."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Caches HIGH"
displayName"Heart of the Forest"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicResolved"
amount"4"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send caches"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Deliver Packs HIGH"
displayName"Heart of Amber"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Deliver Tools HIGH"
displayName"Metal Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"50"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 50 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"30"
icon"Icon_Resource_Pipes"
displayName"Deliver 30 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
type"Good"
amount"12"
icon"Icon_Resource_Parts"
displayName"Deliver 12 Parts"
description"Rare items used for construction. Difficult to produce in this harsh environment."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Engines Connected HIGH"
displayName"Mechanical Heart"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"EnginesConnected"
amount"10"
icon"Icon_UI_OrderInstallEngines"
displayName"Install Rain Engines"
description"Install at least 10 Rain Engines in production buildings."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Needs Served HIGH"
displayName"Queen's Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"NeedsCategorySatisfiedForTime"
amount"25"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 25 villagers with a need from the Complex Food category fulfilled for 60 seconds."
type"NeedsCategorySatisfiedForTime"
amount"25"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Have at least 25 villagers with a need from the Services category fulfilled for 60 seconds."
type"NeedsCategorySatisfiedForTime"
amount"25"
icon"Icon_UI_OrderClothing"
displayName"Any Clothing need fulfilled"
description"Have at least 25 villagers with a need from the Clothing category fulfilled for 60 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Events HIGH"
displayName"Blood of the Stag"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"6"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 6 Reputation Points from: Events. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Resolve HIGH"
displayName"Mortal Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"6"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 6 Reputation Points from: Resolve. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Resolve HIGH"
displayName"Fire Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium, Hard"
logics
type"DynamicRaceResolveForTime"
amount"45"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 45 for 300 seconds"
type"DynamicRaceResolveForTime"
amount"40"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 40 for 300 seconds"
type"DynamicRaceResolveForTime"
amount"35"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 35 for 300 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Standing HIGH"
displayName"Golden Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"TradeTownStandingLeveledUp"
amount"3"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 3 with 3 settlements on trade routes."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Amber and Luxury LOW"
displayName"Essence of Wealth"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"TraderValueSold"
amount"50"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 50 Amber to a trader or trade route."
type"Good"
amount"50"
icon"Icon_Resource_Luxury"
displayName"Deliver 50 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Amber Transaction LOW"
displayName"Crystal Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"40"
icon"Icon_Resource_Amber"
displayName"Deliver 40 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Ancient Tablets LOW"
displayName"Forbidden Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"4"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 4 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicsResolvedInTime"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events Completed in Time"
description"Complete 2 Dangerous or Forbidden Glade Events with no more than 1200 seconds between them. Progress will reset if the time between completions exceeds the limit."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Caches LOW"
displayName"Heart of the Forest"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send caches"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Deliver Packs LOW"
displayName"Heart of Amber"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"Good"
amount"8"
icon"Icon_Resource_Crops"
displayName"Deliver 8 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"8"
icon"Icon_Resource_Provisions"
displayName"Deliver 8 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"8"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 8 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Discover Forbidden LOW"
displayName"Stormbird Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderForbiddenInTime"
displayName"Complete a Forbidden Glade Event"
description"Complete any Forbidden Glade Event."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Heart Parts and Sacrifice LOW"
displayName"Heart of the Ancient Flame"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"GoodSacraficed"
amount"125"
icon"Icon_Resource_Wood"
displayName"Sacrifice Wood"
description"Sacrifice 125 Wood at the Ancient Hearth."
type"Good"
amount"3"
icon"Icon_Resource_Wildfire"
displayName"Deliver 3 Wildfire Essence"
description"A sentient flame trapped in a bottle. This rare material is used to light the Holy Flame in Hearths. Can be acquired from orders, Glade Events, or traders."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Needs Served LOW"
displayName"Queen's Feathers"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"NeedsCategorySatisfiedForTime"
amount"15"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 15 villagers with a need from the Complex Food category fulfilled for 60 seconds."
type"NeedsCategorySatisfiedForTime"
amount"15"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Have at least 15 villagers with a need from the Services category fulfilled for 60 seconds."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Events LOW"
displayName"Blood of the Stag"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"3"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 3 Reputation Points from: Events. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Rep from Resolve LOW"
displayName"Mortal Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"ReputationGainedFromSource"
amount"3"
icon"Icon_UI_OrderGainRep"
displayName"Earn Reputation Points"
description"Earn 3 Reputation Points from: Resolve. Points continue to be counted even if you have a full Reputation bar."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Resolve LOW"
displayName"Fire Essence"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium, Hard"
logics
type"DynamicRaceResolveForTime"
amount"35"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 35 for 300 seconds"
type"DynamicRaceResolveForTime"
amount"30"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 30 for 300 seconds"
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"Trade Packs and Perks LOW"
displayName"Golden Blood"
tiers
Empty array
isTimedfalse
timeToFail0
objectivesSets
difficulty"None"
logics
type"GoodSold"
amount"30"
icon"Icon_Resource_TradeGoods"
displayName"Sell Pack of Trade Goods"
description"Sell 30 Pack of Trade Goods to any trader. Obtained by: Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"TraderMerchandiseBought"
amount"5"
icon"Icon_MetaReward_QuickTraders"
displayName"Buy Perks or Blueprints"
description"Buy at least 5 perks or blueprints from traders."
rewards1
Empty array
rewards2
Empty array
rewards3
Empty array
id"I Amber"
displayName"Amber Trade"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TraderValueSold"
amount"8"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 8 Amber to a trader or trade route."
type"Good"
amount"4"
icon"Icon_Resource_Amber"
displayName"Deliver 4 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium"
logics
type"TraderValueSold"
amount"12"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 12 Amber to a trader or trade route."
type"Good"
amount"7"
icon"Icon_Resource_Amber"
displayName"Deliver 7 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"TraderValueSold"
amount"16"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 16 Amber to a trader or trade route."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Metal Tools 6"
rewards2
"Hearth Parts 2"
rewards3
"NewRandomVillagers 2"
id"I Blighfuel"
displayName"Call to Arms"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"3"
icon"Icon_Resource_PurgingFire"
displayName"Deliver 3 Purging Fire"
description"A unique resource used by Blight Fighters to burn down Blightrot Cysts. <b>Produced in:</b> Blight Post<sprite name=grade3>"
difficulty"Medium"
logics
type"Good"
amount"4"
icon"Icon_Resource_PurgingFire"
displayName"Deliver 4 Purging Fire"
description"A unique resource used by Blight Fighters to burn down Blightrot Cysts. <b>Produced in:</b> Blight Post<sprite name=grade3>"
difficulty"Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_PurgingFire"
displayName"Deliver 5 Purging Fire"
description"A unique resource used by Blight Fighters to burn down Blightrot Cysts. <b>Produced in:</b> Blight Post<sprite name=grade3>"
rewards1
"Oil +1"
rewards2
"Parts 3"
rewards3
"NewRandomVillagers 2"
id"I Blue Metal"
displayName"Blue Metal"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_CrystalizedDew"
displayName"Deliver 5 Crystalized Dew"
description"Crystalized rain essence. <b>Produced in:</b> Forester's Hut<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Brickyard<sprite name=grade1>, Beanery<sprite name=grade1>"
rewards1
"Parts 5"
rewards2
"Fabric 15"
rewards3
"NewRandomVillagers 3"
id"I Botanist"
displayName"Botanist"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Plantation_icon"
displayName"Plantation"
description"Uses nearby farm fields to grow <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>)."
type"Good"
amount"10"
icon"Icon_Resource_Berries"
displayName"Deliver 10 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_PlantFiber"
displayName"Deliver 10 Plant Fiber"
description"Used for crafting. <b>Obtained in:</b> Homestead<sprite name=grade3>, Plantation<sprite name=grade2>, Harvesters' Camp<sprite name=grade2>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Plantation_icon"
displayName"Plantation"
description"Uses nearby farm fields to grow <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>)."
type"Good"
amount"15"
icon"Icon_Resource_Berries"
displayName"Deliver 15 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_PlantFiber"
displayName"Deliver 15 Plant Fiber"
description"Used for crafting. <b>Obtained in:</b> Homestead<sprite name=grade3>, Plantation<sprite name=grade2>, Harvesters' Camp<sprite name=grade2>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Plantation_icon"
displayName"Plantation"
description"Uses nearby farm fields to grow <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Berries"
displayName"Deliver 20 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_PlantFiber"
displayName"Deliver 20 Plant Fiber"
description"Used for crafting. <b>Obtained in:</b> Homestead<sprite name=grade3>, Plantation<sprite name=grade2>, Harvesters' Camp<sprite name=grade2>"
rewards1
"Berries +1"
rewards2
"Vegetables 30"
rewards3
"NewRandomVillagers 2"
id"I Clearing Glades"
displayName"Clearing Glades"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 1 Glade Events."
difficulty"Medium"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
type"Good"
amount"3"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 3 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
type"Good"
amount"5"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 5 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Jerky 30"
"Biscuits 30"
"Pie 30"
"Paste 30"
"Skewers 30"
"Porridge 30"
"Pickled Goods 30"
rewards2
"Parts 3"
rewards3
"NewRandomVillagers 4"
id"I Clothing"
displayName"Rain Protection"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"10"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 10 times."
difficulty"Medium"
logics
type"NeedServed"
amount"15"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 15 times."
difficulty"Hard"
logics
type"NeedServed"
amount"20"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 20 times."
rewards1
"Coats +2"
rewards2
"Fabric 10"
rewards3
"Parts 3"
id"I Cysts amount"
displayName"Cyst Cultivation"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"CystsAmount"
amount"1"
icon"Icon_UI_OrderCysts"
displayName"Acquire Blightrot Cysts"
description"Have at least 1 Blightrot Cysts at the same time."
difficulty"Medium"
logics
type"CystsAmount"
amount"2"
icon"Icon_UI_OrderCysts"
displayName"Acquire Blightrot Cysts"
description"Have at least 2 Blightrot Cysts at the same time."
difficulty"Hard"
logics
type"CystsAmount"
amount"3"
icon"Icon_UI_OrderCysts"
displayName"Acquire Blightrot Cysts"
description"Have at least 3 Blightrot Cysts at the same time."
rewards1
"Paste 30"
"Jerky 30"
"Biscuits 30"
"Pie 30"
"Skewers 30"
"Porridge 30"
"Pickled Goods 30"
rewards2
"Blight Fuel +1"
rewards3
"Hearth Bonus HP +100"
id"I Cysts"
displayName"The Purge"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"CystsRemoved"
amount"1"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 1 Blightrot Cysts."
difficulty"Medium"
logics
type"CystsRemoved"
amount"2"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 2 Blightrot Cysts."
difficulty"Hard"
logics
type"CystsRemoved"
amount"3"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 3 Blightrot Cysts."
rewards1
"Parts 5"
rewards2
"Vegetables 30"
rewards3
"NewRandomVillagers 3"
id"I Eggs"
displayName"Egg Collection"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_Eggs"
displayName"Deliver 15 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_Eggs"
displayName"Deliver 25 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"35"
icon"Icon_Resource_Eggs"
displayName"Deliver 35 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
rewards1
"Biscuits +2"
"Pickled Goods +2"
"Paste +2"
"Skewers +2"
rewards2
"Berries 25"
rewards3
"NewRandomVillagers 2"
id"I Engines"
displayName"Start Your Engines"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"EnginesAmount"
amount"1"
icon"Icon_UI_OrderInstallEngines"
displayName"Rain Engines Installed"
description"Have at least 1 buildings with Rain Engines installed in your settlement."
difficulty"Medium, Hard"
logics
type"EnginesAmount"
amount"2"
icon"Icon_UI_OrderInstallEngines"
displayName"Rain Engines Installed"
description"Have at least 2 buildings with Rain Engines installed in your settlement."
rewards1
"Glow Oil 30"
rewards2
"Parts 4"
rewards3
"NewRandomVillagers 2"
id"I Farm Life"
displayName"Farm Life"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"SmallFarm_icon"
displayName"Small Farm"
description"Uses nearby farm fields to grow <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade1>), <sprite name=[food raw] grain> Grain (<sprite name=grade2>)."
type"Good"
amount"10"
icon"Icon_Resource_Vegetables"
displayName"Deliver 10 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Grain"
displayName"Deliver 10 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"SmallFarm_icon"
displayName"Small Farm"
description"Uses nearby farm fields to grow <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade1>), <sprite name=[food raw] grain> Grain (<sprite name=grade2>)."
type"Good"
amount"15"
icon"Icon_Resource_Vegetables"
displayName"Deliver 15 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Grain"
displayName"Deliver 15 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"SmallFarm_icon"
displayName"Small Farm"
description"Uses nearby farm fields to grow <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade1>), <sprite name=[food raw] grain> Grain (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Vegetables"
displayName"Deliver 20 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Grain"
displayName"Deliver 20 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Grain +1"
rewards2
"Milk-cap Mushroom 30"
rewards3
"NewRandomVillagers 2"
id"I Foragers Camp"
displayName"Foragers' Camp"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Forager's Camp_icon"
displayName"Foragers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] grain> Grain (<sprite name=grade2>), <sprite name=[food raw] roots> Roots (<sprite name=grade2>), <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade2>)."
type"Good"
amount"15"
icon"Icon_Resource_Vegetables"
displayName"Deliver 15 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Forager's Camp_icon"
displayName"Foragers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] grain> Grain (<sprite name=grade2>), <sprite name=[food raw] roots> Roots (<sprite name=grade2>), <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Vegetables"
displayName"Deliver 20 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Forager's Camp_icon"
displayName"Foragers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] grain> Grain (<sprite name=grade2>), <sprite name=[food raw] roots> Roots (<sprite name=grade2>), <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade2>)."
type"Good"
amount"25"
icon"Icon_Resource_Vegetables"
displayName"Deliver 25 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Vegetables +1"
rewards2
"Wetstone 30"
rewards3
"NewRandomVillagers 2"
id"I Funding the Expedition"
displayName"Funding the Expedition"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_Planks"
displayName"Deliver 10 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
difficulty"Medium, Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 5 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
rewards1
"Parts 5"
rewards2
"Fabric 10"
rewards3
"Bricks 10"
id"I Garden Life"
displayName"Garden Life"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Herb Garden_icon"
displayName"Herb Garden"
description"Uses nearby farm fields to grow <sprite name=[food raw] roots> Roots (<sprite name=grade1>), <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>)."
type"Good"
amount"10"
icon"Icon_Resource_Roots"
displayName"Deliver 10 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Herbs"
displayName"Deliver 10 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Herb Garden_icon"
displayName"Herb Garden"
description"Uses nearby farm fields to grow <sprite name=[food raw] roots> Roots (<sprite name=grade1>), <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>)."
type"Good"
amount"15"
icon"Icon_Resource_Roots"
displayName"Deliver 15 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Herbs"
displayName"Deliver 15 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Herb Garden_icon"
displayName"Herb Garden"
description"Uses nearby farm fields to grow <sprite name=[food raw] roots> Roots (<sprite name=grade1>), <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Roots"
displayName"Deliver 20 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Herbs"
displayName"Deliver 20 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Roots +1"
rewards2
"Fabric 10"
rewards3
"NewRandomVillagers 2"
id"I Herbalist"
displayName"Herbalist"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Herbalist's Camp_icon"
displayName"Herbalists' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>), <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[food raw] mushrooms> Mushrooms (<sprite name=grade2>)."
type"Good"
amount"15"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 15 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Herbalist's Camp_icon"
displayName"Herbalists' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>), <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[food raw] mushrooms> Mushrooms (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 20 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Herbalist's Camp_icon"
displayName"Herbalists' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] herbs> Herbs (<sprite name=grade2>), <sprite name=[food raw] berries> Berries (<sprite name=grade2>), <sprite name=[food raw] mushrooms> Mushrooms (<sprite name=grade2>)."
type"Good"
amount"25"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 25 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Mushroom +1"
rewards2
"Herbs 30"
rewards3
"NewRandomVillagers 2"
id"I Houses v2"
displayName"Safe Place"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
type"BuildingOwning"
amount"2"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"3"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
type"BuildingOwning"
amount"3"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
rewards1
"Flour +2"
rewards2
"Bricks 10"
rewards3
"NewRandomVillagers 3"
id"I Houses"
displayName"No Place Like Home"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
type"BuildingOwning"
amount"2"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"3"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
type"BuildingOwning"
amount"3"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
rewards1
"Meat +1"
rewards2
"Fabric 10"
rewards3
"NewRandomVillagers 3"
id"I Hunters"
displayName"Hunters"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Trapper's Camp_icon"
displayName"Trappers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] meat> Meat (<sprite name=grade2>), <sprite name=[food raw] insects> Insects (<sprite name=grade2>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade2>)."
type"Good"
amount"20"
icon"Icon_Resource_Meat"
displayName"Deliver 20 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Trapper's Camp_icon"
displayName"Trappers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] meat> Meat (<sprite name=grade2>), <sprite name=[food raw] insects> Insects (<sprite name=grade2>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade2>)."
type"Good"
amount"25"
icon"Icon_Resource_Meat"
displayName"Deliver 25 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Trapper's Camp_icon"
displayName"Trappers' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[food raw] meat> Meat (<sprite name=grade2>), <sprite name=[food raw] insects> Insects (<sprite name=grade2>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade2>)."
type"Good"
amount"30"
icon"Icon_Resource_Meat"
displayName"Deliver 30 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
rewards1
"Meat +1"
rewards2
"Parts 3"
rewards3
"NewRandomVillagers 2"
id"I Jerky"
displayName"Meat Lover"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"20"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 20 times."
difficulty"Medium"
logics
type"NeedServed"
amount"25"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 25 times."
difficulty"Hard"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 30 times."
rewards1
"Insects +1"
rewards2
"Parts 3"
rewards3
"NewRandomVillagers 2"
id"I Metal Veins"
displayName"Metal Veins"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_CopperOre"
displayName"Deliver 15 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Copper Bar +2"
rewards2
"Coal 15"
rewards3
"Metal Tools 6"
id"I Multiply Routes"
displayName"Raising the Stakes"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinishedWithAmount"
amount"1"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 1 trade routes with an offer multiplier of 2 or higher."
difficulty"Medium, Hard"
logics
type"TradeRouteFinishedWithAmount"
amount"2"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 2 trade routes with an offer multiplier of 2 or higher."
difficulty"Hard"
logics
type"TradeRouteFinishedWithAmount"
amount"3"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 3 trade routes with an offer multiplier of 2 or higher."
rewards1
"Planks +1"
rewards2
"Oil 20"
rewards3
"Parts 3"
id"I Pipes"
displayName"Hydraulics"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"GoodProduced"
amount"4"
icon"Icon_Resource_Pipes"
displayName"Produce Pipes"
description"Produce Pipes in any capable building."
type"Good"
amount"4"
icon"Icon_Resource_Pipes"
displayName"Deliver 4 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
difficulty"Hard"
logics
type"GoodProduced"
amount"6"
icon"Icon_Resource_Pipes"
displayName"Produce Pipes"
description"Produce Pipes in any capable building."
type"Good"
amount"6"
icon"Icon_Resource_Pipes"
displayName"Deliver 6 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
rewards1
"Pipes +1"
rewards2
"Parts 5"
rewards3
"NewRandomVillagers 3"
id"I Porridge"
displayName"Healthy Breakfast"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium"
logics
type"NeedServed"
amount"20"
icon"Icon_Resource_Porridge"
displayName"Need for Porridge fulfilled"
description"Fulfill your villagers' need for eating porridge 20 times."
difficulty"Hard"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Porridge"
displayName"Need for Porridge fulfilled"
description"Fulfill your villagers' need for eating porridge 30 times."
rewards1
"Vegetables 30"
rewards2
"Herbs 30"
rewards3
"NewRandomVillagers 2"
id"I Pump"
displayName"Beginner Engineer"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium"
logics
type"BuildingOwning"
amount"1"
icon"Water Extractor_icon"
displayName"Geyser Pump"
description"Used to extract and pump infused rainwater through underground pipes to production buildings, where it can be used to increase productivity. Must be placed on an active geyser. Has a tank capacity of 50."
difficulty"Medium"
logics
type"BuildingOwning"
amount"2"
icon"Water Extractor_icon"
displayName"Geyser Pump"
description"Used to extract and pump infused rainwater through underground pipes to production buildings, where it can be used to increase productivity. Must be placed on an active geyser. Has a tank capacity of 50."
rewards1
"Clay 30"
rewards2
"Pipes 5"
rewards3
"NewRandomVillagers 2"
id"I Ranch Life"
displayName"Ranch Life"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Ranch_icon"
displayName"Ranch"
description"Can produce: <sprite name=[food raw] meat> Meat (<sprite name=grade1>), <sprite name=[mat raw] leather> Leather (<sprite name=grade1>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade1>). Rain engine: <sprite name="[water] drizzle water"> Drizzle Water."
type"Good"
amount"10"
icon"Icon_Resource_Meat"
displayName"Deliver 10 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Leather"
displayName"Deliver 10 Leather"
description"Used for crafting. <b>Obtained in:</b> Harvesters' Camp<sprite name=grade2>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Ranch_icon"
displayName"Ranch"
description"Can produce: <sprite name=[food raw] meat> Meat (<sprite name=grade1>), <sprite name=[mat raw] leather> Leather (<sprite name=grade1>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade1>). Rain engine: <sprite name="[water] drizzle water"> Drizzle Water."
type"Good"
amount"15"
icon"Icon_Resource_Meat"
displayName"Deliver 15 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Leather"
displayName"Deliver 15 Leather"
description"Used for crafting. <b>Obtained in:</b> Harvesters' Camp<sprite name=grade2>, Ranch<sprite name=grade1>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"1"
icon"Ranch_icon"
displayName"Ranch"
description"Can produce: <sprite name=[food raw] meat> Meat (<sprite name=grade1>), <sprite name=[mat raw] leather> Leather (<sprite name=grade1>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade1>). Rain engine: <sprite name="[water] drizzle water"> Drizzle Water."
type"Good"
amount"20"
icon"Icon_Resource_Meat"
displayName"Deliver 20 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Leather"
displayName"Deliver 20 Leather"
description"Used for crafting. <b>Obtained in:</b> Harvesters' Camp<sprite name=grade2>, Ranch<sprite name=grade1>"
rewards1
"Leather +1"
rewards2
"Moth Larvae Meat 25"
rewards3
"NewRandomVillagers 2"
id"I Resolve Beavers"
displayName"The Guild"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 16 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 18 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 20 for 30 seconds"
rewards1
"Beaver 2"
rewards2
"Roots 30"
rewards3
"Parts 3"
id"I Resolve Foxes"
displayName"The Pack"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"10"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 10 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"13"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 13 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"15"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 15 for 30 seconds"
rewards1
"Foxes 2"
rewards2
"Milk-cap Mushroom 30"
rewards3
"Parts 3"
id"I Resolve Frogs"
displayName"The Collegium"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 16 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 18 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 20 for 30 seconds"
rewards1
"Frog 2"
rewards2
"Fish 20"
rewards3
"Parts 3"
id"I Resolve Harpies"
displayName"The Flock"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"10"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 10 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"13"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 13 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"15"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 15 for 30 seconds"
rewards1
"Harpy 2"
rewards2
"Berries 30"
rewards3
"Parts 3"
id"I Resolve Humans"
displayName"People's Resolve"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 20 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 22 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"25"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 25 for 30 seconds"
rewards1
"Human 2"
rewards2
"Grain 30"
rewards3
"Parts 3"
id"I Resolve Lizards"
displayName"The Clan"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"10"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 10 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"13"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 13 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"15"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 15 for 30 seconds"
rewards1
"Lizard 2"
rewards2
"Moth Larvae Meat 30"
rewards3
"Parts 3"
id"I Ruins"
displayName"Reconnaissance"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
rewards1
"Stone +1"
"Clay +1"
rewards2
"Metal Tools 6"
rewards3
"Bricks 10"
id"I Salt"
displayName"Salt Miner"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_SaltNEW"
displayName"Deliver 15 Salt"
description"A valuable and highly absorbent mineral. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Salt +1"
rewards2
"Sea Marrow 25"
rewards3
"Parts 4"
id"I Skewers"
displayName"Barbecue"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium"
logics
type"NeedServed"
amount"10"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 10 times."
