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	<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?action=history&amp;feed=atom&amp;title=Game_Mechanics</id>
	<title>Game Mechanics - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?action=history&amp;feed=atom&amp;title=Game_Mechanics"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;action=history"/>
	<updated>2026-10-03T21:35:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1168&amp;oldid=prev</id>
		<title>76561198007574838: span</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1168&amp;oldid=prev"/>
		<updated>2025-08-12T04:12:22Z</updated>

		<summary type="html">&lt;p&gt;span&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:12, 12 August 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l131&quot;&gt;Line 131:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 131:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Skills.png|25px]] [[Skills]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Skills.png|25px]] [[Skills]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;16 Skills exist in game, every non-Baby Clanfellow will have a level in each Skill. These determine how well the Clanfellow will do relevant tasks/Jobs, and for two of the Skills they will either gain or lose Mood if doing Jobs that use that Skill.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;16 Skills exist in game, every non-Baby Clanfellow will have a level in each Skill. These determine how well the Clanfellow will do relevant tasks/Jobs, and for two of the Skills they will either gain or lose Mood if doing Jobs that use that Skill.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== [[Span]] ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Span is a measure of how far Roofing and Bridges can extend without direct support underneath. Different materials have different spans; Roofing will have a value of 2, 3, or 4 while Bridges are either 3 or 4. Both types gain a &quot;cheat&quot; tile if between supports, e.g. a span three can extend over seven tiles in a row if both ends are supported.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Temperature]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Temperature]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key CLAN_:diff:1.41:old-1128:rev-1168:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1128&amp;oldid=prev</id>
		<title>76561198007574838: Food Desirability, Door Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1128&amp;oldid=prev"/>
		<updated>2025-07-25T12:38:15Z</updated>

		<summary type="html">&lt;p&gt;Food Desirability, Door Locks&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:38, 25 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l34&quot;&gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 34:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Coin.png|25px]] [[Coin]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Coin.png|25px]] [[Coin]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Money is used to facilitate the exchange of goods and services... Within the player Clan there is no need for Coin as all the members work together for the common good. [[Visitor]]s from other [[Clans]] will either pay for the ability to spend a night, require pay to work for the Clan, or use Coin to make up the value difference in traded Items and/or Animals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Money is used to facilitate the exchange of goods and services... Within the player Clan there is no need for Coin as all the members work together for the common good. [[Visitor]]s from other [[Clans]] will either pay for the ability to spend a night, require pay to work for the Clan, or use Coin to make up the value difference in traded Items and/or Animals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== [[Door Lock]] ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All Doors can be set with Locks preventing certain Clanfolk from passing through. Curtains can&#039;t prevent any access.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Environment]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Environment]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Due to lightning during storms, uncontrolled cooking fires and torches, or intentional instructions from the player ( [[File:Start_Fire.png|25px]] Start Fire), it is possible for Objects, Items, Buildings, or plants to catch on Fire. If this happens on soil ground it will be more fertile as a result of the fire. If uncontrolled fire happens in the colony many adjacent things may also catch alight causing much destruction. If there are Water Jugs available Clanfolk will use them to douse fires ( [[File:Fire_Fighting.png|25px]] Fire Fighting), otherwise they have to resort to stamping out the fire ( [[File:Fire_Stomp.png|25px]] Fire Stamp). The latter can be disallowed on all Clanfolk via a button toggle.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Due to lightning during storms, uncontrolled cooking fires and torches, or intentional instructions from the player ( [[File:Start_Fire.png|25px]] Start Fire), it is possible for Objects, Items, Buildings, or plants to catch on Fire. If this happens on soil ground it will be more fertile as a result of the fire. If uncontrolled fire happens in the colony many adjacent things may also catch alight causing much destruction. If there are Water Jugs available Clanfolk will use them to douse fires ( [[File:Fire_Fighting.png|25px]] Fire Fighting), otherwise they have to resort to stamping out the fire ( [[File:Fire_Stomp.png|25px]] Fire Stamp). The latter can be disallowed on all Clanfolk via a button toggle.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Cooking fires etc. that &amp;#039;&amp;#039;throw sparks&amp;#039;&amp;#039; will not directly light Roofing on fire, but if something flammable under the roof alights then the Roof may also catch on fire. (Sparks will go &amp;#039;&amp;#039;out&amp;#039;&amp;#039; not &amp;#039;&amp;#039;up&amp;#039;&amp;#039;.) Lightning strike may always catch a roof on fire.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Cooking fires etc. that &amp;#039;&amp;#039;throw sparks&amp;#039;&amp;#039; will not directly light Roofing on fire, but if something flammable under the roof alights then the Roof may also catch on fire. (Sparks will go &amp;#039;&amp;#039;out&amp;#039;&amp;#039; not &amp;#039;&amp;#039;up&amp;#039;&amp;#039;.) Lightning strike may always catch a roof on fire.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Food Desirability ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each different Food has an alterable Desirability that determines what foods each Clanfellow will prefer to eat. Values for each can be varied between %5 and 200% via the [[Inventory]] menu.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Cooking.png|25px]] [[Food Production]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[File:Cooking.png|25px]] [[Food Production]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1114&amp;oldid=prev</id>
		<title>76561198007574838: adding images, elaboration</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=1114&amp;oldid=prev"/>
		<updated>2025-07-24T13:06:57Z</updated>

