Clanfellow

From Clanfolk Official Wiki
A Clanfellow infobox

A Clanfellow is one of the Clanfolk (people) in game.

Each Clanfellow has their own unique personality; likes, dislikes, traits and abilities. While some will visit the players Clan from elsewhere, early in game all Clanfolk on the Map will be from the Player Clan and can be guided to do things in various ways. Clanfolk cannot be directly commanded to do any specific task however aside from "Move To", which may impact the next task selected.
Should the Clanfellow also be in the middle of a task requiring movement on the Map a travel line will likely be displayed showing where they are going to move.

Infobox

If a player clicks on a Clanfellow from their Clan an infobox is displayed at the left of the screen with many pieces of information grouped in sub-boxes. (Example image at top right of this screen. NB. Game has received at least one update that has added to what gets displayed.)

First

A picture of the individual shows what Clothing they have on, beside their name (which may be altered by the player), current work schedule (detail below), and their Clan Tartan. Door_Lock level is also shown with arrows to change it.

Family

The second sub-box lists (if relevant) the parents, partner, and children of the selected Clanfellow. see Family Tree
Pets will also be listed in this box if the Clanfellow has any.

Attributes

Each of these Stats is listed; with name, a bar (beige is current value, red is where progress is headed), and arrow(s) indicating what change is currently occurring and how fast.

  • Mood: When 10000 (100%), greatly increases Work and XP gain. When above 7500 (75%), increases Work and XP gain and Clanfolk can reproduce. When below 2500 (25%), decreases XP gain.
  • Work: Affects how fast the Clanfellow works. Does not appear on Baby Clanfolk.
  • Age: Indicates the current range (Baby, Juvenile, Adult, Senior) of the Clanfellow's Age and their progress through that range. see below for more detail.
  • Health: When below 80%, decreases Mood and Work. When below 40%, greatly decreases Mood and Work. If it reaches 0, the Clanfellow dies.
  • Food: When above 50%, increases Mood, Work and Health. When below 25%, decreases Mood and Work. When 0, decreases Health.
  • Water: When below 25%, decreases Mood and Work. When 0, decreases Health.
  • Sleep: Indicates need for sleep. When 0, Clanfellow will collapse and fall asleep where they were standing.
  • Warmth: Has an optimal range, Clanfolk can be either too hot or too cold in addition to comfortable. When below 35%, decreases Mood, Work and Food. When below 15%, greatly decreases Mood, Work, Food and Health. When 0, event greater decrease to everything.
  • Cleanliness: Indicates the need/desire for a bath or other washing. When 0, decreases Mood and Work.
  • Bathroom: When below 10%, decreases Mood and Work. When 0, it rises to 10% and lowers Cleanliness by 10%.
  • Social: When above 50%, increases Mood. When below 50%, decreases Mood.
  • Fun: When above 50%, increases Mood. When below 50%, decreases Mood.
  • Environment: When above 50%, increases Mood. When below 50%, decreases Mood.
  • Plaid: Binary state, the Clothing item is either worn or not. Increases Mood when worn.

Three other Attributes may be present on an individual Clanfellow

  • Pregnancy: Only appears on pregnant Clanfolk. Shows how long is left until the Clanfellow gives birth. 20 day span.
  • Satisfaction: Only appears on Visitors from other Clans. Determines how Reputation with the player's Clan will change after the visiting Clanfellow leaves the Map. If a Worker reaches 10000 (100%) Satisfaction, and there is an unwed Clanfellow Adult of opposite gender present, they will offer to marry into the Clan.
  • Courage: Visiting Clanfolk engaged in Negotiation (not yet fully implemented)

Traits

Each time a Clanfellow ages they have a chance to gain or lose Traits, which may grant various bonuses or penalties to the individual. Traits are effectively paired with one positive and one negative. A Clanfellow may not have opposite traits but may have multiple from the list.

Positive trait Negative trait
Trait Effect Trait Effect
Hard Worker +1000 Max Work Lazy -1000 Max Work
Healthy -50% Sickness Chance Sickly +100% Sickness Chance
Jolly +1/s Fun Gloomy -1/s Fun
Optimist +1000 Max Mood Pessimist -1000 Max Mood
Tireless +2/s Sleep Weary -2/s Sleep
Heavy Sleeper Noise does not disturb sleep Afraid of the Dark -1500 Mood in dark
-1/s Sleep in dark
Fast Metabolism +1000 Max Work
+10% Movement Speed
-2/s Food
Slow Metabolism +2/s Food
-10% Movement Speed

Afraid of the Dark will only be present on youth. If a Baby does not lose the trait upon becoming a Juvenile they will lose it upon becoming an Adult.

Afflictions

Many temporary conditions may afflict an individual, more negative Afflictions exist than positive. Unlike Traits (above), a Clanfellow may have contradictory Afflictions in effect at the same time (e.g. Fireside is a positive for being near fire and Sweating is a negative for being too hot).