difficulty"Hard"
logics
type"NeedServed"
amount"20"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 20 times."
rewards1
"Leather 30"
rewards2
"Sea Marrow 25"
rewards3
"NewRandomVillagers 2"
id"I Solve Any Relic"
displayName"Problem Solver"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy, Medium"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
difficulty"Hard"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 3 Glade Events."
rewards1
"Planks 10"
rewards2
"Metal Tools 6"
rewards3
"NewRandomVillagers 3"
id"I Solve Dangerous Relic"
displayName"Tick Tock"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
rewards1
"Copper Ore +1"
rewards2
"Hearth Parts 2"
rewards3
"Coal 25"
id"I Storm Water"
displayName"Basic Ingredient"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"25"
icon"Icon_Resource_StormWater"
displayName"Deliver 25 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
difficulty"Medium"
logics
type"Good"
amount"35"
icon"Icon_Resource_StormWater"
displayName"Deliver 35 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
difficulty"Hard"
logics
type"Good"
amount"40"
icon"Icon_Resource_StormWater"
displayName"Deliver 40 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
rewards1
"Storm Water +1"
rewards2
"Pipes 5"
rewards3
"NewRandomVillagers 2"
id"I TO Beaver Resolve"
displayName"Joyful Beavers"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 18 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 20 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 22 for 30 seconds"
rewards1
"Roots 5pm"
rewards2
"Metal Tools 10"
rewards3
"Beaver 3"
id"I TO Dangerous Relics"
displayName"Zealous Scouts"
tiers
"I"
isTimedtrue
timeToFail900
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
rewards1
"Coal 30"
rewards2
"Butcher Blueprint"
rewards3
"Butcher +50"
id"I TO Fox Resolve"
displayName"Joyful Foxes"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 16 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 18 for 30 seconds"
rewards1
"Mushrooms 5pm"
rewards2
"Boots 35"
rewards3
"Foxes 3"
id"I TO Frog Resolve"
displayName"Joyful Frogs"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 18 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 20 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 22 for 30 seconds"
rewards1
"Fish 5pm"
rewards2
"Pipes 15"
rewards3
"Frog 3"
id"I TO Harpy Resolve"
displayName"Joyful Harpies"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 16 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 18 for 30 seconds"
rewards1
"Herbs 5pm"
rewards2
"Parts 5"
rewards3
"Harpy 3"
id"I TO HUB"
displayName"Speedy Real Estate"
tiers
"I"
isTimedtrue
timeToFail150
objectivesSets
difficulty"Easy, Medium, Hard"
logics
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Encampment"
displayName"Encampment (Level 1)"
description"Have at least 1 Hearths upgraded to level: Encampment (Level 1)."
rewards1
"Boots 25"
"Coats 25"
rewards2
"Hearth Parts 2"
rewards3
"Parts 3"
id"I TO Human Resolve"
displayName"Joyful Humans"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"23"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 23 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"25"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 25 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"27"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 27 for 30 seconds"
rewards1
"Grain 5pm"
rewards2
"Parts 5"
rewards3
"Human 3"
id"I TO Lizard Resolve"
displayName"Joyful Lizards"
tiers
"I"
isTimedtrue
timeToFail450
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 16 for 30 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 18 for 30 seconds"
rewards1
"Meat 5pm"
rewards2
"Metal Tools 6"
rewards3
"Lizard 3"
id"I TO Relic Resolve"
displayName"Hurried Expedition"
tiers
"I"
isTimedtrue
timeToFail630
objectivesSets
difficulty"Medium"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
difficulty"Hard"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 1 Dangerous or Forbidden Glade Events."
rewards1
"Apothecary Blueprint"
rewards2
"Jerky +3"
"Tea +3"
"Ink +3"
rewards3
"Parts 5"
id"I TO Ruins and Glades"
displayName"Call of the Ruins"
tiers
"I"
isTimedtrue
timeToFail540
objectivesSets
difficulty"Medium"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
rewards1
"Reeds 5pm"
rewards2
"Toolshop Blueprint"
rewards3
"Metal Tools 12"
id"I TO Sold Amber"
displayName"Quick Transaction"
tiers
"I"
isTimedtrue
timeToFail510
objectivesSets
difficulty"Medium"
logics
type"TraderValueSold"
amount"12"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 12 Amber to a trader or trade route."
type"Good"
amount"7"
icon"Icon_Resource_Amber"
displayName"Deliver 7 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"TraderValueSold"
amount"16"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 16 Amber to a trader or trade route."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Packs of Goods +1"
rewards2
"Coats 25"
"Boots 25"
rewards3
"Sewer Blueprint"
id"I TO Solve Relics"
displayName"Impetuous Explorer"
tiers
"I"
isTimedtrue
timeToFail1020
objectivesSets
difficulty"Easy, Medium"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
difficulty"Hard"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 3 Glade Events."
rewards1
"Pickled Goods +3"
"Jerky +3"
"Pie +3"
"Biscuits +3"
"Paste +3"
"Porridge +3"
"Skewers +3"
rewards2
"Weaver Blueprint"
rewards3
"Parts 3"
id"I TO Trade Routes With Value"
displayName"Supply Thy Neighbor"
tiers
"I"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 5 Amber each."
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 4 trade routes worth at least 6 Amber each."
rewards1
"Coats 5pm"
"Boots 5pm"
rewards2
"Trade Route Speed for Packs"
rewards3
"Fabric 30"
id"I Trade Routes"
displayName"Businessman"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 3 trade routes."
difficulty"Medium, Hard"
logics
type"TradeRouteFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 4 trade routes."
rewards1
"Amber 15"
rewards2
"Hearth Parts 2"
rewards3
"NewRandomVillagers 2"
id"I Trader Value Sold"
displayName"Booming Economy"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TraderValueSold"
amount"10"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 10 Amber to a trader or trade route."
difficulty"Medium"
logics
type"TraderValueSold"
amount"15"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 15 Amber to a trader or trade route."
difficulty"Hard"
logics
type"TraderValueSold"
amount"20"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 20 Amber to a trader or trade route."
rewards1
"Amber 10"
rewards2
"Oil 20"
rewards3
"NewRandomVillagers 2"
id"I Upgrade Pump"
displayName"Water Extraction"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Hard"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Geyser Pump"
description"Upgrade 1 building(s) to level 1: Geyser Pump. You can do this by selecting it and opening the upgrade tab in the building panel."
rewards1
"Bricks 15"
rewards2
"Parts 5"
rewards3
"NewRandomVillagers 2"
id"I Water"
displayName"Fill the Engines"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"WaterUsed"
amount"25"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 25 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"40"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 40 units of rainwater (any type) in Rain Engines in production buildings."
rewards1
"Pipes 5"
rewards2
"Parts 5"
rewards3
"NewRandomVillagers 3"
id"IA Glades"
displayName"Exploration"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
rewards1
"Scout +5"
rewards2
"Bricks 10"
rewards3
"Planks 10"
id"IA Shelters"
displayName"Shelters"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"8"
icon"Icon_Need_Shelter"
displayName"Need for Basic Housing fulfilled"
description"Have at least 8 villagers with the Basic Housing need fulfilled for 20 seconds."
type"Good"
amount"20"
icon"Icon_Resource_Wood"
displayName"Deliver 20 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
rewards1
"Planks 5"
rewards2
"Fish 20"
rewards3
"NewRandomVillagers 3"
id"IA TO Build Shelters"
displayName"Housing Estate"
tiers
"I"
isTimedtrue
timeToFail180
objectivesSets
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"6"
icon"Shelter_icon"
displayName"Shelter"
description"Can accommodate most villagers, but won't satisfy the need for species-specific housing. Has to be built near a Hearth. Can house 3 residents."
rewards1
"Packs of Goods +1"
rewards2
"Bath House Blueprint"
rewards3
"Parts 5"
id"IA TO Discover Glades"
displayName"Distant Journey"
tiers
"I"
isTimedtrue
timeToFail330
objectivesSets
difficulty"Medium"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
rewards1
"Stone 5pm"
rewards2
"Brickyard Blueprint"
rewards3
"Copper Bar 30"
id"IA Woodcutters Camp"
displayName"Woodcutters"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Woodcutters Camp_icon"
displayName"Woodcutters' Camp"
description"Starting point for woodcutters going out into the wild to cut down trees."
type"Good"
amount"30"
icon"Icon_Resource_Wood"
displayName"Deliver 30 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
rewards1
"Resin 10"
rewards2
"Parts 3"
rewards3
"NewRandomVillagers 2"
id"IB Beavers"
displayName"The Grove"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 6 Beavers for 30 seconds"
rewards1
"Grove Blueprint"
rewards2
"Roots 20"
rewards3
Empty array
id"IB Building Packs"
displayName"Big Delivery"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"3"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 3 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"5"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 5 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"7"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 7 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Planks +1"
rewards2
"Bricks 20"
rewards3
"Metal Tools 4"
id"IB Camps"
displayName"Camps"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Harvester Camp_icon"
displayName"Harvesters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>), <sprite name=[mat raw] reeds> Reed (<sprite name=grade2>), <sprite name=[mat raw] leather> Leather (<sprite name=grade2>)."
type"BuildingOwning"
amount"1"
icon"Stonecutter's Camp_icon"
displayName"Stonecutters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] stone> Stone (<sprite name=grade2>), <sprite name=[mat raw] clay> Clay (<sprite name=grade2>), <sprite name=[crafting] sea marrow> Sea Marrow (<sprite name=grade2>)."
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"1"
icon"Harvester Camp_icon"
displayName"Harvesters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>), <sprite name=[mat raw] reeds> Reed (<sprite name=grade2>), <sprite name=[mat raw] leather> Leather (<sprite name=grade2>)."
type"BuildingOwning"
amount"1"
icon"Stonecutter's Camp_icon"
displayName"Stonecutters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] stone> Stone (<sprite name=grade2>), <sprite name=[mat raw] clay> Clay (<sprite name=grade2>), <sprite name=[crafting] sea marrow> Sea Marrow (<sprite name=grade2>)."
type"Good"
amount"10"
icon"Icon_Resource_Bricks"
displayName"Deliver 10 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
rewards1
"Clay 15"
rewards2
"Reeds 15"
rewards3
"Parts 3"
id"IB Crops"
displayName"Rich Harvest"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"3"
icon"Icon_Resource_Crops"
displayName"Deliver 3 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"5"
icon"Icon_Resource_Crops"
displayName"Deliver 5 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"7"
icon"Icon_Resource_Crops"
displayName"Deliver 7 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Amber 10"
rewards2
"Pack of Crops +1"
rewards3
"Parts 3"
id"IB Foxes"
displayName"People of the Forest"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"fox_temp"
displayName"Foxes"
description"Have at least 6 Foxes for 30 seconds"
rewards1
"Forager's Camp Blueprint"
rewards2
"Vegetables 30"
rewards3
Empty array
id"IB Frogs"
displayName"Architects"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"frog_temp"
displayName"Frogs"
description"Have at least 6 Frogs for 30 seconds"
rewards1
"Brickyard Blueprint"
rewards2
"Scales 25"
rewards3
Empty array
id"IB Harpies"
displayName"The Nest"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 6 Harpies for 30 seconds"
rewards1
"Herbalist Camp Blueprint"
rewards2
"Coats 20"
rewards3
Empty array
id"IB Humans"
displayName"Help From the Queen"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"human_temp"
displayName"Humans"
description"Have at least 6 Humans for 30 seconds"
rewards1
"Grain 20"
rewards2
"Grain +1"
rewards3
"SmallFarm Blueprint"
id"IB Lizards"
displayName"Trappers"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 6 Lizards for 30 seconds"
rewards1
"Trapper's Camp Blueprint"
rewards2
"Leather +1"
rewards3
"Insects 30"
id"IB Paths"
displayName"Basic Logistics"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"35"
icon"Path_icon"
displayName"Path"
description"A simple path, doesn't cost any resources. Grants a 5% speed increase to villagers."
rewards1
"0_10 On Roads"
rewards2
"Wetstone 10"
rewards3
Empty array
id"IB Provisions and Crops"
displayName"Delivery"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"1"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 1 trade routes."
type"Good"
amount"3"
icon"Icon_Resource_Crops"
displayName"Deliver 3 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"TradeRouteFinished"
amount"2"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 2 trade routes."
type"Good"
amount"4"
icon"Icon_Resource_Crops"
displayName"Deliver 4 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"TradeRouteFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 3 trade routes."
type"Good"
amount"5"
icon"Icon_Resource_Crops"
displayName"Deliver 5 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Amber 10"
rewards2
"Grain 20"
rewards3
"NewRandomVillagers 4"
id"IB Tablet"
displayName"Relics"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"1"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 1 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Eggs 30"
rewards2
"Berries 30"
rewards3
"Hearth Parts 2"
id"IB Three Packs"
displayName"Three Packs"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"2"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 2 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"2"
icon"Icon_Resource_Crops"
displayName"Deliver 2 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"2"
icon"Icon_Resource_Provisions"
displayName"Deliver 2 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"4"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 4 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"3"
icon"Icon_Resource_Crops"
displayName"Deliver 3 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"3"
icon"Icon_Resource_Provisions"
displayName"Deliver 3 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 5 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"5"
icon"Icon_Resource_Crops"
displayName"Deliver 5 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"5"
icon"Icon_Resource_Provisions"
displayName"Deliver 5 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Grain +1"
rewards2
"Fabric +1"
rewards3
"Parts 4"
id"IB TO Three Packs"
displayName"Quick Packaging"
tiers
"I"
isTimedtrue
timeToFail330
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"4"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 4 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"4"
icon"Icon_Resource_Crops"
displayName"Deliver 4 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"4"
icon"Icon_Resource_Provisions"
displayName"Deliver 4 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"6"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 6 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"6"
icon"Icon_Resource_Crops"
displayName"Deliver 6 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"6"
icon"Icon_Resource_Provisions"
displayName"Deliver 6 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"NewRandomVillagers 3"
rewards2
"Makeshift Post +50"
rewards3
"Trade Pack in Makeshift Post"
id"IB Trading Post"
displayName"Trading Post"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Trading Post_icon"
displayName"Trading Post"
description"Traders from the Smoldering City can station here and offer their wares."
type"Good"
amount"5"
icon"Icon_Resource_Amber"
displayName"Deliver 5 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium, Hard"
logics
type"BuildingOwning"
amount"1"
icon"Trading Post_icon"
displayName"Trading Post"
description"Traders from the Smoldering City can station here and offer their wares."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Biscuits 20"
"Pie 20"
"Jerky 20"
"Skewers 20"
"Paste 20"
"Porridge 20"
"Pickled Goods 20"
rewards2
"Parts 5"
rewards3
"Metal Tools 6"
id"IB Wood"
displayName"Wood Delivery"
tiers
"I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Wood"
displayName"Deliver 35 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
rewards1
"Parts 3"
rewards2
"NewRandomVillagers 2"
rewards3
Empty array
id"II Advanced Trading"
displayName"Advanced Trading"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 10 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Provisions"
displayName"Deliver 10 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 15 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 15 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 10 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_Crops"
displayName"Deliver 10 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Packs of Goods +1"
rewards2
"Packs Production Speed Boost 33"
rewards3
"Leather 30"
id"II Aid for the Beaver Faction"
displayName"Aid For the Beaver Clan"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"8"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 8 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"12"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 12 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Beaver 3"
rewards2
"Beaver Faction Support"
rewards3
"Parts 2"
id"II Aid for the Fox Faction"
displayName"Aid for the Fox Pack"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"3"
icon"Icon_Resource_Provisions"
displayName"Deliver 3 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"GladeDiscovery"
amount"1"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 1 glades."
difficulty"Medium"
logics
type"Good"
amount"4"
icon"Icon_Resource_Provisions"
displayName"Deliver 4 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"GladeDiscovery"
amount"1"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 1 glades."
difficulty"Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_Provisions"
displayName"Deliver 5 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
rewards1
"Foxes 3"
rewards2
"Fox Faction Support"
rewards3
"Parts 2"
id"II Aid for the Frog Faction"
displayName"Aid for the Frog Clan"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"3"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 3 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"30"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 30 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
difficulty"Medium"
logics
type"Good"
amount"4"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 4 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"40"
icon"Icon_Resource_ClearanceWater"
displayName"Deliver 40 Clearance Water"
description"Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."
difficulty"Hard"
logics
type"Good"
amount"5"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 5 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"50"
icon"Icon_Resource_StormWater"
displayName"Deliver 50 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
rewards1
"Frog 3"
rewards2
"Frog Faction Support"
rewards3
"Parts 3"
id"II Aid for the Harpy Faction"
displayName"Aiding the Flock"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_Boots 1"
displayName"Deliver 15 Boots"
description"Sturdy and waterproof. Used as clothing by: Lizards, Harpies, Foxes, Frogs. Grants a movement speed bonus to villagers wearing them. <b>Produced in:</b> Cobbler<sprite name=grade3>, Leatherworker<sprite name=grade2>, Toolshop<sprite name=grade2>, Weaver<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Coats"
displayName"Deliver 10 Coats"
description"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies. Grants an additional Resolve bonus during the storm. <b>Produced in:</b> Clothier<sprite name=grade3>, Cooperage<sprite name=grade2>, Artisan<sprite name=grade2>, Druid's Hut<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"20"
icon"Icon_Resource_Boots 1"
displayName"Deliver 20 Boots"
description"Sturdy and waterproof. Used as clothing by: Lizards, Harpies, Foxes, Frogs. Grants a movement speed bonus to villagers wearing them. <b>Produced in:</b> Cobbler<sprite name=grade3>, Leatherworker<sprite name=grade2>, Toolshop<sprite name=grade2>, Weaver<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Coats"
displayName"Deliver 15 Coats"
description"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies. Grants an additional Resolve bonus during the storm. <b>Produced in:</b> Clothier<sprite name=grade3>, Cooperage<sprite name=grade2>, Artisan<sprite name=grade2>, Druid's Hut<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"25"
icon"Icon_Resource_Boots 1"
displayName"Deliver 25 Boots"
description"Sturdy and waterproof. Used as clothing by: Lizards, Harpies, Foxes, Frogs. Grants a movement speed bonus to villagers wearing them. <b>Produced in:</b> Cobbler<sprite name=grade3>, Leatherworker<sprite name=grade2>, Toolshop<sprite name=grade2>, Weaver<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Coats"
displayName"Deliver 20 Coats"
description"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies. Grants an additional Resolve bonus during the storm. <b>Produced in:</b> Clothier<sprite name=grade3>, Cooperage<sprite name=grade2>, Artisan<sprite name=grade2>, Druid's Hut<sprite name=grade1>"
rewards1
"Harpy 3"
rewards2
"Harpy Faction Support"
rewards3
"Boots +2"
id"II Aid for the Human Faction"
displayName"Aid for the Human Clan"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"6"
icon"Icon_Resource_Crops"
displayName"Deliver 6 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"DecorationTypeOwning"
amount"8"
icon"Icon_UI_DecorComfort"
displayName"Comfort"
description"Have at least 8 Comfort decorations."
difficulty"Medium"
logics
type"Good"
amount"8"
icon"Icon_Resource_Crops"
displayName"Deliver 8 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"DecorationTypeOwning"
amount"10"
icon"Icon_UI_DecorComfort"
displayName"Comfort"
description"Have at least 10 Comfort decorations."
difficulty"Hard"
logics
type"Good"
amount"10"
icon"Icon_Resource_Crops"
displayName"Deliver 10 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"DecorationTypeOwning"
amount"12"
icon"Icon_UI_DecorComfort"
displayName"Comfort"
description"Have at least 12 Comfort decorations."
rewards1
"Human 3"
rewards2
"Human Faction Support"
rewards3
"Parts 2"
id"II Aid for the Lizard Faction"
displayName"Aid for the Lizard Clan"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"6"
icon"Icon_Resource_Provisions"
displayName"Deliver 6 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"8"
icon"Icon_Resource_Provisions"
displayName"Deliver 8 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"10"
icon"Icon_Resource_Provisions"
displayName"Deliver 10 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Lizard 3"
rewards2
"Lizard Faction Support"
rewards3
"Parts 2"
id"II Artisan"
displayName"Pottery and Wine"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"20"
icon"Icon_Resource_Wine"
displayName"Deliver 20 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Pottery"
displayName"Deliver 15 Pottery"
description"Used for crafting. <b>Produced in:</b> Bakery<sprite name=grade2>, Brickyard<sprite name=grade2>, Tinkerer<sprite name=grade2>, Smokehouse<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"30"
icon"Icon_Resource_Wine"
displayName"Deliver 30 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"Good"
amount"25"
icon"Icon_Resource_Pottery"
displayName"Deliver 25 Pottery"
description"Used for crafting. <b>Produced in:</b> Bakery<sprite name=grade2>, Brickyard<sprite name=grade2>, Tinkerer<sprite name=grade2>, Smokehouse<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"40"
icon"Icon_Resource_Wine"
displayName"Deliver 40 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"Good"
amount"35"
icon"Icon_Resource_Pottery"
displayName"Deliver 35 Pottery"
description"Used for crafting. <b>Produced in:</b> Bakery<sprite name=grade2>, Brickyard<sprite name=grade2>, Tinkerer<sprite name=grade2>, Smokehouse<sprite name=grade1>"
rewards1
"More Resolve for Comfortable"
rewards2
"Reeds 35"
rewards3
"Metal Tools 6"
id"II Beaver Influx"
displayName"Beaver Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Roots"
displayName"Deliver 35 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Roots"
displayName"Deliver 50 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"65"
icon"Icon_Resource_Roots"
displayName"Deliver 65 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Beaver 5"
rewards2
"Planks 10"
rewards3
"Ale 15"
id"II Beaver Population"
displayName"Beaver Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"8"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 8 Beavers for 30 seconds"
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 20 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"10"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 10 Beavers for 30 seconds"
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 24 for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"12"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 12 Beavers for 30 seconds"
type"RaceResolveForTime"
amount"28"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 28 for 30 seconds"
rewards1
"Lumbermill Blueprint"
rewards2
"Pickled Goods 30"
rewards3
"Parts 5"
id"II Blight Post"
displayName"Fighting the Storm"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Blight Post_icon"
displayName"Blight Post"
description"A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare <sprite name="blight fuel"> Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm."