		<summary type="html">&lt;p&gt;adding images, elaboration&lt;/p&gt;
&lt;a href=&quot;https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;amp;diff=1114&amp;amp;oldid=989&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=989&amp;oldid=prev</id>
		<title>76561198007574838: link fixing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=989&amp;oldid=prev"/>
		<updated>2025-07-15T00:45:22Z</updated>

		<summary type="html">&lt;p&gt;link fixing&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:45, 15 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l83&quot;&gt;Line 83:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 83:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Decline&amp;#039;&amp;#039;&amp;#039; simply results in the Worker remaining a paid employee. Should they be kept Satisfied they may be wed later.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Decline&amp;#039;&amp;#039;&amp;#039; simply results in the Worker remaining a paid employee. Should they be kept Satisfied they may be wed later.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Pregnancy ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Pregnancy&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The process by which Babies are (typically) created in game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Clanfellow#Pregnancy]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The process by which Babies are (typically) created in game. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Requires Marriage first.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Priority]] ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== [[Priority]] ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l95&quot;&gt;Line 95:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because many Objects produce Items that are then used by other Objects it can be useful to keep particular Objects in very close proximity with appropriate Storage Objects (or Stockpiles) in between them. With a setting on most Objects that automatically stores the output if storage is close enough it can be possible to produce the first stage Item, have it automatically stored in the appropriate Storage, and then taken from that Storage to be used in a second Object, that will output to another (or the same?) Storage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because many Objects produce Items that are then used by other Objects it can be useful to keep particular Objects in very close proximity with appropriate Storage Objects (or Stockpiles) in between them. With a setting on most Objects that automatically stores the output if storage is close enough it can be possible to produce the first stage Item, have it automatically stored in the appropriate Storage, and then taken from that Storage to be used in a second Object, that will output to another (or the same?) Storage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;With a short enough chain, such could be done around a single support pillar and roofing to keep the Rain off the Objects. (Or along one wall of a Room.) e.g. This could be as simple as putting a Hide Rack beside a Butcher Block to automatically start the Hides drying, and having a Clothes Zone or Tailor Bench adjacent to the Rack for production of Fur Clothing.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;With a short enough chain, such could be done around a single support pillar and roofing to keep the Rain off the Objects. (Or along one wall of a Room.) e.g. This could be as simple as putting a Hide Rack beside a Butcher Block to automatically start the Hides drying, and having a Clothes Zone or Tailor Bench adjacent to the Rack for production of Fur Clothing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt; See Food Production and Clothing Production above.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rain/Snow / Weather ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rain/Snow / Weather ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key CLAN_:diff:1.41:old-841:rev-989:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=841&amp;oldid=prev</id>
		<title>76561198007574838: link clarity, a couple of sentences</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=841&amp;oldid=prev"/>
		<updated>2025-07-02T06:52:42Z</updated>