Strict Priorities

  • If the button is ticked the Clanfellow will complete all Jobs related to their prioritised Skill (see below) before working on any other task.
  • If the button is not ticked the Clanfellow will select their next Job based on a combination of their personal Skill Hierarchy, the set priorities of available Jobs, and proximity to the Jobs.

Last box

  • Any Clanfellow (from the player Clan) can be Stopped by clicking the circled cross . While the button is pressed the Clanfellow will not move or do anything else. Upon deselecting the button they will take a moment to select their next Job and go start on that.
  • Work modes: Each Clanfellow can be assigned one of three work modes. The latter two will lead to the icon in the Clanfolk listing having an icon above them showing the deviation from normal.
    • Normal: Clanfellow will work a regular amount of time and then try to refill their Attribute bars.
    • Overwork: Clanfellow will work until exhausted and will lose Mood when working after hours.
    • Time Off: Clanfellow will not work but will gain Mood and may even take a Nap to regain some Sleep.
  • Any individual may be told to not Fight Fires.

Skills

To the right of all the aforementioned sub-boxes is a listing of the 16 Skills each non-Baby Clanfolk has, which determines how good they are at certain tasks. Every non-Baby Clanfellow will like one Skill and dislike one Skill to some degree, causing them to gain or lose Mood when doing tasks that require those specific Skills. They will also gain levels quicker when doing Jobs that require one specific Skill (that may be the liked Skill).
Juvenile Clanfolk develop skills 4 times faster than Adult and Senior Clanfolk (Kid Brain Affliction). While Skills are developed in game based on what the individual Clanfellow does, Game Creation has the Clanfolk more skilled the older they are.
The 16 Skills may be re-ordered from the InfoBox to change which Jobs the Clanfellow will prioritise. (Using the Skills page will allow seeing all Clanfolk priorities at one time.)
Doctor / Baby Care - Repair - Gathering - Harvest - Hunting - Lumber - Mining - Building - Cooking - Farming - Crafting - Clothes - Hauling - Cleaning - Persuasion - Intimidation

Misc

Just to the bottom-right of the InfoBox will be some small boxes, displaying Owned Items if any, and a button to Set Owner. Along with a Move To button .

Other factors

Daily behaviour

A day in game is split into different spans of time. Clanfolk will behave differently during each.

  • Day starts with Sunrise when Clanfolk wake from sleep and during their Free Time start finding food and dealing with other Needs.
  • The workday is three spans; Morning, Daytime, Evening, which will be very similar for the players Clan as Work is done in the same way throughout the day. Visitors arrive and leave at specific times of day.
  • Clanfolk will cease working at Sunset and attend to their Needs again (food etc.)
  • At Night Clanfolk will find a Bed to sleep in. Wandering until they collapse if unable to find a Bed. This span lasts until the following Sunrise.

Age

Each Clanfellow has an age, which is in one of four brackets; Baby, Juvenile, Adult, Senior. While a Clanfellow will not live longer than the total span indicated by each range, they may die earlier if starvation or other detrimental effect causes it. While in a particular age bracket the infobox displays that name and the bar steadily progresses to the right. Aside from Seniors having the bar steadily decrease in size as they approach death from old age.

  • Babies (20 days) are basically helpless, have no Skills etc. and spend most of their time wandering the Map, typically following their mother. How well they are cared for (food, water, sleep, etc.) impacts their Traits, Attributes, etc. upon ageing up.
  • Juveniles (40 days) start working, at a reduced effectiveness compared to Adults, but gain Experience much faster (Kid Brain Affliction).
  • Adults (128 - 192 days) continue working, may get married if a potential spouse is found among the visiting Workers. If married may produce children of their own.
  • Seniors (24 - 36 days) start slowing down and will eventually die. But are still able to work much as they were as Adults.

Possessions

Each Clanfellow may be given ownership of various Items or Objects via a Set Owner button. This can be done from the Item/Object or the Clanfellow. These owned things show to the bottom right of the infobox detailed above. Should a married Clanfellow be given ownership of a double Bed their partner is automatically granted ownership as well. (Beds will likely be the most advantageous use of this ability, to ensure Visitors do not sleep in Beds the player wants their Clanfolk to use.)
Clothing will be put on or taken off due to weather and other factors. Unless the player specifies an owner that clothing is usable by any Clanfellow in the Colony, including Workers. Similarly Tools will be used by anyone needing them.

Visitors

Clicking on a Visitor will bring up an altered InfoBox compared to a Clanfellow from the player Clan (as detailed in the next session). They all have a dismiss button to send them off the Map.

  • Traders will have an additional two row inventory over the middle of the screen, of Items for sale, or that the Trader would buy. Satisfaction is displayed in the box under the portrait and alters with each trade, money available will also be displayed.
  • Travellers will display a mostly standard InfoBox, which should also provide an indication of their Satisfaction and what fee they will be paying. No Skills will be displayed.
  • Workers look the most similar to Players Clanfolk as they function like an extra Colony member.