type"BuildingProduction"
amount"10"
icon"Icon_Resource_PurgingFire"
displayName"Purging Fire in Blight Post"
description"Produce 10 Purging Fire in the building: Blight Post."
difficulty"Medium"
logics
type"BuildingOwning"
amount"1"
icon"Blight Post_icon"
displayName"Blight Post"
description"A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare <sprite name="blight fuel"> Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm."
type"BuildingProduction"
amount"30"
icon"Icon_Resource_PurgingFire"
displayName"Purging Fire in Blight Post"
description"Produce 30 Purging Fire in the building: Blight Post."
rewards1
"Queens Gift 10"
rewards2
"Sea Marrow 30"
rewards3
"Parts 5"
id"II Brewery"
displayName"Happy Brewing"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedsCategoryServed"
amount"30"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Fulfill any need from the Services category 30 times."
type"Good"
amount"30"
icon"Icon_Resource_Ale"
displayName"Deliver 30 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
difficulty"Medium"
logics
type"NeedsCategoryServed"
amount"35"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Fulfill any need from the Services category 35 times."
type"Good"
amount"35"
icon"Icon_Resource_Ale"
displayName"Deliver 35 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
difficulty"Hard"
logics
type"NeedsCategoryServed"
amount"40"
icon"Icon_UI_Services"
displayName"Any Services need fulfilled"
description"Fulfill any need from the Services category 40 times."
type"Good"
amount"40"
icon"Icon_Resource_Ale"
displayName"Deliver 40 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
rewards1
"Accidental Bricks"
rewards2
"Pottery +2"
rewards3
"Pickled Goods 20"
"Jerky 20"
"Skewers 20"
"Porridge 20"
"Paste 20"
"Biscuits 20"
"Pie 20"
id"II Coats"
displayName"Clothing the People"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"25"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 25 times."
difficulty"Medium"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 30 times."
difficulty"Hard"
logics
type"NeedServed"
amount"35"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 35 times."
rewards1
"Fabric +1"
rewards2
"Pack of Provisions 5"
rewards3
"Parts 5"
id"II Convert"
displayName"Restoration"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderWelcomePeople"
displayName"Empathy"
description"Complete at least 1 events by making a decision: Empathy <sprite name=dec_empathy>."
difficulty"Hard"
logics
type"RelicResolvedWithReward"
amount"2"
icon"Icon_UI_OrderWelcomePeople"
displayName"Empathy"
description"Complete at least 2 events by making a decision: Empathy <sprite name=dec_empathy>."
rewards1
"Ancient Tablet 3"
rewards2
"Metal Tools 10"
rewards3
"Berries 30"
id"II Crops"
displayName"Advanced Farming"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"18"
icon"Icon_Resource_Crops"
displayName"Deliver 18 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_Crops"
displayName"Deliver 20 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"SmallFarm +25 (Composite)"
rewards2
"Plantation +25"
rewards3
"Herb Garden +25 (Composite)"
id"II Cysts"
displayName"Firestarter"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"CystsRemoved"
amount"6"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 6 Blightrot Cysts."
difficulty"Hard"
logics
type"CystsRemoved"
amount"8"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 8 Blightrot Cysts."
rewards1
"Blight Fuel +1"
rewards2
"NewRandomVillagers 3"
rewards3
"Porridge 40"
"Jerky 40"
"Skewers 40"
"Pie 40"
"Biscuits 40"
"Paste 40"
"Pickled Goods 40"
id"II Dangerous Glades"
displayName"Risky Expedition"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"1"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 1 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 3 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Eggs 40"
rewards2
"Plant Fiber 35"
rewards3
"Metal Tools 7"
id"II Engines"
displayName"Rain Engines"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"EnginesAmount"
amount"2"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 2 buildings with Rain Engines installed in your settlement."
difficulty"Medium"
logics
type"EnginesAmount"
amount"3"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 3 buildings with Rain Engines installed in your settlement."
difficulty"Hard"
logics
type"EnginesAmount"
amount"4"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 4 buildings with Rain Engines installed in your settlement."
rewards1
"Wetstone 30"
rewards2
"Plant Fiber 30"
rewards3
"Oil 30"
id"II Fishing Trial M S NB"
displayName"Algal Bloom"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Algae 1"
displayName"Deliver 30 Algae"
description"Slimy, tough fibers fished from murky waters. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Algae 1"
displayName"Deliver 40 Algae"
description"Slimy, tough fibers fished from murky waters. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Algae 1"
displayName"Deliver 50 Algae"
description"Slimy, tough fibers fished from murky waters. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
rewards1
"Fabric +1"
rewards2
"Paste 30"
"Porridge 30"
"Jerky 30"
"Skewers 30"
"Pie 30"
"Biscuits 30"
"Pickled Goods 30"
rewards3
"Metal Tools 6"
id"II Fishing Trial RW CF S"
displayName"Scaling Up"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Scales 1"
displayName"Deliver 30 Scales"
description"Durable fish skin, richly infused with copper. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Scales 1"
displayName"Deliver 40 Scales"
description"Durable fish skin, richly infused with copper. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Scales 1"
displayName"Deliver 50 Scales"
description"Durable fish skin, richly infused with copper. Used for crafting. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
rewards1
"Boots +2"
"Ink +2"
rewards2
"Coats 25"
"Boots 25"
rewards3
"Porridge 30"
"Paste 30"
"Pie 30"
"Biscuits 30"
"Pickled Goods 30"
"Jerky 30"
"Skewers 30"
id"II Fishing Trial SO M CRW NB"
displayName"Out Fishing"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Fish 1"
displayName"Deliver 30 Fish"
description"Plenty of them in the sea. A common food source. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Fish 1"
displayName"Deliver 40 Fish"
description"Plenty of them in the sea. A common food source. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Fish 1"
displayName"Deliver 50 Fish"
description"Plenty of them in the sea. A common food source. <b>Obtained at:</b> Fishing Hut<sprite name=grade2>, Small Fishing Hut<sprite name=grade1>"
rewards1
"Food Production Speed +20"
rewards2
"Boots 30"
"Coats 30"
rewards3
"Parts 4"
id"II Fox Influx"
displayName"Fox Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Herbs"
displayName"Deliver 35 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Herbs"
displayName"Deliver 50 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"65"
icon"Icon_Resource_Herbs"
displayName"Deliver 65 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Foxes 5"
rewards2
"Porridge 25"
rewards3
"Tea 20"
id"II Fox Population"
displayName"Fox Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"8"
icon"fox_temp"
displayName"Foxes"
description"Have at least 8 Foxes for 30 seconds"
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"10"
icon"fox_temp"
displayName"Foxes"
description"Have at least 10 Foxes for 30 seconds"
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 16 for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"12"
icon"fox_temp"
displayName"Foxes"
description"Have at least 12 Foxes for 30 seconds"
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 18 for 30 seconds"
rewards1
"Druid Blueprint"
rewards2
"Pickled Goods 30"
rewards3
"Parts 5"
id"II Frog Influx"
displayName"Frog Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Stone"
displayName"Deliver 30 Stone"
description"Bones of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
difficulty"Medium"
logics
type"Good"
amount"45"
icon"Icon_Resource_Stone"
displayName"Deliver 45 Stone"
description"Bones of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
difficulty"Hard"
logics
type"Good"
amount"60"
icon"Icon_Resource_Stone"
displayName"Deliver 60 Stone"
description"Bones of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
rewards1
"Frog 5"
rewards2
"Bricks +1"
rewards3
"Boots 25"
id"II Frog Population"
displayName"Frog Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"8"
icon"frog_temp"
displayName"Frogs"
description"Have at least 8 Frogs for 30 seconds"
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 20 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"10"
icon"frog_temp"
displayName"Frogs"
description"Have at least 10 Frogs for 30 seconds"
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 24 for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"12"
icon"frog_temp"
displayName"Frogs"
description"Have at least 12 Frogs for 30 seconds"
type"RaceResolveForTime"
amount"28"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 28 for 30 seconds"
rewards1
"Cannery Blueprint"
rewards2
"Paste 30"
rewards3
"Parts 5"
id"II Fuel and Building"
displayName"Important Delivery"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"8"
icon"Icon_Resource_Coal"
displayName"Deliver 8 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
type"Good"
amount"8"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 8 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"10"
icon"Icon_Resource_Coal"
displayName"Deliver 10 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 10 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_Coal"
displayName"Deliver 20 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
type"Good"
amount"12"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 12 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Hearth Parts 2"
rewards2
"Metal Tools 6"
rewards3
"Coats 40"
"Boots 40"
id"II Glades in Time"
displayName"Into the Unknown"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades in Time"
description"Discover 2 glades at an interval of 210 seconds. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Medium"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades in Time"
description"Discover 2 glades at an interval of 180 seconds. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Hard"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades in Time"
description"Discover 2 glades at an interval of 150 seconds. Progress will reset if the time between discoveries exceeds the limit."
rewards1
"Metal Tools 10"
rewards2
"Incense 30"
"Tea 30"
"Paper 30"
"Ale 30"
"Wine 30"
"Training Gear 30"
rewards3
"NewRandomVillagers 3"
id"II Glades"
displayName"Into the Wilds"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
rewards1
"Amber 10"
rewards2
"Metal Tools 10"
rewards3
"Insects 30"
id"II Happy Beavers"
displayName"Happy Beavers"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 20 for 60 seconds"
type"TraderValueSold"
amount"8"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 8 Amber to a trader or trade route."
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 22 for 60 seconds"
type"TraderValueSold"
amount"12"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 12 Amber to a trader or trade route."
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 24 for 60 seconds"
type"TraderValueSold"
amount"16"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 16 Amber to a trader or trade route."
rewards1
"Lumber Speed +15"
rewards2
"Biscuits 30"
rewards3
"Metal Tools 10"
id"II Happy Foxes"
displayName"Happy Foxes"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 14 for 30 seconds"
type"RelicResolved"
amount"1"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 1 Glade Events."
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 16 for 30 seconds"
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 18 for 30 seconds"
type"RelicResolved"
amount"3"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 3 Glade Events."
rewards1
"Tea +2"
rewards2
"Amber 10"
rewards3
"Extra Fox Newcommers"
id"II Happy Frogs"
displayName"Happy Frogs"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 20 for 60 seconds"
type"WaterUsed"
amount"25"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 25 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 22 for 60 seconds"
type"WaterUsed"
amount"50"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 50 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 24 for 60 seconds"
type"WaterUsed"
amount"75"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 75 units of rainwater (any type) in Rain Engines in production buildings."
rewards1
"Extra Frog Newcommers"
rewards2
"Paste 30"
rewards3
"Pipes +1"
id"II Happy Harpies"
displayName"Happy Harpies"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 14 for 30 seconds"
type"DecorationTypeOwning"
amount"4"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 4 Aesthetics decorations."
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 16 for 30 seconds"
type"DecorationTypeOwning"
amount"6"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 6 Aesthetics decorations."
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 18 for 30 seconds"
type"DecorationTypeOwning"
amount"8"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 8 Aesthetics decorations."
rewards1
"Paste +2"
rewards2
"Ink 25"
rewards3
"Fabric 30"
id"II Happy Humans"
displayName"Happy Humans"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 24 for 30 seconds"
type"Good"
amount"20"
icon"Icon_Resource_Grain"
displayName"Deliver 20 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"26"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 26 for 30 seconds"
type"Good"
amount"25"
icon"Icon_Resource_Grain"
displayName"Deliver 25 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"28"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 28 for 30 seconds"
type"Good"
amount"30"
icon"Icon_Resource_Grain"
displayName"Deliver 30 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Coats +2"
rewards2
"Pie 30"
rewards3
"Extra Human Newcommers"
id"II Happy Lizards"
displayName"Happy Lizards"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 14 for 30 seconds"
type"GladeDiscovery"
amount"1"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 1 glades."
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 16 for 30 seconds"
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 18 for 30 seconds"
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
rewards1
"Jerky +2"
rewards2
"Amber 10"
rewards3
"Extra Lizard Newcommers"
id"II Harpy Influx"
displayName"Harpy Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 35 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 50 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"65"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 65 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Harpy 5"
rewards2
"Coats +2"
rewards3
"Coats 25"
id"II Harpy Population"
displayName"Harpy Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 6 Harpies for 30 seconds"
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"8"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 8 Harpies for 30 seconds"
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 18 for 60 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"10"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 10 Harpies for 30 seconds"
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderHarpyResolve"
displayName"Harpies Resolve"
description"Keep Harpies Resolve above 22 for 120 seconds"
rewards1
"Paste 30"
rewards2
"Parts 5"
rewards3
"Alchemist Blueprint"
id"II Human Houses"
displayName"More Houses"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Need_Shelter"
displayName"Need for Basic Housing fulfilled"
description"Have at least 16 villagers with the Basic Housing need fulfilled for 20 seconds."
rewards1
"NewRandomVillagers 2"
rewards2
"Fish 30"
rewards3
"Parts 4"
id"II Human Influx"
displayName"Human Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Grain"
displayName"Deliver 35 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Grain"
displayName"Deliver 50 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"65"
icon"Icon_Resource_Grain"
displayName"Deliver 65 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Human 5"
rewards2
"Bricks 15"
rewards3
"Porridge 25"
id"II Human Population"
displayName"Human Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"human_temp"
displayName"Humans"
description"Have at least 6 Humans for 30 seconds"
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 24 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"8"
icon"human_temp"
displayName"Humans"
description"Have at least 8 Humans for 30 seconds"
type"RaceResolveForTime"
amount"28"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 28 for 60 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"10"
icon"human_temp"
displayName"Humans"
description"Have at least 10 Humans for 30 seconds"
type"RaceResolveForTime"
amount"32"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 32 for 120 seconds"
rewards1
"Pie 30"
rewards2
"Amber 15"
rewards3
"Brick Oven Blueprint"
id"II Jerky For Time"
displayName"Meat Treats"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"8"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 8 villagers with the Jerky need fulfilled for 120 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"10"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 10 villagers with the Jerky need fulfilled for 120 seconds."
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 12 villagers with the Jerky need fulfilled for 120 seconds."
rewards1
"Jerky +2"
rewards2
"Moth Larvae Meat 40"
rewards3
"NewRandomVillagers 2"
id"II Jerky"
displayName"Meat Diet"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 30 times."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 40 times."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 50 times."
rewards1
"Eggs +1"
rewards2
"Eggs 30"
rewards3
"Flour 30"
id"II Lizard Influx"
displayName"Lizard Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"35"
icon"Icon_Resource_Meat"
displayName"Deliver 35 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Meat"
displayName"Deliver 50 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"65"
icon"Icon_Resource_Meat"
displayName"Deliver 65 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
rewards1
"Lizard 5"
rewards2
"Training Gear 20"
rewards3
"Coal 25"
id"II Lizard Population"
displayName"Lizard Population"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"6"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 6 Lizards for 30 seconds"
type"RaceResolveForTime"
amount"14"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 14 for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"8"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 8 Lizards for 30 seconds"
type"RaceResolveForTime"
amount"18"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 18 for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"10"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 10 Lizards for 30 seconds"
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 22 for 120 seconds"
rewards1
"Meat +1"
rewards2
"Skewers 40"
rewards3
"Butcher Blueprint"
id"II Luxury Packs"
displayName"Luxurious Delivery"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"8"
icon"Icon_Resource_Luxury"
displayName"Deliver 8 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"10"
icon"Icon_Resource_Luxury"
displayName"Deliver 10 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"12"
icon"Icon_Resource_Luxury"
displayName"Deliver 12 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
rewards1
"Flour +2"
rewards2
"Amber 15"
rewards3
"NewRandomVillagers 4"
id"II Means of Production"
displayName"Building Materials"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"8"
icon"Icon_Resource_Planks"
displayName"Deliver 8 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"6"
icon"Icon_Resource_Bricks"
displayName"Deliver 6 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"6"
icon"Icon_Resource_Fabric"
displayName"Deliver 6 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"10"
icon"Icon_Resource_Planks"
displayName"Deliver 10 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"8"
icon"Icon_Resource_Bricks"
displayName"Deliver 8 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"8"
icon"Icon_Resource_Fabric"
displayName"Deliver 8 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"14"
icon"Icon_Resource_Planks"
displayName"Deliver 14 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_Bricks"
displayName"Deliver 10 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_Fabric"
displayName"Deliver 10 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
rewards1
"Hearth Parts 2"
rewards2
"Clay 40"
rewards3
"Leather 40"
id"II Multiply Routes"
displayName"Stacking Amber"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinishedWithAmount"
amount"1"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 1 trade routes with an offer multiplier of 3 or higher."
type"Good"
amount"5"
icon"Icon_Resource_Amber"
displayName"Deliver 5 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium, Hard"
logics
type"TradeRouteFinishedWithAmount"
amount"2"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 2 trade routes with an offer multiplier of 3 or higher."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"TradeRouteFinishedWithAmount"
amount"3"
icon"Icon_UI_OrderTradeRouteMultiplier"
displayName"Complete Trade Routes With Multiplier"
description"Complete 3 trade routes with an offer multiplier of 3 or higher."
type"Good"
amount"15"
icon"Icon_Resource_Amber"
displayName"Deliver 15 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Bricks +1"
rewards2
"Wetstone 35"
rewards3
"Scales 35"
id"II Offering Butcher"
displayName"Feast"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedsCategorySatisfiedForTime"
amount"10"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 10 villagers with a need from the Complex Food category fulfilled for 30 seconds."
type"Good"
amount"15"
icon"Icon_Resource_Oil"
displayName"Deliver 15 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
difficulty"Medium"
logics
type"NeedsCategorySatisfiedForTime"
amount"12"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 12 villagers with a need from the Complex Food category fulfilled for 30 seconds."
type"Good"
amount"20"
icon"Icon_Resource_Oil"
displayName"Deliver 20 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
difficulty"Hard"
logics
type"NeedsCategorySatisfiedForTime"
amount"14"
icon"Icon_UI_CategoryFood"
displayName"Any Complex Food need fulfilled"
description"Have at least 14 villagers with a need from the Complex Food category fulfilled for 30 seconds."
type"Good"
amount"25"
icon"Icon_Resource_Oil"
displayName"Deliver 25 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
rewards1
"Food Production Speed +20"
rewards2
"Oil +2"
rewards3
"Coal 20"
id"II Outpost"
displayName"Outposts"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Encampment"
displayName"Encampment (Level 1)"
description"Have at least 1 Hearths upgraded to level: Encampment (Level 1)."
difficulty"Medium"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Encampment"
displayName"Encampment (Level 1)"
description"Have at least 2 Hearths upgraded to level: Encampment (Level 1)."
difficulty"Hard"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Neighborhood"
displayName"Neighborhood (Level 2)"
description"Have at least 2 Hearths upgraded to level: Neighborhood (Level 2)."
rewards1
"Amber 15"
rewards2
"Builder +5"
rewards3
"Boots 35"
"Coats 35"
id"II Paths"
displayName"Infrastructure"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"50"
icon"Path_icon"
displayName"Path"
description"A simple path, doesn't cost any resources. Grants a 5% speed increase to villagers."
rewards1
"Amber 5"
rewards2
"Wetstone 15"
rewards3
Empty array
id"II Population Influx"
displayName"Population Influx"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"40"
icon"Icon_Resource_Oil"
displayName"Deliver 40 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
type"Good"
amount"40"
icon"Icon_Resource_Flour"
displayName"Deliver 40 Flour"
description"Used for cooking. <b>Produced in:</b> Rain Mill<sprite name=grade3>, Provisioner<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Supplier<sprite name=grade2>, Press<sprite name=grade1>"
rewards1
"Farmer +5"
"Flour +2"
rewards2
"Hearth Parts 2"
rewards3
"NewRandomVillagers 5"
id"II Rainwater"
displayName"Water Delivery"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"40"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 40 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
difficulty"Medium"
logics
type"Good"
amount"70"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 70 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
difficulty"Hard"
logics
type"Good"
amount"100"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 100 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
rewards1
"Copper Bar 20"
rewards2
"Coal 30"
rewards3
"Amber 10"
id"II Route Value"
displayName"Profit Margin"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteWithMinValueFinished"
amount"2"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 2 trade routes worth at least 5 Amber each."
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 6 Amber each."