		<summary type="html">&lt;p&gt;link clarity, a couple of sentences&lt;/p&gt;
&lt;a href=&quot;https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;amp;diff=841&amp;amp;oldid=778&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=778&amp;oldid=prev</id>
		<title>76561198007574838: more added</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=778&amp;oldid=prev"/>
		<updated>2025-06-22T07:43:29Z</updated>

		<summary type="html">&lt;p&gt;more added&lt;/p&gt;
&lt;a href=&quot;https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;amp;diff=778&amp;amp;oldid=777&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=777&amp;oldid=prev</id>
		<title>76561198007574838: Page creation, more to come</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Clanfolk/index.php?title=Game_Mechanics&amp;diff=777&amp;oldid=prev"/>
		<updated>2025-06-22T05:13:39Z</updated>

		<summary type="html">&lt;p&gt;Page creation, more to come&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Clanfolk has many &amp;#039;&amp;#039;&amp;#039;Game Mechanics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
NB. Due to the nature of a Wiki, some of these have their own pages already, others will eventually. Some are detailed in part on other pages.&lt;br /&gt;
&lt;br /&gt;
=== Afflictions ===&lt;br /&gt;
A [[Clanfellow]] may have many different temporary Afflictions at once. (Contrary to contemporary English not all in game Afflictions are negative.) Contrary Afflictions may be in effect at the same time, e.g. Fireside as a positive beside Cooking Fires etc, but Sweating for being too hot.&lt;br /&gt;
Attributes / Stats will be impacted by the Afflictions. The most commonly impacted is Mood.&lt;br /&gt;
&lt;br /&gt;
=== [[Animals]] ===&lt;br /&gt;
Non Clanfellow life forms. Three basic categories; Wildlife, Livestock, Pets.&lt;br /&gt;
&amp;lt;br&amp;gt;Have a more limited listing of Attributes than Clanfolk.&lt;br /&gt;
&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
14 different statistics that will alter through the course of a day. e.g. Sleep decreases while the Clanfellow is awake, and if it gets to zero they collapse.&lt;br /&gt;
&lt;br /&gt;
=== Auto-Jobs ===&lt;br /&gt;
&lt;br /&gt;
=== Auto Supply ===&lt;br /&gt;
Most Crafting Objects, including Cooking and Food Objects, have an Auto Supply option that can be sued to try and ensure the Colony has at least a certain number of the Item in [[Inventory]]. e.g. A Cooking Fire can be set to Auto Supply 10 Cooked Eels and when there are only nine or fewer a task to cook eels is added to the Fire automatically.&lt;br /&gt;
&amp;lt;br&amp;gt;The Auto Supply is common across all Objects that could be used to complete it. e.g. A Kitchen might be used to fulfil the aforementioned task.&lt;br /&gt;
&lt;br /&gt;
=== [[Clothing Production]] ===&lt;br /&gt;
To remain warm enough (or cool enough during Summer) a Clanfellow will want to wear clothing. Manufacture of such is a multi stage process in most cases.&lt;br /&gt;
&lt;br /&gt;
=== Coin ===&lt;br /&gt;
Money is used to facilitate the exchange of goods and services... Within the player Clan there is no need for Coin as all the members work together for the common good. Visitors from other Clans will either pay for the ability to spend a night, require pay to work for the Clan, or use Coin to make up the value difference in traded Items and/or Animals.&lt;br /&gt;
&lt;br /&gt;
=== [[Environment]] ===&lt;br /&gt;
Each tile on the Map has an Environmental rating depending on the surface and Objects/Items placed on it. A positive rating improves the Mood of nearby Clanfolk, negative reduces it. Several things have different ratings depending on whether they are inside or outside, e.g. a Dirt Path outside is neutral, flooring a Room with it is a negative.&lt;br /&gt;
&amp;lt;br&amp;gt;The size of a Room is also relevant, 6-14 tiles is neutral, larger rooms are positive, smaller is negative.&lt;br /&gt;
&amp;lt;br&amp;gt;To see the rating of an area an overlay at top right of screen can be toggled on, Red is &amp;quot;ugly&amp;quot; and Cyan is &amp;quot;beautiful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
Both Agriculture and Animal Husbandry are useful for ensuring food.&lt;br /&gt;
&amp;lt;br&amp;gt;Planting Crops in Tilled Soil will allow the player to have a &amp;quot;hands off&amp;quot; to the colony growing food. Auto Jobs are cycled through on the fields, as long as the requisite inputs are available.&lt;br /&gt;
&amp;lt;br&amp;gt;Maintaining crops for the feed of Animals will also allow the production of Meat when the Livestock are slaughtered. As well as some other benefits depending on the breeds of animals. e.g. Milk, Wool, etc.&lt;br /&gt;
&lt;br /&gt;
=== [[Food Production]] ===&lt;br /&gt;
Clanfolk, and Animals, require food to live. Many ways exist to produce that food; e.g. gathering Berries, cooking Eels, baking bread, etc.&lt;br /&gt;
&lt;br /&gt;
=== Hunting and Fishing ===&lt;br /&gt;
Snares and/or Bows can be used to kill Wildlife and bring Meat (and Hides) back to the Colony.&lt;br /&gt;
&amp;lt;br&amp;gt;Eel Traps, and much later Fishing Spots, can also be used to provide food.&lt;br /&gt;
&lt;br /&gt;
=== [[Ideas]] ===&lt;br /&gt;
The equivalent of a Tech Tree in game. Ideas are the new Jobs, Buildings, Objects, that are discovered by doing certain things enough. Page includes Idea Points, a game setting to increase difficulty.&lt;br /&gt;
&lt;br /&gt;
=== [[Jobs]] ===&lt;br /&gt;
Instructions given to the Clan by the player.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
The process by which Babies are (typically) created in game. [[Clanfellow#Pregnancy]]&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
* Task Priority: Objects that have tasks for the Clanfolk to complete (e.g. Make a Sack, cook 5 Eel etc.) can have their priority altered to make the Clanfolk more or less likely to do the thing. Jobs placed on the Map can be prioritised in the same way.&amp;lt;br&amp;gt;Setting the Priority to 1 (one) will make it the last thing considered, when set at 10 (ten) it will considered more important than anything not &amp;#039;&amp;#039;&amp;#039;Boosted&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Skills Priority: Each (non-Baby) Clanfellow has 16 Skills that the player can rearrange in a column. Whichever Skill is listed first will be the preferred type of Job/Task taken on when looking for more work.&lt;br /&gt;
* Blueprint Priority is in which order the build will happen should required components be available (a Roof with higher priority than its support still cannot be built first). Items Priority is the order they&amp;#039;ll be Hauled to Stockpile/Storage. Storage Priority is which will be filled first.&lt;br /&gt;
Strict Priority may be set for a Clanfellow; with the toggle set they will finish all tasks/Jobs of their first Skill before looking to find others, meaning they may complete a Priority 1 Job of their high Skill before a Priority 10 Job of their second tier Skill.&lt;br /&gt;
&lt;br /&gt;
=== Rain/Snow ===&lt;br /&gt;
&lt;br /&gt;
=== Reputation ===&lt;br /&gt;
&lt;br /&gt;
=== Room ===&lt;br /&gt;
&lt;br /&gt;
=== Satisfaction ===&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
=== Work Speed ===&lt;br /&gt;
How fast a Clanfellow will do a task/Job is dependant on their Work Attribute. With maximised bar they work twice as fast as &amp;#039;&amp;#039;normal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;Tools have a Work Speed indication, Stone Tools are 60% while Iron Tools are 100%.&lt;br /&gt;
&lt;br /&gt;
=== Zones ===&lt;br /&gt;
May be used to restrict the areas of the Map Clanfolk spend time, either Home Zones or Work Zones may be set. Overlap is possible and a Clanfellow may have one of each.&lt;/div&gt;</summary>
		<author><name>76561198007574838</name></author>
	</entry>
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