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 7 Amber each."
rewards1
"Supplier Blueprint"
rewards2
"Amber 20"
rewards3
"Porridge 30"
"Paste 30"
"Jerky 30"
"Skewers 30"
"Biscuits 30"
"Pie 30"
"Pickled Goods 30"
id"II Routes"
displayName"Seller"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 4 trade routes."
type"TraderValueSold"
amount"10"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 10 Amber to a trader or trade route."
difficulty"Medium"
logics
type"TradeRouteFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 5 trade routes."
type"TraderValueSold"
amount"15"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 15 Amber to a trader or trade route."
difficulty"Hard"
logics
type"TradeRouteFinished"
amount"6"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 6 trade routes."
type"TraderValueSold"
amount"20"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 20 Amber to a trader or trade route."
rewards1
"Amber 15"
rewards2
"Bricks 10"
rewards3
"Waterskins +2"
id"II Sacrifice"
displayName"Sacrificing"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodSacraficed"
amount"15"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 15 Coal at the Ancient Hearth."
type"GoodSacraficed"
amount"15"
icon"Icon_Resource_Wood"
displayName"Sacrifice Wood"
description"Sacrifice 15 Wood at the Ancient Hearth."
difficulty"Medium"
logics
type"GoodSacraficed"
amount"20"
icon"Icon_Resource_Oil"
displayName"Sacrifice Oil"
description"Sacrifice 20 Oil at the Ancient Hearth."
type"GoodSacraficed"
amount"20"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 20 Coal at the Ancient Hearth."
difficulty"Hard"
logics
type"GoodSacraficed"
amount"30"
icon"Icon_Resource_Oil"
displayName"Sacrifice Oil"
description"Sacrifice 30 Oil at the Ancient Hearth."
type"GoodSacraficed"
amount"30"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 30 Coal at the Ancient Hearth."
type"GoodSacraficed"
amount"50"
icon"Icon_Resource_Wood"
displayName"Sacrifice Wood"
description"Sacrifice 50 Wood at the Ancient Hearth."
rewards1
"Resin +1"
rewards2
"FuelConsumption -25"
rewards3
"Copper Bar 20"
id"II Standing"
displayName"Making Connections"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeTownStandingLeveledUp"
amount"1"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 1 with 1 settlements on trade routes."
difficulty"Medium"
logics
type"TradeTownStandingLeveledUp"
amount"2"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 1 with 2 settlements on trade routes."
difficulty"Hard"
logics
type"TradeTownStandingLeveledUp"
amount"3"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 1 with 3 settlements on trade routes."
rewards1
"Amber 20"
rewards2
"Hearth Parts 2"
rewards3
"Parts 5"
id"II Tablets"
displayName"Ancient Artifacts"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Hard"
logics
type"Good"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 3 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Packs of Goods +1"
rewards2
"Amber 20"
rewards3
"NewRandomVillagers 2"
id"II TO Cut NOTrees"
displayName"Work Break"
tiers
"II"
isTimedtrue
timeToFail580
objectivesSets
difficulty"Hard"
logics
type"NoNaturalResourceDepletedForTime"
amountnull
icon"Icon_UI_OrderDontCutTrees"
displayName"Don't Fell Trees"
description"Don't fell any trees for 510 seconds."
rewards1
"Faster Woodcutters"
rewards2
"Amber 15"
rewards3
"Coal 30"
id"II TO Cut Trees"
displayName"Need for Timber"
tiers
"II"
isTimedtrue
timeToFail300
objectivesSets
difficulty"Hard"
logics
type"NaturalResourceDepleted"
amount"50"
icon"Icon_UI_OrderCutTrees"
displayName"Fell Trees"
description"Fell 50 trees."
rewards1
"Fuel Recipes Rate 33"
rewards2
"Planks 15"
rewards3
"Hearth Parts 3"
id"II TO Discover Dangerous Glades"
displayName"Adventurous Viceroy"
tiers
"II"
isTimedtrue
timeToFail540
objectivesSets
difficulty"Medium"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 3 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Toolshop Blueprint"
rewards2
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
"Paste 40"
"Porridge 40"
"Pickled Goods 40"
rewards3
"Metal Tools 12"
id"II TO Forager Trial - CRW AT"
displayName"Forager's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Vegetables"
displayName"Deliver 30 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Grain"
displayName"Deliver 30 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Vegetables"
displayName"Deliver 40 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Grain"
displayName"Deliver 40 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Vegetables"
displayName"Deliver 50 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Grain"
displayName"Deliver 50 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Porridge +3"
"Ale +3"
"Pickled Goods +3"
"Skewers +3"
"Pie +3"
"Biscuits +3"
rewards2
"Porridge 40"
"Pickled Goods 40"
"Skewers 40"
"Pie 40"
"Biscuits 40"
"Ale 40"
rewards3
"Plantation Blueprint"
id"II TO Forager Trial - RW"
displayName"Forager's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Vegetables"
displayName"Deliver 30 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Roots"
displayName"Deliver 30 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Vegetables"
displayName"Deliver 40 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Roots"
displayName"Deliver 40 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Vegetables"
displayName"Deliver 50 Vegetables"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Homestead<sprite name=grade2>, Small Farm<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Roots"
displayName"Deliver 50 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Porridge +3"
"Ale +3"
"Pickled Goods +3"
"Skewers +3"
"Pie +3"
"Biscuits +3"
rewards2
"Porridge 40"
"Pickled Goods 40"
"Skewers 40"
"Pie 40"
"Biscuits 40"
"Ale 40"
rewards3
"Plantation Blueprint"
id"II TO Forager Trial - SO"
displayName"Forager's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Roots"
displayName"Deliver 30 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Grain"
displayName"Deliver 30 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Roots"
displayName"Deliver 40 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Grain"
displayName"Deliver 40 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Roots"
displayName"Deliver 50 Roots"
description"Common food source. <b>Obtained in:</b> Foragers' Camp<sprite name=grade2>, Herb Garden<sprite name=grade1>, Small Foragers' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Grain"
displayName"Deliver 50 Grain"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Homestead<sprite name=grade3>, Small Farm<sprite name=grade2>, Foragers' Camp<sprite name=grade2>, Small Foragers' Camp<sprite name=grade1>"
rewards1
"Porridge +3"
"Ale +3"
"Pickled Goods +3"
"Skewers +3"
"Pie +3"
"Biscuits +3"
rewards2
"Porridge 40"
"Pickled Goods 40"
"Skewers 40"
"Pie 40"
"Biscuits 40"
"Ale 40"
rewards3
"Plantation Blueprint"
id"II TO Gathering Stone"
displayName"Stonecutter's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Clay"
displayName"Deliver 30 Clay"
description"Flesh of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>, Clay Pit<sprite name=grade2>"
type"Good"
amount"30"
icon"Icon_Resource_SeaMarrow"
displayName"Deliver 30 Sea Marrow"
description"Efficient fuel. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Clay"
displayName"Deliver 40 Clay"
description"Flesh of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>, Clay Pit<sprite name=grade2>"
type"Good"
amount"40"
icon"Icon_Resource_SeaMarrow"
displayName"Deliver 40 Sea Marrow"
description"Efficient fuel. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Clay"
displayName"Deliver 50 Clay"
description"Flesh of the earth. Used mostly for crafting. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>, Clay Pit<sprite name=grade2>"
type"Good"
amount"50"
icon"Icon_Resource_SeaMarrow"
displayName"Deliver 50 Sea Marrow"
description"Efficient fuel. <b>Obtained in:</b> Stonecutters' Camp<sprite name=grade2>"
rewards1
"Clay +1"
rewards2
"Pie 40"
"Biscuits 40"
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
"Jerky 40"
"Skewers 40"
rewards3
"Clay Pit Blueprint"
id"II TO Glades Discovery"
displayName"Venturesome Leader"
tiers
"II"
isTimedtrue
timeToFail420
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
rewards1
"Exploration Contract"
rewards2
"Metal Tools 15"
rewards3
"Parts 10"
id"II TO Herbalist Trial - CRW"
displayName"Herbalist's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Herbs"
displayName"Deliver 30 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 30 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Herbs"
displayName"Deliver 40 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 40 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Herbs"
displayName"Deliver 50 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 50 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Tea +3"
"Wine +3"
"Crystalized Dew +1"
rewards2
"Pickled Goods 40"
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
rewards3
"Alchemist Blueprint"
id"II TO Herbalist Trial - RW SF"
displayName"Herbalist's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Berries"
displayName"Deliver 30 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 30 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Berries"
displayName"Deliver 40 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 40 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Berries"
displayName"Deliver 50 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Mushrooms"
displayName"Deliver 50 Mushrooms"
description"Common food source. <b>Obtained in:</b> Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Homestead<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Tea +3"
"Wine +3"
"Crystalized Dew +1"
rewards2
"Pickled Goods 40"
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
rewards3
"Alchemist Blueprint"
id"II TO Herbalist Trial - SO"
displayName"Herbalist's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Berries"
displayName"Deliver 30 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Herbs"
displayName"Deliver 30 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Berries"
displayName"Deliver 40 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Herbs"
displayName"Deliver 40 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Berries"
displayName"Deliver 50 Berries"
description"Common food source. <b>Obtained in:</b> Plantation<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Herbs"
displayName"Deliver 50 Herbs"
description"Isn't eaten raw, but can be processed. <b>Obtained in:</b> Herb Garden<sprite name=grade2>, Herbalists' Camp<sprite name=grade2>, Greenhouse<sprite name=grade2>, Small Herbalists' Camp<sprite name=grade1>"
rewards1
"Tea +3"
"Wine +3"
"Crystalized Dew +1"
rewards2
"Pickled Goods 40"
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
rewards3
"Alchemist Blueprint"
id"II TO Homes for Beavers"
displayName"Beaver Colony"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"5"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"6"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
rewards1
"Clay 5pm"
rewards2
"Pickled Goods 40"
rewards3
"Beaver 5"
id"II TO Homes for Foxes"
displayName"Homes For Foxes"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"6"
icon"Fox House_icon"
displayName"Fox House"
description"A building specially designed for Foxes. Must be built near a Hearth. Fulfills the need for Fox housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"8"
icon"Fox House_icon"
displayName"Fox House"
description"A building specially designed for Foxes. Must be built near a Hearth. Fulfills the need for Fox housing and can accommodate 2 inhabitants."
rewards1
"Tea 5pm"
rewards2
"Pipes 10"
rewards3
"Foxes 5"
id"II TO Homes for Frogs"
displayName"Frog Colony"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"6"
icon"Frog House_icon"
displayName"Frog House"
description"A building specially designed for Frogs. Must be built near a Hearth. Fulfills the need for Frog housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"8"
icon"Frog House_icon"
displayName"Frog House"
description"A building specially designed for Frogs. Must be built near a Hearth. Fulfills the need for Frog housing and can accommodate 2 inhabitants."
rewards1
"Stone 5pm"
rewards2
"Paste 40"
rewards3
"Frog 5"
id"II TO Homes for Harpies"
displayName"Harpy Colony"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"6"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"8"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
rewards1
"Insects 5pm"
rewards2
"Paste 30"
rewards3
"Harpy 5"
id"II TO Homes for Humans"
displayName"Human Colony"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"6"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"8"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
rewards1
"Clay 5pm"
rewards2
"Pie 30"
rewards3
"Human 5"
id"II TO Homes for Lizards"
displayName"Lizard Colony"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"BuildingOwning"
amount"6"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"BuildingOwning"
amount"8"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
rewards1
"Coal 5pm"
rewards2
"Jerky 30"
rewards3
"Lizard 5"
id"II TO HUBs"
displayName"Outpost"
tiers
"II"
isTimedtrue
timeToFail360
objectivesSets
difficulty"Hard"
logics
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Neighborhood"
displayName"Neighborhood (Level 2)"
description"Have at least 1 Hearths upgraded to level: Neighborhood (Level 2)."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Hearth Parts 3"
rewards2
"Metal Tools 12"
rewards3
"Parts 8"
id"II TO Lumbermill"
displayName"Efficiency Test"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"35"
icon"Icon_Resource_Planks"
displayName"Deliver 35 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"40"
icon"Icon_Resource_Scrolls"
displayName"Deliver 40 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"55"
icon"Icon_Resource_Planks"
displayName"Deliver 55 Planks"
description"Mostly used for construction. <b>Produced in:</b> Lumber Mill<sprite name=grade3>, Workshop<sprite name=grade2>, Carpenter<sprite name=grade2>, Supplier<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"60"
icon"Icon_Resource_Scrolls"
displayName"Deliver 60 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
rewards1
"Woodcuters +10"
rewards2
"Faster Woodcutters"
rewards3
"Planks +2"
id"II TO Sacrificies"
displayName"Sacrificial Ceremony"
tiers
"II"
isTimedtrue
timeToFail630
objectivesSets
difficulty"Medium"
logics
type"GoodSacraficed"
amount"20"
icon"Icon_Resource_Oil"
displayName"Sacrifice Oil"
description"Sacrifice 20 Oil at the Ancient Hearth."
type"GoodSacraficed"
amount"20"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 20 Coal at the Ancient Hearth."
difficulty"Hard"
logics
type"GoodSacraficed"
amount"40"
icon"Icon_Resource_Oil"
displayName"Sacrifice Oil"
description"Sacrifice 40 Oil at the Ancient Hearth."
type"GoodSacraficed"
amount"40"
icon"Icon_Resource_Coal"
displayName"Sacrifice Coal"
description"Sacrifice 40 Coal at the Ancient Hearth."
type"GoodSacraficed"
amount"80"
icon"Icon_Resource_Wood"
displayName"Sacrifice Wood"
description"Sacrifice 80 Wood at the Ancient Hearth."
rewards1
"Oil 5pm"
rewards2
"Smithy Blueprint"
rewards3
"Ancient Artifact 3"
id"II TO Trappers Trial - CF SF"
displayName"Trapper's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Meat"
displayName"Deliver 30 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Insects"
displayName"Deliver 30 Insects"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Meat"
displayName"Deliver 40 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Insects"
displayName"Deliver 40 Insects"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Meat"
displayName"Deliver 50 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Insects"
displayName"Deliver 50 Insects"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>"
rewards1
"Jerky +3"
"Incense +3"
"Pottery +2"
rewards2
"Skewers 40"
"Jerky 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
rewards3
"Smokehouse Blueprint"
id"II TO Trappers Trial - RW M"
displayName"Trapper's Trial"
tiers
"II"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Meat"
displayName"Deliver 30 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Eggs"
displayName"Deliver 30 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Meat"
displayName"Deliver 40 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Eggs"
displayName"Deliver 40 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Meat"
displayName"Deliver 50 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Eggs"
displayName"Deliver 50 Eggs"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
rewards1
"Jerky +3"
"Incense +3"
"Pottery +2"
rewards2
"Skewers 40"
"Jerky 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
rewards3
"Smokehouse Blueprint"
id"II Trade Connections"
displayName"Trade Connections"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"5"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 5 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"8"
icon"Icon_Resource_Amber"
displayName"Deliver 8 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium"
logics
type"Good"
amount"10"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 10 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"Good"
amount"12"
icon"Icon_Resource_Luxury"
displayName"Deliver 12 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
type"Good"
amount"12"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 12 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"12"
icon"Icon_Resource_Amber"
displayName"Deliver 12 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Trader Interval +15"
rewards2
"Parts 5"
rewards3
"NewRandomVillagers 2"
id"II Use Water"
displayName"Rainpunk Engineer"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"60"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 60 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"120"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 120 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"180"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 180 units of rainwater (any type) in Rain Engines in production buildings."
rewards1
"Parts 4"
rewards2
"Skewers 30"
"Jerky 30"
"Pie 30"
"Biscuits 30"
"Porridge 30"
"Paste 30"
"Pickled Goods 30"
rewards3
"NewRandomVillagers 3"
id"III Pump Upgrade"
displayName"Water Industry"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Geyser Pump"
description"Upgrade 1 building(s) to level 1: Geyser Pump. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"10"
icon"Icon_Resource_Bricks"
displayName"Deliver 10 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_Fabric"
displayName"Deliver 10 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
difficulty"Medium"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Geyser Pump"
description"Upgrade 1 building(s) to level 2: Geyser Pump. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"15"
icon"Icon_Resource_Bricks"
displayName"Deliver 15 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Fabric"
displayName"Deliver 15 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
difficulty"Hard"
logics
type"UpgradedBuildingOwned"
amount"2"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Geyser Pump"
description"Upgrade 2 building(s) to level 2: Geyser Pump. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"20"
icon"Icon_Resource_Bricks"
displayName"Deliver 20 Bricks"
description"Mostly used for construction. <b>Produced in:</b> Brickyard<sprite name=grade3>, Workshop<sprite name=grade2>, Stamping Mill<sprite name=grade2>, Kiln<sprite name=grade1>, Crude Workstation<sprite name=grade0>"
type"Good"
amount"20"
icon"Icon_Resource_Fabric"
displayName"Deliver 20 Fabric"
description"Used for construction or production of clothes. <b>Produced in:</b> Weaver<sprite name=grade3>, Workshop<sprite name=grade2>, Granary<sprite name=grade2>, Manufactory<sprite name=grade2>, Crude Workstation<sprite name=grade0>"
rewards1
"Planks +1"
rewards2
"Bricks +1"
rewards3
"Parts 4"
id"III Aesthethics"
displayName"Royal Gardens"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"DecorationTypeOwning"
amount"10"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 10 Harmony decorations."
difficulty"Medium"
logics
type"DecorationTypeOwning"
amount"15"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 15 Harmony decorations."
difficulty"Hard"
logics
type"DecorationTypeOwning"
amount"20"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 20 Harmony decorations."
rewards1
"Packs of Goods +1"
rewards2
"Paper 30"
"Incense 30"
"Ale 30"
"Wine 30"
"Training Gear 30"
"Tea 30"
rewards3
"Hearth Parts 3"
id"III Ale and Tavern"
displayName"Cups and Glasses"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Ale"
displayName"Deliver 30 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Tavern_icon"
displayName"Tavern"
description"A place where villagers can fulfill their need for: Leisure, Luxury. Passive effects: Gleeman's Tales."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Ale"
displayName"Deliver 40 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Tavern_icon"
displayName"Tavern"
description"A place where villagers can fulfill their need for: Leisure, Luxury. Passive effects: Gleeman's Tales."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Ale"
displayName"Deliver 50 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Tavern_icon"
displayName"Tavern"
description"A place where villagers can fulfill their need for: Leisure, Luxury. Passive effects: Gleeman's Tales."
rewards1
"Ale +2"
rewards2
"Ale 30"
rewards3
"Waterskins 30"
id"III Amber and Market"
displayName"Charity Fair"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Amber"
displayName"Deliver 30 Amber"
description"Crystallized resin. The main currency of the kingdom."
type"BuildingOwning"
amount"1"
icon"Market_icon"
displayName"Market"
description"A place where villagers can fulfill their need for: Leisure, Treatment. Passive effects: Market Carts."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Amber"
displayName"Deliver 40 Amber"
description"Crystallized resin. The main currency of the kingdom."
type"BuildingOwning"
amount"1"
icon"Market_icon"
displayName"Market"
description"A place where villagers can fulfill their need for: Leisure, Treatment. Passive effects: Market Carts."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Amber"
displayName"Deliver 50 Amber"
description"Crystallized resin. The main currency of the kingdom."
type"BuildingOwning"
amount"1"
icon"Market_icon"
displayName"Market"
description"A place where villagers can fulfill their need for: Leisure, Treatment. Passive effects: Market Carts."
rewards1
"Trading Packs"
"Ale +3"
"Tea +3"
"Scout +10"
rewards2
"Pie 30"
"Pickled Goods 30"
"Paste 30"
"Coats 30"
"Boots 30"
rewards3
"Porridge 30"
"Biscuits 30"
"Jerky 30"
"Skewers 30"
id"III Ancient Tablets"
displayName"Lost Knowledge"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Medium"
logics
type"Good"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 3 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Hard"
logics
type"Good"
amount"4"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 4 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Jerky 40"
"Skewers 40"
"Porridge 40"
"Biscuits 40"
rewards2
"Pie 40"
"Pickled Goods 40"
"Paste 40"
"Coats 40"
"Boots 40"
rewards3
"Wine 40"
"Ale 40"
"Training Gear 40"
"Paper 40"
"Tea 40"
"Incense 40"
id"III Archaeology"
displayName"Archaeology"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
difficulty"Medium"
logics
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
difficulty"Hard"
logics
type"Good"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 3 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
rewards1
"Pottery for Glade"
rewards2
"Hearth Parts 2"
rewards3
"Metal Tools 12"
id"III Beaver Relatives"
displayName"Beaver Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 30 times."
type"BuildingOwning"
amount"4"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 40 times."
type"BuildingOwning"
amount"6"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 50 times."
type"BuildingOwning"
amount"8"
icon"Beaver House_icon"
displayName"Beaver House"
description"A building specially designed for Beavers. Must be built near a Hearth. Fulfills the need for Beaver housing and can accommodate 2 inhabitants."
rewards1
"Beaver Faction Support"
rewards2
"Roots 50"
rewards3
"Beaver 5"
id"III Building Packs"
displayName"Building the Citadel"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"12"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 12 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 20 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"VillagerSpeed10"
rewards2
"Copper Bar 30"
rewards3
"Parts 5"
id"III Coats NeedForTime"
displayName"New Clothes"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"10"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 10 villagers with the Coats need fulfilled for 120 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 14 villagers with the Coats need fulfilled for 120 seconds."
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"18"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 18 villagers with the Coats need fulfilled for 120 seconds."
rewards1
"Coats +2"
rewards2
"Leather +1"
rewards3
"Fabric 20"
id"III Copper"
displayName"Industry"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_CopperOre"
displayName"Deliver 50 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"NewRandomVillagers 4"
rewards2
"Parts 10"
rewards3
"Metal Tools 6"
id"III Costly Route"
displayName"Profitable Trade"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteWithMinValueFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 4 trade routes worth at least 7 Amber each."
type"Good"
amount"6"
icon"Icon_Resource_Provisions"
displayName"Deliver 6 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 4 trade routes worth at least 8 Amber each."
type"Good"
amount"9"
icon"Icon_Resource_Provisions"
displayName"Deliver 9 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 4 trade routes worth at least 9 Amber each."
type"Good"
amount"12"
icon"Icon_Resource_Provisions"
displayName"Deliver 12 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Planks +1"
rewards2
"Coats 35"
"Boots 35"
rewards3
"Sea Marrow 30"
id"III Cysts"
displayName"Pyromania"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"CystsRemoved"
amount"14"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 14 Blightrot Cysts."
difficulty"Hard"
logics
type"CystsRemoved"
amount"18"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 18 Blightrot Cysts."
rewards1
"Coal +1"
rewards2
"Blight Fuel +1"
rewards3
"Coal 30"
id"III Farmfields"
displayName"Agriculture"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"16"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"24"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"20"
icon"Icon_Resource_Crops"
displayName"Deliver 20 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"30"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"25"
icon"Icon_Resource_Crops"
displayName"Deliver 25 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"NewRandomVillagers 4"
rewards2
"Grain +1"
rewards3
"Parts 8"
id"III Forum"
displayName"The Forum"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 30 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Wine"
displayName"Deliver 30 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 40 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"Good"
amount"40"
icon"Icon_Resource_Wine"
displayName"Deliver 40 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 50 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Wine"
displayName"Deliver 50 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
rewards1
"Forum Blueprint"
rewards2
"Reeds 40"
rewards3
"Training Gear +2"
id"III Fox Relatives"
displayName"Fox Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Porridge"
displayName"Need for Porridge fulfilled"
description"Fulfill your villagers' need for eating porridge 30 times."
type"BuildingOwning"
amount"4"
icon"Fox House_icon"
displayName"Fox House"
description"A building specially designed for Foxes. Must be built near a Hearth. Fulfills the need for Fox housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Porridge"
displayName"Need for Porridge fulfilled"
description"Fulfill your villagers' need for eating porridge 40 times."
type"BuildingOwning"
amount"6"
icon"Fox House_icon"
displayName"Fox House"
description"A building specially designed for Foxes. Must be built near a Hearth. Fulfills the need for Fox housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Porridge"
displayName"Need for Porridge fulfilled"
description"Fulfill your villagers' need for eating porridge 50 times."
type"BuildingOwning"
amount"8"
icon"Fox House_icon"
displayName"Fox House"
description"A building specially designed for Foxes. Must be built near a Hearth. Fulfills the need for Fox housing and can accommodate 2 inhabitants."
rewards1
"Fox Faction Support"
rewards2
"Foxes 5"
rewards3
"Tea 30"
id"III Frog Relatives"
displayName"Frog Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Paste 1"
displayName"Need for Paste fulfilled"
description"Fulfill your villagers' need for eating paste 30 times."
type"BuildingOwning"
amount"4"
icon"Frog House_icon"
displayName"Frog House"
description"A building specially designed for Frogs. Must be built near a Hearth. Fulfills the need for Frog housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Paste 1"
displayName"Need for Paste fulfilled"
description"Fulfill your villagers' need for eating paste 40 times."
type"BuildingOwning"
amount"6"
icon"Frog House_icon"
displayName"Frog House"
description"A building specially designed for Frogs. Must be built near a Hearth. Fulfills the need for Frog housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Paste 1"
displayName"Need for Paste fulfilled"
description"Fulfill your villagers' need for eating paste 50 times."
type"BuildingOwning"
amount"8"
icon"Frog House_icon"
displayName"Frog House"
description"A building specially designed for Frogs. Must be built near a Hearth. Fulfills the need for Frog housing and can accommodate 2 inhabitants."
rewards1
"Frog Faction Support"
rewards2
"Frog 5"
rewards3
"Boots 35"
id"III Frog Upgrades"
displayName"Upgraded Living"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"UpgradedBuildingOwned"
amount"4"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Frog House"
description"Upgrade 4 building(s) to level 1: Frog House. You can do this by selecting it and opening the upgrade tab in the building panel."
difficulty"Medium"
logics
type"UpgradedBuildingOwned"
amount"4"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Frog House"
description"Upgrade 4 building(s) to level 2: Frog House. You can do this by selecting it and opening the upgrade tab in the building panel."
difficulty"Hard"
logics
type"UpgradedBuildingOwned"
amount"4"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Frog House"
description"Upgrade 4 building(s) to level 3: Frog House. You can do this by selecting it and opening the upgrade tab in the building panel."
rewards1
"Paste +2"
rewards2
"Frog 3"
rewards3
"Incense 30"
id"III Glades in Time"
displayName"Hasty Explorer"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades in Time"
description"Discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">) within 240 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Medium"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades in Time"
description"Discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">) within 210 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Hard"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades in Time"
description"Discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">) within 180 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
rewards1
"Pipes +1"
rewards2
"Pipes 20"
rewards3
"Parts 5"
id"III Glades"
displayName"Trailblazing"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"6"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 6 glades."
type"Good"
amount"10"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 10 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
rewards1
"Pickled Goods +3"
"Porridge +3"
"Jerky +3"
"Skewers +3"
"Biscuits +3"
"Pie +3"
"Paste +3"
rewards2
"Amber 30"
rewards3
"Crystalized Dew 30"
id"III Harpy Relatives"
displayName"Harpy Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 30 times."
type"BuildingOwning"
amount"4"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 40 times."
type"BuildingOwning"
amount"6"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 50 times."
type"BuildingOwning"
amount"8"
icon"Harpy House_icon"
displayName"Harpy House"
description"A building specially designed for Harpies. Must be built near a Hearth. Fulfills the need for Harpy housing and can accommodate 2 inhabitants."
rewards1
"Harpy Faction Support"
rewards2
"Harpy 5"
rewards3
"Insects 50"
id"III Higene"
displayName"Cleanliness"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"40"
icon"Icon_Need_Treatment"
displayName"Need for Treatment fulfilled"
description"Fulfill your villagers' need for treatment 40 times."
difficulty"Medium"
logics
type"NeedServed"
amount"50"
icon"Icon_Need_Treatment"
displayName"Need for Treatment fulfilled"
description"Fulfill your villagers' need for treatment 50 times."
difficulty"Hard"
logics
type"NeedServed"
amount"60"
icon"Icon_Need_Treatment"
displayName"Need for Treatment fulfilled"
description"Fulfill your villagers' need for treatment 60 times."
rewards1
"Tea +2"
rewards2
"Harpy 3"
rewards3
"Herbs 40"
id"III Hub"
displayName"Advanced District"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Encampment"
displayName"Encampment (Level 1)"
description"Have at least 2 Hearths upgraded to level: Encampment (Level 1)."
difficulty"Medium"
logics
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Neighborhood"
displayName"Neighborhood (Level 2)"
description"Have at least 1 Hearths upgraded to level: Neighborhood (Level 2)."
difficulty"Hard"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Neighborhood"
displayName"Neighborhood (Level 2)"
description"Have at least 2 Hearths upgraded to level: Neighborhood (Level 2)."
rewards1
"Planks +1"
rewards2
"Leather 40"
rewards3
"Crystalized Dew 20"
id"III Human Relatives"
displayName"Human Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 30 times."
type"BuildingOwning"
amount"4"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 40 times."
type"BuildingOwning"
amount"6"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 50 times."
type"BuildingOwning"
amount"8"
icon"Human House_icon"
displayName"Human House"
description"A building specially designed for Humans. Must be built near a Hearth. Fulfills the need for Human housing and can accommodate 2 inhabitants."
rewards1
"Human Faction Support"
rewards2
"Human 5"
rewards3
"Vegetables 50"
id"III Leisure for Time"
displayName"Basic Rights"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"10"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 10 villagers with the Leisure need fulfilled for 120 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 14 villagers with the Leisure need fulfilled for 120 seconds."
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"18"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 18 villagers with the Leisure need fulfilled for 120 seconds."
rewards1
"Tinctury Blueprint"
rewards2
"Barrels 30"
rewards3
"Pickled Goods 30"
"Paste 30"
"Porridge 30"
"Biscuits 30"
"Pie 30"
"Jerky 30"
"Pie 30"
id"III Lizard Relatives"
displayName"Lizard Relatives"
tiers
"II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 30 times."
type"BuildingOwning"
amount"4"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
difficulty"Medium"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 40 times."
type"BuildingOwning"
amount"6"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
difficulty"Hard"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 50 times."
type"BuildingOwning"
amount"8"
icon"Lizard House_icon"
displayName"Lizard House"
description"A building specially designed for Lizards. Must be built near a Hearth. Fulfills the need for Lizard housing and can accommodate 2 inhabitants."
rewards1
"Lizard Faction Support"
rewards2
"Lizard 5"
rewards3
"Skewers 30"
id"III Lost Villagers"
displayName"Lost in the Woods"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium, Hard"
logics
type"RelicResolvedWithReward"
amount"2"
icon"Icon_UI_OrderWelcomePeople"
displayName"Empathy"
description"Complete at least 2 events by making a decision: Empathy <sprite name=dec_empathy>."
rewards1
"Packs of Goods +1"
rewards2
"Pack of Provisions 15"
rewards3
"Metal Tools 8"
id"III Luxury"
displayName"Luxury"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"40"
icon"Icon_Need_Luxury"
displayName"Need for Luxury fulfilled"
description"Fulfill your villagers' need for luxury 40 times."
difficulty"Medium"
logics
type"NeedServed"
amount"50"
icon"Icon_Need_Luxury"
displayName"Need for Luxury fulfilled"
description"Fulfill your villagers' need for luxury 50 times."
difficulty"Hard"
logics
type"NeedServed"
amount"60"
icon"Icon_Need_Luxury"
displayName"Need for Luxury fulfilled"
description"Fulfill your villagers' need for luxury 60 times."
rewards1
"More Resolve for Comfortable"
rewards2
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
"Jerky 40"
"Skewers 40"
rewards3
"Barrels 40"
id"III Provisions and Crops"
displayName"Rations for the Citadel"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"12"
icon"Icon_Resource_Provisions"
displayName"Deliver 12 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"12"
icon"Icon_Resource_Crops"
displayName"Deliver 12 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Packs Production Speed Boost 33"
rewards2
"Waterskins 30"
rewards3
"Porridge 30"
"Paste 30"
"Skewers 30"
"Jerky 30"
"Pickled Goods 30"
"Biscuits 30"
"Pie 30"
id"III Rain Collector"
displayName"Advanced Logistics"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Rain Collector_icon"
displayName"Rain Collector"
description"Can collect rainwater used for crafting and powering Rain Engines in production buildings. The type of collected rainwater depends on the season. Has a tank capacity of 50."
type"Good"
amount"25"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 25 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
difficulty"Medium"
logics
type"BuildingOwning"
amount"2"
icon"Rain Collector_icon"
displayName"Rain Collector"
description"Can collect rainwater used for crafting and powering Rain Engines in production buildings. The type of collected rainwater depends on the season. Has a tank capacity of 50."
type"Good"
amount"35"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 35 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
type"Good"
amount"35"
icon"Icon_Resource_StormWater"
displayName"Deliver 35 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
rewards1
"Copper Bar +2"
rewards2
"Pottery 35"
rewards3
"Hearth Parts 3"
id"III Religion"
displayName"Religion"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"50"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Fulfill your villagers' need for religion 50 times."
difficulty"Medium"
logics
type"NeedServed"
amount"60"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Fulfill your villagers' need for religion 60 times."
difficulty"Hard"
logics
type"NeedServed"
amount"70"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Fulfill your villagers' need for religion 70 times."
rewards1
"Grain +1"
rewards2
"Coal 40"
rewards3
"Herbs 40"
id"III Resolve Beavers"
displayName"Beaver Resolve"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 22 for 60 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"26"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 26 for 120 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"30"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 30 for 120 seconds"
rewards1
"Roots +1"
rewards2
"Beaver 4"
rewards3
"Amber 20"
id"III Resolve Foxes"
displayName"Fox Villagers"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 16 for 60 seconds"
type"Good"
amount"10"
icon"Icon_Resource_Tea"
displayName"Deliver 10 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 20 for 120 seconds"
type"Good"
amount"15"
icon"Icon_Resource_Tea"
displayName"Deliver 15 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderFoxResolve"
displayName"Foxes Resolve"
description"Keep Foxes Resolve above 24 for 120 seconds"
type"Good"
amount"20"
icon"Icon_Resource_Tea"
displayName"Deliver 20 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
rewards1
"Porridge +2"
rewards2
"Foxes 4"
rewards3
"Parts 5"
id"III Resolve Frogs"
displayName"Frog Resolve"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"22"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 22 for 60 seconds"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"26"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 26 for 120 seconds"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"30"
icon"Icon_UI_OrderFrogResolve 1"
displayName"Frogs Resolve"
description"Keep Frogs Resolve above 30 for 120 seconds"
rewards1
"Stone +1"
rewards2
"Frog 4"
rewards3
"Wine 40"
id"III Resolve Harpies"
displayName"Harpy Villagers"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"8"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 8 Harpies for 60 seconds"
type"NeedSatisfiedForTime"
amount"6"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 6 villagers with the Jerky need fulfilled for 60 seconds."
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"10"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 10 Harpies for 120 seconds"
type"NeedSatisfiedForTime"
amount"8"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 8 villagers with the Jerky need fulfilled for 60 seconds."
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"12"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 12 Harpies for 120 seconds"
type"NeedSatisfiedForTime"
amount"10"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 10 villagers with the Jerky need fulfilled for 60 seconds."
rewards1
"Berries +1"
rewards2
"Harpy 4"
rewards3
"Paper 30"
id"III Resolve Humans"
displayName"Human Villagers"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"8"
icon"human_temp"
displayName"Humans"
description"Have at least 8 Humans for 60 seconds"
type"NeedSatisfiedForTime"
amount"6"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 6 villagers with the Coats need fulfilled for 60 seconds."
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"10"
icon"human_temp"
displayName"Humans"
description"Have at least 10 Humans for 120 seconds"
type"NeedSatisfiedForTime"
amount"8"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 8 villagers with the Coats need fulfilled for 60 seconds."
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"12"
icon"human_temp"
displayName"Humans"
description"Have at least 12 Humans for 120 seconds"
type"NeedSatisfiedForTime"
amount"10"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Have at least 10 villagers with the Coats need fulfilled for 60 seconds."
rewards1
"Fabric +1"
rewards2
"Human 4"
rewards3
"Parts 5"
id"III Resolve Lizards"
displayName"Lizard Villagers"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"16"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 16 for 60 seconds"
type"Good"
amount"5"
icon"Icon_Resource_Provisions"
displayName"Deliver 5 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"RaceResolveForTime"
amount"20"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 20 for 120 seconds"
type"Good"
amount"5"
icon"Icon_Resource_Provisions"
displayName"Deliver 5 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"RaceResolveForTime"
amount"24"
icon"Icon_UI_OrderLizardResolve"
displayName"Lizards Resolve"
description"Keep Lizards Resolve above 24 for 120 seconds"
type"Good"
amount"5"
icon"Icon_Resource_Provisions"
displayName"Deliver 5 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Meat +1"
rewards2
"Lizard 4"
rewards3
"Parts 5"
id"III Route Value"
displayName"Fair Exchange"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteWithMinValueFinished"
amount"4"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 4 trade routes worth at least 10 Amber each."
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 5 trade routes worth at least 11 Amber each."
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 5 trade routes worth at least 12 Amber each."
rewards1
"Porridge +2"
"Paste +2"
"Pickled Goods +2"
"Skewers +2"
"Jerky +2"
"Pie +2"
"Biscuits +2"
rewards2
"Pipes 20"
rewards3
"Incense 30"
"Paper 30"
"Tea 30"
"Training Gear 30"
"Ale 30"
"Wine 30"
id"III Routes And Amber"
displayName"Income Tax"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"6"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 6 trade routes."
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium"
logics
type"TradeRouteFinished"
amount"8"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 8 trade routes."
type"Good"
amount"15"
icon"Icon_Resource_Amber"
displayName"Deliver 15 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"TradeRouteFinished"
amount"10"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 10 trade routes."
type"Good"
amount"20"
icon"Icon_Resource_Amber"
displayName"Deliver 20 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Trader Interval +15"
rewards2
"Hearth Parts 3"
rewards3
"Parts 8"
id"III Routes"
displayName"Export"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"8"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 8 trade routes."
difficulty"Medium"
logics
type"TradeRouteFinished"
amount"10"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 10 trade routes."
difficulty"Hard"
logics
type"TradeRouteFinished"
amount"12"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 12 trade routes."
rewards1
"Packs of Goods +1"
rewards2
"NewRandomVillagers 4"
rewards3
"Parts 8"
id"III Royal Gardens"
displayName"Aesthetics"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"DecorationTypeOwning"
amount"10"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 10 Aesthetics decorations."
difficulty"Medium"
logics
type"DecorationTypeOwning"
amount"15"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 15 Aesthetics decorations."
difficulty"Hard"
logics
type"DecorationTypeOwning"
amount"20"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 20 Aesthetics decorations."
rewards1
"Berries +1"
rewards2
"Jerky 30"
"Skewers 30"
"Porridge 30"
"Paste 30"
"Pie 30"
"Biscuits 30"
"Pickled Goods 30"
rewards3
"Crystalized Dew 30"
id"III Ruins"
displayName"Ruins"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 1 destroyed buildings found in the forest. Haunted ruins also count."
type"Good"
amount"10"
icon"Icon_Resource_Provisions"
displayName"Deliver 10 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 2 destroyed buildings found in the forest. Haunted ruins also count."
type"Good"
amount"12"
icon"Icon_Resource_Provisions"
displayName"Deliver 12 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 3 destroyed buildings found in the forest. Haunted ruins also count."
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Scout +5"
rewards2
"Metal Tools 12"
rewards3
"Pottery 35"
id"III Salt"
displayName"Salty Delivery"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_SaltNEW"
displayName"Deliver 50 Salt"
description"A valuable and highly absorbent mineral. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Parts 10"
rewards2
"NewRandomVillagers 4"
rewards3
"Salt +1"
id"III Scrolls and Temple"
displayName"Brotherhood"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Scrolls"
displayName"Deliver 30 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Temple_icon"
displayName"Temple"
description"A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Scrolls"
displayName"Deliver 40 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Temple_icon"
displayName"Temple"
description"A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Scrolls"
displayName"Deliver 50 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Temple_icon"
displayName"Temple"
description"A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame."
rewards1
"Incense +2"
"Paper +2"
"Oil +2"
rewards2
"Oil 30"
rewards3
"Flour 40"
id"III Send to Citadel"
displayName"Gifts for the Queen"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderSendGoods"
displayName"Loyalty"
description"Complete at least 1 events by making a decision: Loyalty <sprite name=dec_loyalty>."
difficulty"Medium"
logics
type"RelicResolvedWithReward"
amount"2"
icon"Icon_UI_OrderSendGoods"
displayName"Loyalty"
description"Complete at least 2 events by making a decision: Loyalty <sprite name=dec_loyalty>."
difficulty"Hard"
logics
type"RelicResolvedWithReward"
amount"3"
icon"Icon_UI_OrderSendGoods"
displayName"Loyalty"
description"Complete at least 3 events by making a decision: Loyalty <sprite name=dec_loyalty>."
rewards1
"Random Goods for Dearth"
rewards2
"Parts 5"
rewards3
"NewRandomVillagers 3"
id"III Service Harpy"
displayName"Healing"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Tea"
displayName"Deliver 30 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
type"BuildingOwning"
amount"1"
icon"Bath House_icon"
displayName"Bath House"
description"A place where villagers can fulfill their need for: Treatment. Passive effects: Regular Baths, Good Health."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Tea"
displayName"Deliver 40 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
type"BuildingOwning"
amount"1"
icon"Bath House_icon"
displayName"Bath House"
description"A place where villagers can fulfill their need for: Treatment. Passive effects: Regular Baths, Good Health."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Tea"
displayName"Deliver 50 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
type"BuildingOwning"
amount"1"
icon"Bath House_icon"
displayName"Bath House"
description"A place where villagers can fulfill their need for: Treatment. Passive effects: Regular Baths, Good Health."
rewards1
"Accidental Pigment"
rewards2
"Sea Marrow 30"
rewards3
"Paste 30"
id"III Service Human"
displayName"Religious Rites"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Incense"
displayName"Deliver 30 Incense"
description"Used for religion at: Temple, Monastery, Tea Doctor, by Humans, Foxes, Frogs. Villagers with a satisfied need for religion have a higher chance of producing double yields. <b>Produced in:</b> Brick Oven<sprite name=grade2>, Teahouse<sprite name=grade2>, Distillery<sprite name=grade2>, Smokehouse<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Monastery_icon"
displayName"Monastery"
description"A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Incense"
displayName"Deliver 40 Incense"
description"Used for religion at: Temple, Monastery, Tea Doctor, by Humans, Foxes, Frogs. Villagers with a satisfied need for religion have a higher chance of producing double yields. <b>Produced in:</b> Brick Oven<sprite name=grade2>, Teahouse<sprite name=grade2>, Distillery<sprite name=grade2>, Smokehouse<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Monastery_icon"
displayName"Monastery"
description"A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Incense"
displayName"Deliver 50 Incense"
description"Used for religion at: Temple, Monastery, Tea Doctor, by Humans, Foxes, Frogs. Villagers with a satisfied need for religion have a higher chance of producing double yields. <b>Produced in:</b> Brick Oven<sprite name=grade2>, Teahouse<sprite name=grade2>, Distillery<sprite name=grade2>, Smokehouse<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Monastery_icon"
displayName"Monastery"
description"A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew."
rewards1
"Fuel Recipes Rate 33"
rewards2
"Pie 30"
rewards3
"Ale 30"
id"III Service Lizard"
displayName"Arena"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 30 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Clan Hall_icon"
displayName"Clan Hall"
description"A place where villagers can fulfill their need for: Brawling. Passive effects: Carnivorous Tradition, Ancient Ways."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 40 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Clan Hall_icon"
displayName"Clan Hall"
description"A place where villagers can fulfill their need for: Brawling. Passive effects: Carnivorous Tradition, Ancient Ways."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 50 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Clan Hall_icon"
displayName"Clan Hall"
description"A place where villagers can fulfill their need for: Brawling. Passive effects: Carnivorous Tradition, Ancient Ways."
rewards1
"Lizard Resolve for Training Gear Prod"
rewards2
"Oil 30"
rewards3
"Jerky 30"
id"III Serving Ale"
displayName"Serving Ale"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"50"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Fulfill your villagers' need for leisure 50 times."
difficulty"Medium"
logics
type"NeedServed"
amount"60"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Fulfill your villagers' need for leisure 60 times."
difficulty"Hard"
logics
type"NeedServed"
amount"70"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Fulfill your villagers' need for leisure 70 times."
rewards1
"Ale +2"
rewards2
"Amber 20"
rewards3
"Parts 5"
id"III Solve Chests"
displayName"Open or send caches"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 2 Abandoned Caches of any size to the Citadel."
difficulty"Medium"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 3 Abandoned Caches of any size to the Citadel."
difficulty"Hard"
logics
type"RelicResolved"
amount"4"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 4 Abandoned Caches of any size to the Citadel."
rewards1
"Scout +10"
rewards2
"NewRandomVillagers 4"
rewards3
"Parts 5"
id"III Solve Dangerous Relic"
displayName"Profitable Caution"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
difficulty"Medium"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 3 Dangerous or Forbidden Glade Events."
difficulty"Hard"
logics
type"RelicResolved"
amount"4"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 4 Dangerous or Forbidden Glade Events."
rewards1
"Vegetables +1"
rewards2
"Parts 5"
rewards3
"Grill Blueprint"
id"III Standing"
displayName"Good Friends"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeTownStandingLeveledUp"
amount"1"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 2 with 1 settlements on trade routes."
difficulty"Medium"
logics
type"TradeTownStandingLeveledUp"
amount"2"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 2 with 2 settlements on trade routes."
difficulty"Hard"
logics
type"TradeTownStandingLeveledUp"
amount"3"
icon"Icon_UI_OrderStanding"
displayName"Standing Level"
description"Reach standing level 2 with 3 settlements on trade routes."
rewards1
"Boots 40"
"Coats 40"
rewards2
"Amber 30"
rewards3
"Waterskins 40"
id"III TO Basic Packs"
displayName"Basic Packages"
tiers
"III"
isTimedtrue
timeToFail360
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_Provisions"
displayName"Deliver 20 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"20"
icon"Icon_Resource_Crops"
displayName"Deliver 20 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"10"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 10 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
rewards1
"Packs of Goods +1"
rewards2
"Metal Tools 15"
rewards3
"Bakery Blueprint"
id"III TO Building Packs"
displayName"Building Rush"
tiers
"III"
isTimedtrue
timeToFail330
objectivesSets
difficulty"Medium"
logics
type"DecorationTypeOwning"
amount"8"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 8 Aesthetics decorations."
type"DecorationTypeOwning"
amount"8"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 8 Harmony decorations."
difficulty"Hard"
logics
type"DecorationTypeOwning"
amount"10"
icon"Icon_UI_DecorAesthetics"
displayName"Aesthetics"
description"Have at least 10 Aesthetics decorations."
type"DecorationTypeOwning"
amount"10"
icon"Icon_UI_DecorHarmony"
displayName"Harmony"
description"Have at least 10 Harmony decorations."
rewards1
"Barrels +3"
"Fabric +3"
"Ink +3"
rewards2
"Hearth Parts 6"
rewards3
"Manufactory Blueprint"
id"III TO Chest Chaser"
displayName"Chest Chaser"
tiers
"III"
isTimedtrue
timeToFail630
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 2 Abandoned Caches of any size to the Citadel."
difficulty"Medium"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 3 Abandoned Caches of any size to the Citadel."
difficulty"Hard"
logics
type"RelicResolved"
amount"4"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 4 Abandoned Caches of any size to the Citadel."
rewards1
"Training Gear 5pm"
rewards2
"Packs of Goods +2"
rewards3
"Metal Tools 15"
id"III TO Dangerous Stuff"
displayName"Foolhardy Man"
tiers
"III"
isTimedtrue
timeToFail1230
objectivesSets
difficulty"Medium"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 3 Dangerous or Forbidden Glade Events."
difficulty"Hard"
logics
type"RelicResolved"
amount"4"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 4 Dangerous or Forbidden Glade Events."
rewards1
"Barrels 5pm"
rewards2
"Workshop Blueprint"
rewards3
"Parts 10"
id"III TO Digging Coal"
displayName"Coal Fever"
tiers
"III"
isTimedtrue
timeToFail750
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"100"
icon"Icon_Resource_Coal"
displayName"Deliver 100 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
rewards1
"Mine +100"
rewards2
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
rewards3
"Parts 10"
id"III TO Digging Ore"
displayName"Copper Fever"
tiers
"III"
isTimedtrue
timeToFail750
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"100"
icon"Icon_Resource_CopperOre"
displayName"Deliver 100 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Mine +100"
rewards2
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
rewards3
"Parts 10"
id"III TO Digging Salt"
displayName"Salt Fever"
tiers
"III"
isTimedtrue
timeToFail750
objectivesSets
difficulty"Medium, Hard"
logics
type"Good"
amount"100"
icon"Icon_Resource_SaltNEW"
displayName"Deliver 100 Salt"
description"A valuable and highly absorbent mineral. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Mine +100"
rewards2
"Porridge 40"
"Paste 40"
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
rewards3
"Parts 10"
id"III TO Engines and Water"
displayName"Let It Rain"
tiers
"III"
isTimedtrue
timeToFail600
objectivesSets
difficulty"Medium"
logics
type"EnginesAmount"
amount"6"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 6 buildings with Rain Engines installed in your settlement."
type"Good"
amount"150"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 150 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
difficulty"Hard"
logics
type"EnginesAmount"
amount"8"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 8 buildings with Rain Engines installed in your settlement."
type"Good"
amount"150"
icon"Icon_Resource_DrizzleWater"
displayName"Deliver 150 Drizzle Water"
description"Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."
type"Good"
amount"150"
icon"Icon_Resource_ClearanceWater"
displayName"Deliver 150 Clearance Water"
description"Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."
rewards1
"Ale 5pm"
rewards2
"NeedPerk Ale Resolve"
rewards3
"Tavern Blueprint"
id"III TO Explore and Deliver"
displayName"Disturbing the Ancients"
tiers
"III"
isTimedtrue
timeToFail1230
objectivesSets
difficulty"Medium"
logics
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
difficulty"Hard"
logics
type"Good"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 3 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"GladeDiscovery"
amount"4"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 4 glades."
rewards1
"Pottery 5pm"
rewards2
"Press Blueprint"
rewards3
"Metal Tools 20"
id"III TO Forbidden Glade"
displayName"Devilish Curiosity"
tiers
"III"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Medium, Hard"
logics
type"GladeDiscovery"
amount"1"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades"
description"Cut through the forest to discover 1 Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Planks +5"
rewards2
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
"Pie 40"
"Biscuits 40"
"Skewers 40"
"Jerky 40"
rewards3
"Metalurgic Proficiency 33"
id"III TO Glades and Tools"
displayName"Forest Fascination"
tiers
"III"
isTimedtrue
timeToFail630
objectivesSets
difficulty"Medium"
logics
type"GladeDiscovery"
amount"5"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 5 glades."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"6"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 6 glades."
type"Good"
amount"10"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 10 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
rewards1
"Copper Bar +5"
rewards2
"Amber 25"
rewards3
"Ancient Artifact 3"
id"III TO Rich Trader"
displayName"Wealthy Trader"
tiers
"III"
isTimedtrue
timeToFail330
objectivesSets
difficulty"Hard"
logics
type"TraderValueSold"
amount"70"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 70 Amber to a trader or trade route."
rewards1
"Biscuits 5pm"
"Jerky 5pm"
"Pie 5pm"
"Skewers 5pm"
rewards2
"Waterskins +5"
rewards3
"Market Blueprint"
id"III TO Ruins and Planks"
displayName"Into the Ruins"
tiers
"III"
isTimedtrue
timeToFail1030
objectivesSets
difficulty"Hard"
logics
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderRebuild"
displayName"Rebuild or Salvage Ruins"
description"Rebuild or salvage 2 destroyed buildings found in the forest. Haunted ruins also count."
type"RelicResolvedWithReward"
amount"1"
icon"Icon_UI_OrderConvertEvent"
displayName"Corruption"
description"Complete at least 1 events by making a decision: Corruption <sprite name=dec_corruption>."
rewards1
"Planks +2"
rewards2
"Carpenter Blueprint"
rewards3
"Metal Tools 24"
id"III TO Shiny"
displayName"Bling-Bling"
tiers
"III"
isTimedtrue
timeToFail390
objectivesSets
difficulty"Hard"
logics
type"Good"
amount"70"
icon"Icon_Resource_Amber"
displayName"Deliver 70 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Jerky +5"
"Biscuits +5"
"Porridge +5"
"Skewers +5"
rewards2
"Pie +5"
"Pickled Goods +5"
"Paste +5"
"Coats +5"
"Boots +5"
rewards3
"Parts 14"
id"III TO Thirsty Trader"
displayName"Thirsty Trader"
tiers
"III"
isTimedtrue
timeToFail330
objectivesSets
difficulty"Medium"
logics
type"TraderValueSold"
amount"35"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 35 Amber to a trader or trade route."
type"Good"
amount"30"
icon"Icon_Resource_Wine"
displayName"Deliver 30 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
difficulty"Hard"
logics
type"TraderValueSold"
amount"45"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 45 Amber to a trader or trade route."
type"Good"
amount"40"
icon"Icon_Resource_Wine"
displayName"Deliver 40 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
rewards1
"Copper Bars 4pm"
rewards2
"Crystalized Dew 40"
rewards3
"Amber 35"
id"III TO Water Used"
displayName"The Source"
tiers
"III"
isTimedtrue
timeToFail600
objectivesSets
difficulty"None"
logics
type"WaterUsed"
amount"100"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 100 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"125"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 125 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"150"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 150 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
rewards1
"Brewery +60 (Composite)"
rewards2
"AncientGate_Hardships"
rewards3
"Amber 80"
id"III Trade and Spark"
displayName"Trade and Industry"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TraderValueSold"
amount"25"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 25 Amber to a trader or trade route."
type"WaterUsed"
amount"50"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 50 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Medium"
logics
type"TraderValueSold"
amount"35"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 35 Amber to a trader or trade route."
type"WaterUsed"
amount"90"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 90 units of rainwater (any type) in Rain Engines in production buildings."
difficulty"Hard"
logics
type"TraderValueSold"
amount"45"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 45 Amber to a trader or trade route."
type"WaterUsed"
amount"130"
icon"Icon_UI_OrderUseWater"
displayName"Use Any Rainwater"
description"Use 130 units of rainwater (any type) in Rain Engines in production buildings."
rewards1
"Trader Interval +15"
rewards2
"Builder +5"
rewards3
"Hearth Parts 3"
id"III TradePacks"
displayName"Trading Goods"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"20"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 20 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"30"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 30 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
rewards1
"Bricks 15"
rewards2
"Fabric 20"
rewards3
"Amber 20"
id"III Trader Value Sold"
displayName"Booming Economy"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TraderValueSold"
amount"30"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 30 Amber to a trader or trade route."
difficulty"Medium"
logics
type"TraderValueSold"
amount"45"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 45 Amber to a trader or trade route."
difficulty"Hard"
logics
type"TraderValueSold"
amount"60"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 60 Amber to a trader or trade route."
rewards1
"Trader Interval +25"
rewards2
"Metal Tools 12"
rewards3
"NewRandomVillagers 3"
id"III Upgrade Mine - Coal"
displayName"Lumps of Coal"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 1: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"20"
icon"Icon_Resource_Coal"
displayName"Deliver 20 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
difficulty"Medium"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 2: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"40"
icon"Icon_Resource_Coal"
displayName"Deliver 40 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
difficulty"Hard"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 2: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"60"
icon"Icon_Resource_Coal"
displayName"Deliver 60 Coal"
description"Efficient fuel. <b>Obtained in:</b> Kiln<sprite name=grade3>, Mine<sprite name=grade2>, Brick Oven<sprite name=grade1>"
rewards1
"Coal +1"
rewards2
"Glow Oil 30"
rewards3
"Ink 35"
id"III Upgrade Mine - Copper"
displayName"Ore Mining"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 1: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"20"
icon"Icon_Resource_CopperOre"
displayName"Deliver 20 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
difficulty"Medium"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 2: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"40"
icon"Icon_Resource_CopperOre"
displayName"Deliver 40 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
difficulty"Hard"
logics
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Mine"
description"Upgrade 1 building(s) to level 2: Mine. You can do this by selecting it and opening the upgrade tab in the building panel."
type"Good"
amount"60"
icon"Icon_Resource_CopperOre"
displayName"Deliver 60 Copper Ore"
description"A soft and malleable metal. <b>Obtained in:</b> Mine<sprite name=grade2>"
rewards1
"Copper Ore +1"
rewards2
"Metal Tools 10"
rewards3
"Sea Marrow 30"
id"III Use Blue Water"
displayName"Power of the Storm"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"75"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 75 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"125"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 125 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"175"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 175 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
rewards1
"Metal Tools 10"
rewards2
"Storm Water +2"
rewards3
"Parts 8"
id"III Use Green Water"
displayName"Power of the Drizzle"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"75"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 75 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"125"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 125 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"175"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 175 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
rewards1
"NewRandomVillagers 4"
rewards2
"Amber 20"
rewards3
"Pipes 10"
id"III Use Yellow Water"
displayName"Power of the Clearance"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"75"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 75 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"125"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 125 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"175"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 175 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
rewards1
"Pipes 10"
rewards2
"NewRandomVillagers 4"
rewards3
"Barrels +2"
id"III Valuables"
displayName"Luxury Goods"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_Luxury"
displayName"Deliver 15 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"20"
icon"Icon_Resource_Luxury"
displayName"Deliver 20 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_Luxury"
displayName"Deliver 20 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_Amber"
displayName"Deliver 10 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Parts 10"
rewards2
"NewRandomVillagers 4"
rewards3
"Jerky +2"
"Skewers +2"
"Porridge +2"
"Paste +2"
"Pie +2"
"Biscuits +2"
"Pickled Goods +2"
id"III Varied Delivery"
displayName"Varied Delivery"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 10 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"10"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 10 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 15 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"15"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 15 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"15"
icon"Icon_Resource_Crops"
displayName"Deliver 15 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Ale +2"
"Wine +2"
"Training Gear +2"
"Paper +2"
"Incense +2"
"Tea +2"
rewards2
"Ale 30"
"Wine 30"
"Tea 30"
"Boots 30"
"Coats 30"
rewards3
"Paper 30"
"Training Gear 30"
"Incense 30"
id"III Wine and Guild House"
displayName"Liquid Luck"
tiers
"III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Wine"
displayName"Deliver 30 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Guild House_icon"
displayName"Guild House"
description"A place where villagers can fulfill their need for: Luxury, Education. Passive effects: The Guild's Welfare."
difficulty"Medium"
logics
type"Good"
amount"40"
icon"Icon_Resource_Wine"
displayName"Deliver 40 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Guild House_icon"
displayName"Guild House"
description"A place where villagers can fulfill their need for: Luxury, Education. Passive effects: The Guild's Welfare."
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Wine"
displayName"Deliver 50 Wine"
description"Used for luxury at: Tavern, Holy Guild House, Forum, Guild House, by: Beavers, Frogs. Villagers with a satisfied need for luxury have a higher chance of producing double yields. <b>Produced in:</b> Cellar<sprite name=grade3>, Cannery<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Tinctury<sprite name=grade1>"
type"BuildingOwning"
amount"1"
icon"Guild House_icon"
displayName"Guild House"
description"A place where villagers can fulfill their need for: Luxury, Education. Passive effects: The Guild's Welfare."
rewards1
"Beaver Resolve for Wine Prod"
rewards2
"Wine +2"
rewards3
"Wine 30"
id"IV 2 Complex Food for Time"
displayName"Folks Gotta Eat!"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Have at least 12 villagers with the Pie need fulfilled for 120 seconds."
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Have at least 12 villagers with the Biscuits need fulfilled for 120 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 16 villagers with the Jerky need fulfilled for 120 seconds."
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Have at least 16 villagers with the Biscuits need fulfilled for 120 seconds."
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"20"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 20 villagers with the Jerky need fulfilled for 120 seconds."
type"NeedSatisfiedForTime"
amount"20"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Have at least 20 villagers with the Biscuits need fulfilled for 120 seconds."
rewards1
"Market Blueprint"
rewards2
"Amber 30"
rewards3
"Flour 50"
id"IV Cysts"
displayName"Pyromancer"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Medium"
logics
type"CystsRemoved"
amount"12"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 12 Blightrot Cysts."
type"Good"
amount"15"
icon"Icon_Resource_PurgingFire"
displayName"Deliver 15 Purging Fire"
description"A unique resource used by Blight Fighters to burn down Blightrot Cysts. <b>Produced in:</b> Blight Post<sprite name=grade3>"
difficulty"Hard"
logics
type"CystsRemoved"
amount"14"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 14 Blightrot Cysts."
type"Good"
amount"20"
icon"Icon_Resource_PurgingFire"
displayName"Deliver 20 Purging Fire"
description"A unique resource used by Blight Fighters to burn down Blightrot Cysts. <b>Produced in:</b> Blight Post<sprite name=grade3>"
rewards1
"Blight Fuel +1"
rewards2
"Porridge 50"
"Paste 50"
"Pickled Goods 50"
"Jerky 50"
"Skewers 50"
"Biscuits 50"
"Pie 50"
rewards3
"NewRandomVillagers 6"
id"IV Dangerous Glades"
displayName"Playing With Fire"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 2 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"1"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 1 Glade Events."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 3 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"2"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 2 Glade Events."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"4"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 4 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"3"
icon"Icon_UI_Order_GladeEvent"
displayName"Events Completed"
description"Complete any 3 Glade Events."
rewards1
"Copper Bar +2"
rewards2
"Copper Ore 40"
rewards3
"NewRandomVillagers 3"
id"IV Glades in Time"
displayName"All at Once"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades in Time"
description"Discover 2 Forbidden Glades (<sprite name="forbidden">) within 480 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Medium"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades in Time"
description"Discover 2 Forbidden Glades (<sprite name="forbidden">) within 450 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
difficulty"Hard"
logics
type"GladeDiscoveryInTime"
amount"2"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades in Time"
description"Discover 2 Forbidden Glades (<sprite name="forbidden">) within 420 seconds of each other. Progress will reset if the time between discoveries exceeds the limit."
rewards1
"Hostility Lower 50"
rewards2
"Paper 40"
"Incense 40"
"Training Gear 40"
rewards3
"Ale 40"
"Wine 40"
"Tea 40"
"Boots 40"
"Coats 40"
id"IV Peddler"
displayName"Peddler"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodSold"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Sell Ancient Tablet"
description"Sell 2 Ancient Tablet to any trader. "
type"GoodSold"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Sell Pack of Provisions"
description"Sell 15 Pack of Provisions to any trader. Obtained by: Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"GoodSold"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Sell Ancient Tablet"
description"Sell 3 Ancient Tablet to any trader. "
type"GoodSold"
amount"20"
icon"Icon_Resource_Crops"
displayName"Sell Pack of Crops"
description"Sell 20 Pack of Crops to any trader. Obtained by: Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"GoodSold"
amount"4"
icon"Icon_Resource_AncientTablet"
displayName"Sell Ancient Tablet"
description"Sell 4 Ancient Tablet to any trader. "
type"GoodSold"
amount"30"
icon"Icon_Resource_TradeGoods"
displayName"Sell Pack of Trade Goods"
description"Sell 30 Pack of Trade Goods to any trader. Obtained by: Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
rewards1
"Sea Marrow 40"
rewards2
"Amber 20"
rewards3
"Furnace Blueprint"
id"IV Rainwater"
displayName"Infused Rainwater"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"50"
icon"Icon_Resource_ClearanceWater"
displayName"Deliver 50 Clearance Water"
description"Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."
type"Good"
amount"50"
icon"Icon_Resource_StormWater"
displayName"Deliver 50 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
difficulty"Medium"
logics
type"Good"
amount"75"
icon"Icon_Resource_ClearanceWater"
displayName"Deliver 75 Clearance Water"
description"Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."
type"Good"
amount"75"
icon"Icon_Resource_StormWater"
displayName"Deliver 75 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
difficulty"Hard"
logics
type"Good"
amount"100"
icon"Icon_Resource_ClearanceWater"
displayName"Deliver 100 Clearance Water"
description"Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."
type"Good"
amount"100"
icon"Icon_Resource_StormWater"
displayName"Deliver 100 Storm Water"
description"Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."
rewards1
"Hearth Parts 4"
rewards2
"Fabric 30"
rewards3
"Bricks 30"
id"IV Religion for Time"
displayName"The Cult of Fire"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Have at least 14 villagers with the Religion need fulfilled for 120 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"18"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Have at least 18 villagers with the Religion need fulfilled for 120 seconds."
type"Good"
amount"10"
icon"Icon_Resource_Incense"
displayName"Deliver 10 Incense"
description"Used for religion at: Temple, Monastery, Tea Doctor, by Humans, Foxes, Frogs. Villagers with a satisfied need for religion have a higher chance of producing double yields. <b>Produced in:</b> Brick Oven<sprite name=grade2>, Teahouse<sprite name=grade2>, Distillery<sprite name=grade2>, Smokehouse<sprite name=grade1>"
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"20"
icon"Icon_Need_Religion"
displayName"Need for Religion fulfilled"
description"Have at least 20 villagers with the Religion need fulfilled for 120 seconds."
type"Good"
amount"30"
icon"Icon_Resource_Incense"
displayName"Deliver 30 Incense"
description"Used for religion at: Temple, Monastery, Tea Doctor, by Humans, Foxes, Frogs. Villagers with a satisfied need for religion have a higher chance of producing double yields. <b>Produced in:</b> Brick Oven<sprite name=grade2>, Teahouse<sprite name=grade2>, Distillery<sprite name=grade2>, Smokehouse<sprite name=grade1>"
rewards1
"Coal +1"
rewards2
"Parts 10"
rewards3
"NewRandomVillagers 4"
id"IV Route Value"
displayName"Export Hub"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteWithMinValueFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 5 trade routes worth at least 15 Amber each."
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 5 trade routes worth at least 16 Amber each."
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"5"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 5 trade routes worth at least 17 Amber each."
rewards1
"Wine 40"
"Tea 40"
"Ale 40"
"Boots 40"
"Coats 40"
rewards2
"Paper 40"
"Training Gear 40"
"Incense 40"
rewards3
"Jerky 40"
"Skewers 40"
"Biscuits 40"
"Pie 40"
"Porridge 40"
"Paste 40"
"Pickled Goods 40"
id"IV Routes"
displayName"Trade Baron"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"TradeRouteFinished"
amount"10"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 10 trade routes."
type"Good"
amount"30"
icon"Icon_Resource_Amber"
displayName"Deliver 30 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Medium"
logics
type"TradeRouteFinished"
amount"12"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 12 trade routes."
type"Good"
amount"35"
icon"Icon_Resource_Amber"
displayName"Deliver 35 Amber"
description"Crystallized resin. The main currency of the kingdom."
difficulty"Hard"
logics
type"TradeRouteFinished"
amount"14"
icon"Icon_UI_OrderTradeRoutes"
displayName"Trade Routes"
description"Complete 14 trade routes."
type"Good"
amount"40"
icon"Icon_Resource_Amber"
displayName"Deliver 40 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Route Less Travel Time"
rewards2
"Parts 12"
rewards3
"Provisions for Glade"
id"IV TO Fearless"
displayName"Fearless"
tiers
"IV"
isTimedtrue
timeToFail900
objectivesSets
difficulty"Medium, Hard"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades"
description"Cut through the forest to discover 2 Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Woodcutters Camp +100"
rewards2
"Ancient Artifact 3"
rewards3
"Amber 80"
id"IV TO Forbidden Glade"
displayName"Ultimate Challenge"
tiers
"IV"
isTimedtrue
timeToFail420
objectivesSets
difficulty"Medium, Hard"
logics
type"GladeDiscovery"
amount"1"
icon"Icon_Order_ForbiddenDiscovery"
displayName"Forbidden Glades"
description"Cut through the forest to discover 1 Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Pottery +5"
rewards2
"Amber 70"
rewards3
"Scout +10"
id"IV TO Greedy Merchant"
displayName"Greedy Merchant"
tiers
"IV"
isTimedtrue
timeToFail930
objectivesSets
difficulty"Easy"
logics
type"TraderValueSold"
amount"50"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 50 Amber to a trader or trade route."
difficulty"Medium"
logics
type"TraderValueSold"
amount"70"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 70 Amber to a trader or trade route."
difficulty"Hard"
logics
type"TraderValueSold"
amount"80"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 80 Amber to a trader or trade route."
rewards1
"Pickled goods 5pm"
"Biscuits 5pm"
"Jerky 5pm"
"Skewers 5pm"
"Pie 5pm"
rewards2
"Amber 35"
rewards3
"Tinkerer Blueprint"
id"IV TO Trading Master"
displayName"Trading Master"
tiers
"IV"
isTimedtrue
timeToFail930
objectivesSets
difficulty"Medium"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 20 Amber each."
difficulty"Hard"
logics
type"TradeRouteWithMinValueFinished"
amount"3"
icon"Icon_UI_OrderTradeRoutes"
displayName"High Value Trade Routes"
description"Complete 3 trade routes worth at least 25 Amber each."
rewards1
"Amber for Trade Routes"
rewards2
"Amber 60"
rewards3
"Metal Tools 24"
id"IV Trade and Luxury Packs"
displayName"Trade and Luxury"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 15 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"12"
icon"Icon_Resource_Luxury"
displayName"Deliver 12 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Luxury"
displayName"Deliver 20 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"25"
icon"Icon_Resource_Luxury"
displayName"Deliver 25 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
rewards1
"Amber 35"
rewards2
"Pie 40"
"Biscuits 40"
"Skewers 40"
"Jerky 40"
"Porridge 40"
"Paste 40"
"Pickled Goods 40"
rewards3
"Metal Tools 20"
id"IV Use Water"
displayName"Rainpunk Enthusiast"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"50"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 50 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
type"WaterUsed"
amount"50"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 50 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
type"WaterUsed"
amount"50"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 50 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
difficulty"Medium"
logics
type"WaterUsed"
amount"100"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 100 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
type"WaterUsed"
amount"100"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 100 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
type"WaterUsed"
amount"100"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 100 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
difficulty"Hard"
logics
type"WaterUsed"
amount"150"
icon"Icon_Resource_DrizzleWater"
displayName"Use Drizzle Water in engines"
description"Use 150 units of <sprite name="[water] drizzle water"> Drizzle Water in Rain Engines in production buildings."
type"WaterUsed"
amount"150"
icon"Icon_Resource_ClearanceWater"
displayName"Use Clearance Water in engines"
description"Use 150 units of <sprite name="[water] clearance water"> Clearance Water in Rain Engines in production buildings."
type"WaterUsed"
amount"150"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 150 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
rewards1
"Copper Bar +2"
rewards2
"Barrels 40"
rewards3
"Metal Tools 30"
id"IVA Building and Crops Packs"
displayName"Funding an Outpost"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"20"
icon"Icon_Resource_Crops"
displayName"Deliver 20 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"20"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 20 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"25"
icon"Icon_Resource_Crops"
displayName"Deliver 25 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"25"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 25 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"30"
icon"Icon_Resource_Crops"
displayName"Deliver 30 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Metal Tools 24"
rewards2
"Pie +2"
"Biscuits +2"
"Jerky +2"
"Skewers +2"
"Pickled Goods +2"
"Porridge +2"
"Paste +2"
rewards3
"Hearth Parts 4"
id"IVA Farmfields"
displayName"Focus on Farming"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"24"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"20"
icon"Icon_Resource_Crops"
displayName"Deliver 20 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"BuildingOwning"
amount"40"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"25"
icon"Icon_Resource_Crops"
displayName"Deliver 25 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"BuildingOwning"
amount"40"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
type"Good"
amount"30"
icon"Icon_Resource_Crops"
displayName"Deliver 30 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Farmer +10"
rewards2
"Parts 10"
rewards3
"NewRandomVillagers 4"
id"IVA Luxury Goods"
displayName"Luxuries for the Citadel"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"20"
icon"Icon_Resource_Luxury"
displayName"Deliver 20 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_Luxury"
displayName"Deliver 25 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"30"
icon"Icon_Resource_Luxury"
displayName"Deliver 30 Pack of Luxury Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
rewards1
"Hearth Parts 4"
rewards2
"NewRandomVillagers 5"
rewards3
"Bricks 30"
id"IVA Master of Exploration"
displayName"Master of Exploration"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 1 Dangerous or Forbidden Glade Events."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 1 Dangerous or Forbidden Glade Events."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"Good"
amount"3"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 3 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
rewards1
"Crystalized Dew +1"
rewards2
"Amber 25"
rewards3
"Parts 10"
id"IVA Outpost"
displayName"Advanced Outposts"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Disctrict"
displayName"District (Level 3)"
description"Have at least 1 Hearths upgraded to level: District (Level 3)."
difficulty"Medium"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Disctrict"
displayName"District (Level 3)"
description"Have at least 2 Hearths upgraded to level: District (Level 3)."
difficulty"Hard"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Disctrict"
displayName"District (Level 3)"
description"Have at least 2 Hearths upgraded to level: District (Level 3)."
type"BuildingOwning"
amount"1"
icon"Storage (buildable)_icon"
displayName"Small Warehouse"
description"Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Warehouse nearest to them."
rewards1
"Mushroom +1"
rewards2
"Planks 20"
rewards3
"NewRandomVillagers 3"
id"IVA Pastries"
displayName"Pastries"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Fulfill your villagers' need for eating pie 50 times."
type"NeedServed"
amount"50"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 50 times."
difficulty"Medium"
logics
type"NeedServed"
amount"60"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Fulfill your villagers' need for eating pie 60 times."
type"NeedServed"
amount"60"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 60 times."
difficulty"Hard"
logics
type"NeedServed"
amount"70"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Fulfill your villagers' need for eating pie 70 times."
type"NeedServed"
amount"70"
icon"Icon_Resource_Biscuits"
displayName"Need for Biscuits fulfilled"
description"Fulfill your villagers' need for eating biscuits 70 times."
rewards1
"Sea Marrow 50"
rewards2
"NewRandomVillagers 4"
rewards3
"Parts 8"
id"IVA Serving the People"
displayName"Serving the People"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 40 times."
type"NeedServed"
amount"40"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 40 times."
type"NeedServed"
amount"40"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 40 times."
difficulty"Medium"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 50 times."
type"NeedServed"
amount"50"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 50 times."
type"NeedServed"
amount"50"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 50 times."
difficulty"Hard"
logics
type"NeedServed"
amount"60"
icon"Icon_Resource_PickledGoods"
displayName"Need for Pickled Goods fulfilled"
description"Fulfill your villagers' need for eating pickled goods 60 times."
type"NeedServed"
amount"60"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Fulfill your villagers' need for eating skewers 60 times."
type"NeedServed"
amount"60"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Fulfill your villagers' need for eating jerky 60 times."
rewards1
"Metal Tools 24"
rewards2
"Food Production Speed +20"
rewards3
"Oil 50"
id"IVA Stone Roads"
displayName"Stone Roads"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"30"
icon"Paved Road_icon"
displayName"Paved Road"
description"A road made out of stone. Grants a 15% speed increase to villagers. Road construction cost is not affected by effects, modifiers, or perks."
difficulty"Medium"
logics
type"BuildingOwning"
amount"50"
icon"Paved Road_icon"
displayName"Paved Road"
description"A road made out of stone. Grants a 15% speed increase to villagers. Road construction cost is not affected by effects, modifiers, or perks."
rewards1
"Amber 20"
rewards2
"Metal Tools 24"
rewards3
"Pottery 40"
id"IVA Tablets"
displayName"Deeper into the Wilds"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"4"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 4 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Medium"
logics
type"Good"
amount"5"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 5 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
difficulty"Hard"
logics
type"Good"
amount"6"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 6 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Root for every glade"
rewards2
"NewRandomVillagers 5"
rewards3
"Skewers 40"
"Jerky 40"
"Biscuits 40"
"Pie 40"
"Pickled Goods 40"
"Porridge 40"
"Paste 40"
id"IVA TO Bonfire"
displayName"Great Expansion"
tiers
"IV"
isTimedtrue
timeToFail600
objectivesSets
difficulty"Hard"
logics
type"HubLeveledUp"
amount"2"
icon"Icon_UI_Neighborhood"
displayName"Neighborhood (Level 2)"
description"Have at least 2 Hearths upgraded to level: Neighborhood (Level 2)."
type"HubLeveledUp"
amount"1"
icon"Icon_UI_Disctrict"
displayName"District (Level 3)"
description"Have at least 1 Hearths upgraded to level: District (Level 3)."
rewards1
"Lumber Speed +50"
rewards2
"Planks 30"
rewards3
"Temple Blueprint"
id"IVA TO Cooking"
displayName"Advanced Cuisine"
tiers
"IV"
isTimedtrue
timeToFail600
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"40"
icon"Icon_Resource_Skewers"
displayName"Deliver 40 Skewers"
description"A Lizard specialty. Liked by: Lizards, Foxes. Villagers with a satisfied need for skewers have an increased chance of producing double yields. <b>Produced in:</b> Grill<sprite name=grade3>, Cookhouse<sprite name=grade2>, Butcher<sprite name=grade2>, Furnace<sprite name=grade2>, Field Kitchen<sprite name=grade0>"
type"Good"
amount"40"
icon"Icon_Resource_Jerky"
displayName"Deliver 40 Jerky"
description"Preserved, dried meat. Liked by: Lizards, Harpies. Villagers with a satisfied need for jerky have an increased chance of producing double yields. <b>Produced in:</b> Smokehouse<sprite name=grade3>, Butcher<sprite name=grade2>, Apothecary<sprite name=grade2>, Kiln<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"50"
icon"Icon_Resource_Skewers"
displayName"Deliver 50 Skewers"
description"A Lizard specialty. Liked by: Lizards, Foxes. Villagers with a satisfied need for skewers have an increased chance of producing double yields. <b>Produced in:</b> Grill<sprite name=grade3>, Cookhouse<sprite name=grade2>, Butcher<sprite name=grade2>, Furnace<sprite name=grade2>, Field Kitchen<sprite name=grade0>"
type"Good"
amount"50"
icon"Icon_Resource_Jerky"
displayName"Deliver 50 Jerky"
description"Preserved, dried meat. Liked by: Lizards, Harpies. Villagers with a satisfied need for jerky have an increased chance of producing double yields. <b>Produced in:</b> Smokehouse<sprite name=grade3>, Butcher<sprite name=grade2>, Apothecary<sprite name=grade2>, Kiln<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Skewers"
displayName"Deliver 50 Skewers"
description"A Lizard specialty. Liked by: Lizards, Foxes. Villagers with a satisfied need for skewers have an increased chance of producing double yields. <b>Produced in:</b> Grill<sprite name=grade3>, Cookhouse<sprite name=grade2>, Butcher<sprite name=grade2>, Furnace<sprite name=grade2>, Field Kitchen<sprite name=grade0>"
type"Good"
amount"50"
icon"Icon_Resource_Jerky"
displayName"Deliver 50 Jerky"
description"Preserved, dried meat. Liked by: Lizards, Harpies. Villagers with a satisfied need for jerky have an increased chance of producing double yields. <b>Produced in:</b> Smokehouse<sprite name=grade3>, Butcher<sprite name=grade2>, Apothecary<sprite name=grade2>, Kiln<sprite name=grade1>"
type"Good"
amount"50"
icon"Icon_Resource_Porridge"
displayName"Deliver 50 Porridge"
description"A nutritious and warming meal. Liked by: Humans, Foxes, Frogs. Villagers with a satisfied need for porridge have an increased chance of producing double yields. <b>Produced in:</b> Beanery<sprite name=grade3>, Cookhouse<sprite name=grade2>, Pantry<sprite name=grade2>, Brewery<sprite name=grade2>"
rewards1
"Ale +3"
"Wine +3"
"Pickled Goods +3"
"Paste +3"
"Skewers +3"
"Jerky +3"
rewards2
"Food Production Speed +33"
rewards3
"Tavern Blueprint"
id"IVA TO Glades Tablets Relics"
displayName"Time of Courage"
tiers
"IV"
isTimedtrue
timeToFail900
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"1"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 1 glades."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 1 Dangerous or Forbidden Glade Events."
difficulty"Medium"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
type"Good"
amount"2"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 2 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 1 Dangerous or Forbidden Glade Events."
difficulty"Hard"
logics
type"GladeDiscovery"
amount"3"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 3 glades."
type"Good"
amount"4"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 4 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicResolved"
amount"2"
icon"Icon_UI_OrderDangerousGlades"
displayName"Dangerous Glade Events completed"
description"Complete any 2 Dangerous or Forbidden Glade Events."
rewards1
"Amber 40"
rewards2
"Hearth Parts 6"
rewards3
"Workshop Blueprint"
id"IVA TO Packing"
displayName"Large Parcel"
tiers
"IV"
isTimedtrue
timeToFail600
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"20"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 20 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"20"
icon"Icon_Resource_Oil"
displayName"Deliver 20 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 25 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"25"
icon"Icon_Resource_Oil"
displayName"Deliver 25 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
difficulty"Hard"
logics
type"Good"
amount"30"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 30 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"30"
icon"Icon_Resource_Oil"
displayName"Deliver 30 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
rewards1
"Oil +3"
rewards2
"Metal Tools 24"
rewards3
"Scout +10"
id"IVA TO Wood and Packs"
displayName"Ravenous Axes"
tiers
"IV"
isTimedtrue
timeToFail630
objectivesSets
difficulty"Easy"
logics
type"BuildingProduction"
amount"200"
icon"Icon_Resource_Wood"
displayName"Wood in Woodcutters' Camp"
description"Produce 200 Wood in the building: Woodcutters' Camp."
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"BuildingProduction"
amount"250"
icon"Icon_Resource_Wood"
displayName"Wood in Woodcutters' Camp"
description"Produce 250 Wood in the building: Woodcutters' Camp."
type"Good"
amount"20"
icon"Icon_Resource_Provisions"
displayName"Deliver 20 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"BuildingProduction"
amount"300"
icon"Icon_Resource_Wood"
displayName"Wood in Woodcutters' Camp"
description"Produce 300 Wood in the building: Woodcutters' Camp."
type"Good"
amount"30"
icon"Icon_Resource_Provisions"
displayName"Deliver 30 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Paper +5"
"Ale +5"
"Wine +5"
"Training Gear +5"
"Incense +5"
"Tea +5"
rewards2
"Parts 15"
rewards3
"Flour 5pm"
id"IVA Trade Goods"
displayName"Goods for the Citadel"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"20"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 20 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Amber"
displayName"Deliver 15 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"NewRandomVillagers 5"
rewards2
"Pie 40"
"Biscuits 40"
"Pickled Goods 40"
"Paste 40"
"Porridge 40"
"Jerky 40"
"Skewers 40"
rewards3
"Parts 10"
id"IVA Wood"
displayName"Wood and Provisions"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"150"
icon"Icon_Resource_Wood"
displayName"Deliver 150 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
type"Good"
amount"15"
icon"Icon_Resource_Provisions"
displayName"Deliver 15 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"200"
icon"Icon_Resource_Wood"
displayName"Deliver 200 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
type"Good"
amount"20"
icon"Icon_Resource_Provisions"
displayName"Deliver 20 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"250"
icon"Icon_Resource_Wood"
displayName"Deliver 250 Wood"
description"An abundant, yet crucial resource. <b>Obtained in:</b> Woodcutters' Camp<sprite name=grade1>"
type"Good"
amount"30"
icon"Icon_Resource_Provisions"
displayName"Deliver 30 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Hearth Parts 4"
rewards2
"Parts 10"
rewards3
"NewRandomVillagers 4"
id"IVB Beaver Majority"
displayName"Beaver Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 16 Beavers for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"18"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 18 Beavers for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"22"
icon"beaver_temp"
displayName"Beavers"
description"Have at least 22 Beavers for 30 seconds"
type"NeedServed"
amount"50"
icon"Icon_Need_Education"
displayName"Need for Education fulfilled"
description"Fulfill your villagers' need for education 50 times."
rewards1
"Pickled Goods +2"
rewards2
"Pickled Goods 30"
rewards3
"Beaver Faction Support"
id"IVB Brawling"
displayName"Brawling"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Need_Brawling"
displayName"Need for Brawling fulfilled"
description"Have at least 14 villagers with the Brawling need fulfilled for 30 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"18"
icon"Icon_Need_Brawling"
displayName"Need for Brawling fulfilled"
description"Have at least 18 villagers with the Brawling need fulfilled for 30 seconds."
type"Good"
amount"20"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 20 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"20"
icon"Icon_Need_Brawling"
displayName"Need for Brawling fulfilled"
description"Have at least 20 villagers with the Brawling need fulfilled for 30 seconds."
type"Good"
amount"30"
icon"Icon_Resource_TrainingGear"
displayName"Deliver 30 Training Gear"
description"Used for brawling at: Clan Hall, Forum, Explorers' Lodge, by: Lizards, Frogs. Villagers with a satisfied need for brawling have a higher chance of producing double yields. <b>Produced in:</b> Smelter<sprite name=grade2>, Tinkerer<sprite name=grade2>, Weaver<sprite name=grade1>, Leatherworker<sprite name=grade1>"
rewards1
"Training Gear +2"
rewards2
"Amber 25"
rewards3
"NewRandomVillagers 5"
id"IVB Builders Tools"
displayName"Builder's Tools"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 10 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"10"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 10 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 15 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 20 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"20"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 20 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
rewards1
"Biscuits +2"
"Pie +2"
"Jerky +2"
"Skewers +2"
"Pickled Goods +2"
"Porridge +2"
"Paste +2"
rewards2
"PlantingRate +25"
rewards3
"HarvestingRate +25"
id"IVB Education"
displayName"Knowledge"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Need_Education"
displayName"Need for Education fulfilled"
description"Have at least 14 villagers with the Education need fulfilled for 30 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Need_Education"
displayName"Need for Education fulfilled"
description"Have at least 16 villagers with the Education need fulfilled for 30 seconds."
type"Good"
amount"20"
icon"Icon_Resource_Scrolls"
displayName"Deliver 20 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"20"
icon"Icon_Need_Education"
displayName"Need for Education fulfilled"
description"Have at least 20 villagers with the Education need fulfilled for 30 seconds."
type"Good"
amount"30"
icon"Icon_Resource_Scrolls"
displayName"Deliver 30 Scrolls"
description"Used for education at: Temple, Holy Guild House, Guild House, Explorers' Lodge, by: Beavers, Harpies. Villagers with a satisfied need for education have a higher chance of producing double yields. <b>Produced in:</b> Scribe<sprite name=grade3>, Artisan<sprite name=grade2>, Lumber Mill<sprite name=grade1>, Rain Mill<sprite name=grade1>"
rewards1
"Paper +2"
"Incense +2"
"Tea +2"
"Training Gear +2"
"Ale +2"
"Wine +2"
rewards2
"Porridge 40"
"Paste 40"
"Pickled Goods 40"
"Biscuits 40"
"Pie 40"
"Jerky 40"
"Skewers 40"
rewards3
"Parts 10"
id"IVB Fox Majority"
displayName"Fox Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"fox_temp"
displayName"Foxes"
description"Have at least 16 Foxes for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"18"
icon"fox_temp"
displayName"Foxes"
description"Have at least 18 Foxes for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"20"
icon"fox_temp"
displayName"Foxes"
description"Have at least 20 Foxes for 30 seconds"
type"Good"
amount"40"
icon"Icon_Resource_Porridge"
displayName"Deliver 40 Porridge"
description"A nutritious and warming meal. Liked by: Humans, Foxes, Frogs. Villagers with a satisfied need for porridge have an increased chance of producing double yields. <b>Produced in:</b> Beanery<sprite name=grade3>, Cookhouse<sprite name=grade2>, Pantry<sprite name=grade2>, Brewery<sprite name=grade2>"
rewards1
"Grain 50"
rewards2
"Porridge +2"
rewards3
"Amber 25"
id"IVB Frog Majority"
displayName"Frog Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"frog_temp"
displayName"Frogs"
description"Have at least 16 Frogs for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"18"
icon"frog_temp"
displayName"Frogs"
description"Have at least 18 Frogs for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"22"
icon"frog_temp"
displayName"Frogs"
description"Have at least 22 Frogs for 30 seconds"
type"NeedServed"
amount"50"
icon"Icon_Need_Brawling"
displayName"Need for Brawling fulfilled"
description"Fulfill your villagers' need for brawling 50 times."
rewards1
"Paste +2"
rewards2
"Fishing Huts Speed"
rewards3
"Bricks 20"
id"IVB Harpy Majority"
displayName"Harpy Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 16 Harpies for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"18"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 18 Harpies for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"22"
icon"harpy_temp"
displayName"Harpies"
description"Have at least 22 Harpies for 30 seconds"
type"Good"
amount"20"
icon"Icon_Resource_Tea"
displayName"Deliver 20 Tea"
description"Used for treatment at: Market, Tea Doctor, Bath House, by: Harpies, Foxes. Villagers with a satisfied need for treatment have a higher chance of producing double yields. <b>Produced in:</b> Teahouse<sprite name=grade3>, Apothecary<sprite name=grade2>, Alchemist's Hut<sprite name=grade2>, Druid's Hut<sprite name=grade2>"
rewards1
"Berries +1"
rewards2
"Amber 20"
rewards3
"Tea +2"
id"IVB Human Majority"
displayName"Human Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"human_temp"
displayName"Humans"
description"Have at least 16 Humans for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"20"
icon"human_temp"
displayName"Humans"
description"Have at least 20 Humans for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"22"
icon"human_temp"
displayName"Humans"
description"Have at least 22 Humans for 30 seconds"
type"Good"
amount"10"
icon"Icon_Resource_Crops"
displayName"Deliver 10 Pack of Crops"
description"Crops packaged for delivery, used to fulfill orders and trade. <b>Produced in:</b> Granary<sprite name=grade2>, Brewery<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Pottery +2"
rewards2
"Amber 25"
rewards3
"Planks 20"
id"IVB Leisure"
displayName"Leisure"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 14 villagers with the Leisure need fulfilled for 30 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"18"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 18 villagers with the Leisure need fulfilled for 30 seconds."
type"Good"
amount"20"
icon"Icon_Resource_Ale"
displayName"Deliver 20 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"22"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Have at least 22 villagers with the Leisure need fulfilled for 30 seconds."
type"Good"
amount"30"
icon"Icon_Resource_Ale"
displayName"Deliver 30 Ale"
description"Used for leisure at: Tavern, Monastery, Market, by Humans, Beavers. Villagers with a satisfied need for leisure have a higher chance of producing double yields. <b>Produced in:</b> Brewery<sprite name=grade3>, Distillery<sprite name=grade2>, Tinctury<sprite name=grade2>, Scribe<sprite name=grade1>"
rewards1
"Ale +2"
rewards2
"Roots 30"
rewards3
"Pottery 40"
id"IVB Lizard Majority"
displayName"Lizard Majority"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceAmountForTime"
amount"16"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 16 Lizards for 30 seconds"
difficulty"Medium"
logics
type"RaceAmountForTime"
amount"18"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 18 Lizards for 30 seconds"
difficulty"Hard"
logics
type"RaceAmountForTime"
amount"20"
icon"lizard_temp"
displayName"Lizards"
description"Have at least 20 Lizards for 30 seconds"
type"Good"
amount"60"
icon"Icon_Resource_Meat"
displayName"Deliver 60 Meat"
description"Common food source. <b>Obtained in:</b> Trappers' Camp<sprite name=grade2>, Small Trappers' Camp<sprite name=grade1>, Ranch<sprite name=grade1>"
rewards1
"Meat +1"
rewards2
"Skewers 40"
rewards3
"Amber 25"
id"IVB Rainproof Coats"
displayName"Rainproof Coats"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedServed"
amount"40"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 40 times."
type"Good"
amount"15"
icon"Icon_Resource_Leather"
displayName"Deliver 15 Leather"
description"Used for crafting. <b>Obtained in:</b> Harvesters' Camp<sprite name=grade2>, Ranch<sprite name=grade1>"
difficulty"Medium"
logics
type"NeedServed"
amount"50"
icon"Icon_Resource_Coats"
displayName"Need for Coats fulfilled"
description"Fulfill your villagers' need for coats 50 times."
type"Good"
amount"30"
icon"Icon_Resource_Oil"
displayName"Deliver 30 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
difficulty"Hard"
logics
type"Good"
amount"50"
icon"Icon_Resource_Oil"
displayName"Deliver 50 Oil"
description"Efficient fuel. <b>Obtained in:</b> Press<sprite name=grade3>, Druid's Hut<sprite name=grade3>, Butcher<sprite name=grade2>"
type"Good"
amount"50"
icon"Icon_Resource_Coats"
displayName"Deliver 50 Coats"
description"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies. Grants an additional Resolve bonus during the storm. <b>Produced in:</b> Clothier<sprite name=grade3>, Cooperage<sprite name=grade2>, Artisan<sprite name=grade2>, Druid's Hut<sprite name=grade1>"
rewards1
"Coats +3"
rewards2
"Fabric 40"
rewards3
"NewRandomVillagers 5"
id"IVB Rich Delivery"
displayName"Expensive Delivery"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"15"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 15 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"20"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 20 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Medium"
logics
type"Good"
amount"20"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 20 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
difficulty"Hard"
logics
type"Good"
amount"25"
icon"Icon_Resource_BuildingMaterials"
displayName"Deliver 25 Pack of Building Materials"
description"Building materials packaged for delivery, used to fulfill orders, upgrade buildings, and trade. <b>Produced in:</b> Cobbler<sprite name=grade2>, Clothier<sprite name=grade2>, Makeshift Post<sprite name=grade0>"
type"Good"
amount"25"
icon"Icon_Resource_TradeGoods"
displayName"Deliver 25 Pack of Trade Goods"
description"Goods highly sought after by traders. Can be used to fulfill orders, or sold for a large profit. <b>Produced in:</b> Smithy<sprite name=grade2>, Scribe<sprite name=grade2>, Lumber Mill<sprite name=grade1>"
rewards1
"Plant Fibre +1"
rewards2
"Grain +1"
rewards3
"Ale 30"
"Wine 30"
"Incense 30"
"Paper 30"
"Training Gear 30"
"Tea 30"
id"IVB TO Building Tools"
displayName"Construction Work"
tiers
"IV"
isTimedtrue
timeToFail480
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 10 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"10"
icon"Icon_Resource_Pipes"
displayName"Deliver 10 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"15"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 15 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"14"
icon"Icon_Resource_Pipes"
displayName"Deliver 14 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"20"
icon"Icon_Resource_SimpleTools"
displayName"Deliver 20 Tools"
description"Used primarily for exploration, opening caches, and completing difficult events. <b>Produced in:</b> Toolshop<sprite name=grade3>, Finesmith<sprite name=grade3>, Carpenter<sprite name=grade2>, Smithy<sprite name=grade2>, Tinkerer<sprite name=grade2>"
type"Good"
amount"18"
icon"Icon_Resource_Pipes"
displayName"Deliver 18 Pipes"
description"Used to install Rainpunk Engines in production buildings and build Geyser Pumps. <b>Produced in:</b> Smithy<sprite name=grade2>, Toolshop<sprite name=grade2>, Crude Workstation<sprite name=grade0>, Workshop<sprite name=grade0>"
rewards1
"Oil 5pm"
rewards2
"Copper Tools +1"
rewards3
"Planks 30"
id"IVB TO Engines Amount"
displayName"Technological Progress"
tiers
"IV"
isTimedtrue
timeToFail600
objectivesSets
difficulty"Medium"
logics
type"EnginesAmount"
amount"8"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 8 buildings with Rain Engines installed in your settlement."
difficulty"Hard"
logics
type"EnginesAmount"
amount"10"
icon"en_craft_61"
displayName"Rain Engines Installed"
description"Have at least 10 buildings with Rain Engines installed in your settlement."
rewards1
"Incense 5pm"
"Manuscripts (paper) 5pm"
"Training Gear 5pm"
"Ale 5pm"
"Wine 5pm"
"Tea 5pm"
rewards2
"Accidental Skewers"
rewards3
"Amber 50"
id"IVB TO Food Provision"
displayName"Food Provision"
tiers
"IV"
isTimedtrue
timeToFail360
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"30"
icon"Icon_Resource_Provisions"
displayName"Deliver 30 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"35"
icon"Icon_Resource_Provisions"
displayName"Deliver 35 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"40"
icon"Icon_Resource_Provisions"
displayName"Deliver 40 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Ink +5"
rewards2
"Glow Oil 40"
rewards3
"Temple Blueprint"
id"IVB Travel Rations"
displayName"Travel Rations"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"25"
icon"Icon_Resource_Provisions"
displayName"Deliver 25 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Medium"
logics
type"Good"
amount"30"
icon"Icon_Resource_Provisions"
displayName"Deliver 30 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
difficulty"Hard"
logics
type"Good"
amount"35"
icon"Icon_Resource_Provisions"
displayName"Deliver 35 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"NewRandomVillagers 4"
rewards2
"Skewers 40"
"Jerky 40"
"Paste 40"
"Porridge 40"
"Pickled Goods 40"
"Biscuits 40"
"Pie 40"
rewards3
"Ranch Blueprint"
id"IVB Utopia"
displayName"Utopia"
tiers
"IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 12 villagers with the Jerky need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Have at least 12 villagers with the Pie need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"12"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Have at least 12 villagers with the Skewers need fulfilled for 30 seconds."
difficulty"Medium"
logics
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 14 villagers with the Jerky need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Have at least 14 villagers with the Pie need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"14"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Have at least 14 villagers with the Skewers need fulfilled for 30 seconds."
difficulty"Hard"
logics
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Resource_Jerky"
displayName"Need for Jerky fulfilled"
description"Have at least 16 villagers with the Jerky need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Resource_Pie"
displayName"Need for Pie fulfilled"
description"Have at least 16 villagers with the Pie need fulfilled for 30 seconds."
type"NeedSatisfiedForTime"
amount"16"
icon"Icon_Resource_Skewers"
displayName"Need for Skewers fulfilled"
description"Have at least 16 villagers with the Skewers need fulfilled for 30 seconds."
rewards1
"Pack of Trade Goods Worth More"
rewards2
"Biscuits 60"
"Pickled Goods 60"
"Porridge 60"
"Paste 60"
rewards3
"Metal Tools 30"
id"TI Building Blocks"
displayName"Building Blocks"
tiers
"TI VI"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingProduction"
amount"4"
icon"Icon_Resource_Planks"
displayName"Planks in Crude Workstation"
description"Produce 4 Planks in the building: Crude Workstation."
type"BuildingProduction"
amount"4"
icon"Icon_Resource_Bricks"
displayName"Bricks in Crude Workstation"
description"Produce 4 Bricks in the building: Crude Workstation."
type"BuildingProduction"
amount"4"
icon"Icon_Resource_Fabric"
displayName"Fabric in Crude Workstation"
description"Produce 4 Fabric in the building: Crude Workstation."
rewards1
"Crude Workstation +50"
rewards2
"Parts 10"
rewards3
Empty array
id"TI Deep Exploration"
displayName"Ancient Tablets"
tiers
"TI VII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"1"
icon"Icon_Order_DangerousDiscovery"
displayName"Dangerous Glades"
description"Cut through the forest to discover 1 Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
type"RelicIngredientChanged"
amount"1"
icon"Icon_Resource_Fabric"
displayName"Change Scrolls to Fabric in the Ancient Shrine"
description"Change the <b>resource</b> from <sprite name="[needs] scrolls"> Scrolls to <sprite name="[mat processed] fabric"> Fabric in the Ancient Shrine found in the Dangerous Glade."
type"Good"
amount"1"
icon"Icon_Resource_AncientTablet"
displayName"Deliver 1 Ancient Tablet"
description"Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">)."
rewards1
"Amber 30"
rewards2
Empty array
rewards3
Empty array
id"TI Forager"
displayName"Food Supplies"
tiers
"TI III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Primitive Forager's Camp_icon"
displayName"Small Foragers' Camp"
description"A small, crude version of a specialized gathering camp. It's slower, and can only collect resources from small gathering nodes. Can collect: <sprite name=[food raw] grain> Grain (<sprite name=grade1>), <sprite name=[food raw] roots> Roots (<sprite name=grade1>), <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade1>)."
type"BuildingProduction"
amount"5"
icon"Icon_Resource_Vegetables"
displayName"Vegetables in Small Foragers' Camp"
description"Produce 5 Vegetables in the building: Small Foragers' Camp."
rewards1
"Vegetables +1"
rewards2
Empty array
rewards3
Empty array
id"TI Glades"
displayName"Exploring the Wilds"
tiers
"TI II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GladeDiscovery"
amount"2"
icon"Icon_UI_OrderGlades"
displayName"Glades"
description"Cut through the forest to discover 2 glades."
type"ProfessionRaceAmount"
amount"5"
icon"beaver_temp"
displayName"Beavers - Woodcutter"
description"Assign 5 Beavers as Woodcutters."
rewards1
"Human 3"
rewards2
"Moth Larvae Meat 30"
rewards3
Empty array
id"TI Scavenger"
displayName"Harvesters' Camp"
tiers
"TI V"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Harvester Camp_icon"
displayName"Harvesters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] plant fibre> Plant Fiber (<sprite name=grade2>), <sprite name=[mat raw] reeds> Reed (<sprite name=grade2>), <sprite name=[mat raw] leather> Leather (<sprite name=grade2>)."
type"BuildingProduction"
amount"5"
icon"Icon_Resource_PlantFiber"
displayName"Plant Fiber in Harvesters' Camp"
description"Produce 5 Plant Fiber in the building: Harvesters' Camp."
rewards1
"Plant Fibre +1"
rewards2
Empty array
rewards3
Empty array
id"TI Stonecutter"
displayName"Stonecutters' Camp"
tiers
"TI IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Stonecutter's Camp_icon"
displayName"Stonecutters' Camp"
description"An advanced gathering camp. Can collect resources from large and giant gathering nodes in addition to small ones. Can collect: <sprite name=[mat raw] stone> Stone (<sprite name=grade2>), <sprite name=[mat raw] clay> Clay (<sprite name=grade2>), <sprite name=[crafting] sea marrow> Sea Marrow (<sprite name=grade2>)."
type"BuildingProduction"
amount"5"
icon"Icon_Resource_Clay"
displayName"Clay in Stonecutters' Camp"
description"Produce 5 Clay in the building: Stonecutters' Camp."
rewards1
"Clay +1"
rewards2
"Wetstone 20"
rewards3
Empty array
id"TI Woodcutters Camp"
displayName"Woodcutters' Camps"
tiers
"TI I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Woodcutters Camp_icon"
displayName"Woodcutters' Camp"
description"Starting point for woodcutters going out into the wild to cut down trees."
type"BuildingProduction"
amount"10"
icon"Icon_Resource_Wood"
displayName"Wood in Woodcutters' Camp"
description"Produce 10 Wood in the building: Woodcutters' Camp."
rewards1
"Beaver 3"
rewards2
"Lumber Speed +50"
rewards3
Empty array
id"T II Brewery"
displayName"Brewing Ale"
tiers
"TII V"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Brewery_icon"
displayName"Brewery"
description"Can produce: <sprite name=[needs] ale> Ale (<sprite name=grade3>), <sprite name=[food processed] porridge> Porridge (<sprite name=grade2>), <sprite name=[packs] pack of crops> Pack of Crops (<sprite name=grade1>). Rain engine: <sprite name="[water] drizzle water"> Drizzle Water."
type"IngredientChanged"
amount"1"
icon"Icon_Resource_Barrels"
displayName"Enable Barrels in the Ale recipe"
description"Change the <b>ingredient</b> from <sprite name="[vessel] pottery"> pottery to <sprite name="[vessel] barrels"> barrels in the <sprite name="[needs] ale"> ale recipe in the Brewery."
type"BuildingProduction"
amount"20"
icon"Icon_Resource_Ale"
displayName"Ale in Brewery"
description"Produce 20 Ale in the building: Brewery."
rewards1
"Milk-cap Mushroom 30"
rewards2
"Barrels 30"
rewards3
"Planks 10"
id"T II Farm"
displayName"Farming"
tiers
"TII I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"SmallFarm_icon"
displayName"Small Farm"
description"Uses nearby farm fields to grow <sprite name=[food raw] vegetables> Vegetables (<sprite name=grade1>), <sprite name=[food raw] grain> Grain (<sprite name=grade2>)."
type"BuildingOwning"
amount"6"
icon"Farmfield_icon"
displayName"Farm Field"
description"Can only be placed on fertile soil. Requires a Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead nearby to produce crops."
rewards1
"Human 2"
rewards2
"Barrels 25"
rewards3
Empty array
id"T II Provisions"
displayName"Provisions"
tiers
"TII VIII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"10"
icon"Icon_Resource_Provisions"
displayName"Deliver 10 Pack of Provisions"
description"Provisions necessary for sending caravans into the wild. Used to fulfill orders, trade, and pay for trade routes. <b>Produced in:</b> Provisioner<sprite name=grade2>, Cellar<sprite name=grade1>, Makeshift Post<sprite name=grade0>"
rewards1
"Jerky +2"
rewards2
"Parts 3"
rewards3
Empty array
id"T II Resolve"
displayName"High Society"
tiers
"TII VII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"25"
icon"Icon_UI_OrderResolve"
displayName"Humans Resolve"
description"Keep Humans Resolve above 25 for 30 seconds"
rewards1
"Grain +1"
rewards2
"Reeds 20"
rewards3
Empty array
id"T II Smokehouse"
displayName"Smokehouse"
tiers
"TII IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Smokehouse_icon"
displayName"Smokehouse"
description"Can produce: <sprite name=[food processed] jerky> Jerky (<sprite name=grade3>), <sprite name=[vessel] pottery> Pottery (<sprite name=grade1>), <sprite name=[needs] incense> Incense (<sprite name=grade1>). Rain engine: <sprite name="[water] drizzle water"> Drizzle Water."
type"IngredientChanged"
amount"1"
icon"Icon_Resource_Meat"
displayName"Enable Meat in the Jerky recipe"
description"Change the <b>ingredient</b> from <sprite name="[food raw] insects"> insects to <sprite name="[food raw] meat"> meat in the <sprite name="[food processed] jerky"> jerky recipe in the Smokehouse."
type"BuildingProduction"
amount"20"
icon"Icon_Resource_Jerky"
displayName"Jerky in Smokehouse"
description"Produce 20 Jerky in the building: Smokehouse."
rewards1
"Builder +5"
rewards2
"Barrels 20"
rewards3
"Meat +1"
id"T II Tavern"
displayName"A Place for Rest"
tiers
"TII VI"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Tavern_icon"
displayName"Tavern"
description"A place where villagers can fulfill their need for: Leisure, Luxury. Passive effects: Gleeman's Tales."
type"NeedServed"
amount"20"
icon"Icon_Need_Leisure"
displayName"Need for Leisure fulfilled"
description"Fulfill your villagers' need for leisure 20 times."
rewards1
"Beaver 2"
rewards2
"Metal Tools 6"
rewards3
"Barrels 50"
id"T II Trapper"
displayName"First Yield"
tiers
"TII III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Primitive Trapper's Camp_icon"
displayName"Small Trappers' Camp"
description"A small, crude version of a specialized gathering camp. It's slower, and can only collect resources from small gathering nodes. Can collect: <sprite name=[food raw] meat> Meat (<sprite name=grade1>), <sprite name=[food raw] insects> Insects (<sprite name=grade1>), <sprite name=[food raw] eggs> Eggs (<sprite name=grade1>)."
type"BuildingProduction"
amount"5"
icon"Icon_Resource_Meat"
displayName"Meat in Small Trappers' Camp"
description"Produce 5 Meat in the building: Small Trappers' Camp."
rewards1
"Fabric 10"
rewards2
"Bricks 10"
rewards3
"Planks 15"
id"T II Woodcutters Camp"
displayName"Home & Hearth"
tiers
"TII II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"2"
icon"Woodcutters Camp_icon"
displayName"Woodcutters' Camp"
description"Starting point for woodcutters going out into the wild to cut down trees."
type"BuildingOwning"
amount"2"
icon"Shelter_icon"
displayName"Shelter"
description"Can accommodate most villagers, but won't satisfy the need for species-specific housing. Has to be built near a Hearth. Can house 3 residents."
rewards1
"Parts 3"
rewards2
"Wetstone 20"
rewards3
"Beaver 2"
id"T III Amber"
displayName"Get Rich"
tiers
"TIII VIII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"Good"
amount"40"
icon"Icon_Resource_Amber"
displayName"Deliver 40 Amber"
description"Crystallized resin. The main currency of the kingdom."
rewards1
"Resin +1"
rewards2
"Human 3"
rewards3
"Glow Oil 20"
id"T III Beavers Resolve"
displayName"High Resolve"
tiers
"TIII X"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RaceResolveForTime"
amount"25"
icon"Icon_UI_OrderBeaverResolve"
displayName"Beavers Resolve"
description"Keep Beavers Resolve above 25 for 120 seconds"
rewards1
"Parts 3"
rewards2
"Beaver 3"
rewards3
"Vegetables 30"
id"T III Berries"
displayName"Collecting Berries"
tiers
"TIII I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodProduced"
amount"20"
icon"Icon_Resource_Berries"
displayName"Produce Berries"
description"Produce Berries in any capable building."
rewards1
"NewRandomVillagers 3"
rewards2
"Moth Larvae Meat 20"
rewards3
"Wetstone 20"
id"T III Food"
displayName"Happy Meal"
tiers
"TIII IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodProduced"
amount"30"
icon"Icon_Resource_Porridge"
displayName"Produce Porridge"
description"Produce Porridge in any capable building."
type"GoodProduced"
amount"30"
icon"Icon_Resource_PickledGoods"
displayName"Produce Pickled Goods"
description"Produce Pickled Goods in any capable building."
rewards1
"Porridge +2"
rewards2
"Parts 3"
rewards3
Empty array
id"T III Guild House"
displayName"Fulfilling Needs"
tiers
"TIII IX"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Guild House_icon"
displayName"Guild House"
description"A place where villagers can fulfill their need for: Luxury, Education. Passive effects: The Guild's Welfare."
type"NeedServed"
amount"30"
icon"Icon_Need_Luxury"
displayName"Need for Luxury fulfilled"
description"Fulfill your villagers' need for luxury 30 times."
rewards1
"NewRandomVillagers 3"
rewards2
"Parts 3"
rewards3
"Roots 30"
id"T III Packs"
displayName"Buying & Selling"
tiers
"TIII VII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodSold"
amount"15"
icon"Icon_Resource_Luxury"
displayName"Sell Pack of Luxury Goods"
description"Sell 15 Pack of Luxury Goods to any trader. Obtained by: Carpenter<sprite name=grade2>, Pantry<sprite name=grade2>, Cooperage<sprite name=grade1>"
type"TraderMerchandiseBought"
amount"3"
icon"Icon_MetaReward_QuickTraders"
displayName"Buy Perks or Blueprints"
description"Buy at least 3 perks or blueprints from traders."
rewards1
"Wine +2"
rewards2
"Bricks 10"
rewards3
"Metal Tools 6"
id"T III Rain"
displayName"Catching Rainwater"
tiers
"TIII III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Rain Collector_icon"
displayName"Rain Collector"
description"Can collect rainwater used for crafting and powering Rain Engines in production buildings. The type of collected rainwater depends on the season. Has a tank capacity of 50."
type"GoodProduced"
amount"25"
icon"Icon_Resource_DrizzleWater"
displayName"Produce Drizzle Water"
description"Produce Drizzle Water in any capable building."
rewards1
"Beaver 2"
rewards2
"Planks 10"
rewards3
Empty array
id"T III Sacrifice"
displayName"Surviving Requires Sacrifice"
tiers
"TIII VI"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodSacraficed"
amount"50"
icon"Icon_Resource_Wood"
displayName"Sacrifice Wood"
description"Sacrifice 50 Wood at the Ancient Hearth."
rewards1
"Amber 10"
rewards2
"Hearth Parts 3"
rewards3
"Planks 10"
id"T III Trading Post"
displayName"Traders & Currency"
tiers
"TIII II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Trading Post_icon"
displayName"Trading Post"
description"Traders from the Smoldering City can station here and offer their wares."
type"TraderValueSold"
amount"10"
icon"Icon_UI_OrderTrade"
displayName"Value of Goods Sold"
description"Sell goods worth at least 10 Amber to a trader or trade route."
rewards1
"Planks +1"
rewards2
"Ancient Tablet 3"
rewards3
"Milk-cap Mushroom 30"
id"T III Wine"
displayName"Winemaking"
tiers
"TIII V"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodProduced"
amount"30"
icon"Icon_Resource_Wine"
displayName"Produce Wine"
description"Produce Wine in any capable building."
rewards1
"Amber 10"
rewards2
"Coal 25"
rewards3
"Fabric 10"
id"T IV Blightpost"
displayName"Blight Fighters"
tiers
"TIV VI"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Blight Post_icon"
displayName"Blight Post"
description"A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare <sprite name="blight fuel"> Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm."
type"GoodProduced"
amount"5"
icon"Icon_Resource_PurgingFire"
displayName"Produce Purging Fire"
description"Produce Purging Fire in any capable building."
rewards1
"Lizard 3"
rewards2
"Jerky 30"
rewards3
"Glow Oil 20"
id"T IV Caches"
displayName"Finders Keepers"
tiers
"TIV VIII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"3"
icon"Icon_UI_OrderCaches"
displayName"Open or send caches"
description"Open or send 3 Abandoned Caches of any size to the Citadel."
rewards1
"Parts 3"
rewards2
"Eggs 25"
rewards3
"Wetstone 30"
id"T IV Clan Hall"
displayName"Stay in Shape"
tiers
"TIV X"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Clan Hall_icon"
displayName"Clan Hall"
description"A place where villagers can fulfill their need for: Brawling. Passive effects: Carnivorous Tradition, Ancient Ways."
difficulty"Easy"
logics
type"NeedServed"
amount"30"
icon"Icon_Need_Brawling"
displayName"Need for Brawling fulfilled"
description"Fulfill your villagers' need for brawling 30 times."
rewards1
"Human 3"
rewards2
"Planks 10"
rewards3
"Roots 20"
id"T IV Engines"
displayName"Rainpunk Technology"
tiers
"TIV V"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"EnginesConnected"
amount"3"
icon"Icon_UI_OrderInstallEngines"
displayName"Install Rain Engines"
description"Install at least 3 Rain Engines in production buildings."
rewards1
"Parts 3"
rewards2
"Coats 25"
rewards3
"Barrels 20"
id"T IV Frobidden"
displayName"Forbidden Fruit"
tiers
"TIV IX"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"RelicResolved"
amount"1"
icon"Icon_UI_OrderForbiddenInTime"
displayName"Complete a Forbidden Glade Event"
description"Complete any Forbidden Glade Event."
rewards1
"Copper Tools +1"
rewards2
"Porridge 25"
rewards3
"Parts 3"
id"T IV Metal"
displayName"Metallurgy"
tiers
"TIV II"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodProduced"
amount"20"
icon"Icon_Resource_Coal"
displayName"Produce Coal"
description"Produce Coal in any capable building."
type"GoodProduced"
amount"10"
icon"Icon_Resource_CopperBar"
displayName"Produce Copper Bars"
description"Produce Copper Bars in any capable building."
rewards1
"Copper Bar +2"
rewards2
"Pie 20"
rewards3
"NewRandomVillagers 3"
id"T IV Mine"
displayName"Mining Basics"
tiers
"TIV I"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Mine_icon"
displayName"Mine"
description"Can only be placed on coal, copper, or salt veins. Can produce: <sprite name=[crafting] coal> Coal (<sprite name=grade2>), <sprite name=[metal] copper ore> Copper Ore (<sprite name=grade2>), <sprite name=[crafting] salt> Salt (<sprite name=grade2>)."
type"GoodProduced"
amount"20"
icon"Icon_Resource_CopperOre"
displayName"Produce Copper Ore"
description"Produce Copper Ore in any capable building."
rewards1
"Beaver 3"
rewards2
"Parts 3"
rewards3
"Biscuits 30"
id"T IV Pipes"
displayName"Pipe Manufacturing"
tiers
"TIV III"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"GoodProduced"
amount"12"
icon"Icon_Resource_Pipes"
displayName"Produce Pipes"
description"Produce Pipes in any capable building."
rewards1
"Mushroom +1"
rewards2
"Hearth Parts 3"
rewards3
"Reeds 20"
id"T IV Pump"
displayName"Water Extraction"
tiers
"TIV IV"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"BuildingOwning"
amount"1"
icon"Water Extractor_icon"
displayName"Geyser Pump"
description"Used to extract and pump infused rainwater through underground pipes to production buildings, where it can be used to increase productivity. Must be placed on an active geyser. Has a tank capacity of 50."
type"UpgradedBuildingOwned"
amount"1"
icon"Icon_UI_OrderUpgradeBuilding"
displayName"Upgrade a building: Geyser Pump"
description"Upgrade 1 building(s) to level 1: Geyser Pump. You can do this by selecting it and opening the upgrade tab in the building panel."
rewards1
"Storm Water +1"
rewards2
"Milk-cap Mushroom 30"
rewards3
"NewRandomVillagers 3"
id"T IV Water & Cysts"
displayName"Effects of Technology"
tiers
"TIV VII"
isTimedfalse
timeToFail0
objectivesSets
difficulty"Easy"
logics
type"WaterUsed"
amount"100"
icon"Icon_Resource_StormWater"
displayName"Use Storm Water in engines"
description"Use 100 units of <sprite name="[water] storm water"> Storm Water in Rain Engines in production buildings."
type"CystsRemoved"
amount"2"
icon"Icon_UI_OrderBurnCysts"
displayName"Burn Blightrot Cysts"
description"Burn at least 2 Blightrot Cysts."
rewards1
"Metal Tools 8"
rewards2
"Milk-cap Mushroom 30"
rewards3
"Barrels 30"