Terrain: Difference between revisions

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* Clanfolk can swim across a Lake but it is something they avoid most of the time due to it being very slow. For those crossings that could be frequent it may be advisable to have Bridges built across the water.
* Clanfolk can swim across a Lake but it is something they avoid most of the time due to it being very slow. For those crossings that could be frequent it may be advisable to have Bridges built across the water.
** During Winter the Lakes will freeze and can be walked over with relative ease.
** During Winter the Lakes will freeze and can be walked over with relative ease.
* Raw Eels and Raw Fish can be taken from Lakes via the use of Eel Traps and Fishing Spot respectively. Should the catch be excessive populations drop making it harder to acquire the food.
* Raw Eels and Raw Fish can be taken from Lakes via the use of Eel Traps and Fishing Spot respectively. Should the catch be excessive populations drop over time making it harder to acquire the food.
** Regeneration maxes at 30% for the biggest Lakes, most will be a lower percentage, meaning the player will need to check what percentage has dropped to to ensure no overfishing.
** At 100% a Lake may replenish at 30% each day, allowing 15 Eels to be caught without the population dropping over time.
** At 76% replenishment is 20% daily, allowing 10 Eels to be caught.
** A 50% Lake replenishes 10% daily, allowing a single 5 Eel catch daily.
* Exempting the use of Bridges it is not possible to build most Objects or Buildings over/in water. Eel Traps, Flax Retting, and Fishing Spots are the exceptions.
* Exempting the use of Bridges it is not possible to build most Objects or Buildings over/in water. Eel Traps, Flax Retting, and Fishing Spots are the exceptions.



Latest revision as of 02:41, 4 November 2025

A few different Terrain types exist in the Clanfolk game

Different Terrains will be useful to the Clanfolk in different ways but all can be used for some benefit. During Game Creation the player will have the option to adjust slider settings for some of these. (A larger slider value will have more of that Terrain on the Map.)

  • Mountains cannot be built over at all, Lakes can be if Bridges are used.
  • Rooms with natural flooring will have negative Environment ratings until proper Floors are built.
  • Natural flooring will also result in a reduced Walk Speed for all Clanfolk walking across it. This varies between 29% reduction up to none if Soil has been travelled over enough.

Clay Terrain

Clay Terrain

A border of muddy ground between the Soil and Lakes (and Rivers), thus most dependant on Lakes setting during Game Creation.

  • Clay can be acquired by using a Hoe (whether Stone, Iron, or Steel) with Gather Clay Jobs. This does not deplete the Clay allowing repeated Jobs to be placed.
  • Building a Clay Pit, which must be at least partially on Clay Terrain, allows an Auto Supply order for Clay.
  • The Clanfolk may build other Objects, or Buildings, on Clay Terrain without issue.
  • If Rooms are built over Clay Terrain a -10 to the Environment results from those tiles until other flooring is constructed over it. When outside there is a +5 Environment rating.
  • When Clanfolk walk across Clay Terrain they suffer a 29% reduction in Walk Speed.

Gravel Ground

Gravel Ground

The ground adjacent to Mountains is Gravel Ground, and if a Mountain is mined away (using a Pick) the remaining land will also be Gravel Ground. Most dependant on Mountains slider during Game Creation.

  • Some areas of the Map may be Gravel Ground even without Mountain nearby.
  • May be mined with the Mine Gravel Job to obtain Stones. This never deplete the tiles and the job can be repeated ad infinitum.
  • If a Stone Quarry is placed on Gravel Ground the player may set an Auto Supply for Large Rocks and/or Stones.
  • If Rooms are built over Gravel Ground a -10 to the Environment results until other Flooring is constructed. When outside there is a neutral environment rating.
  • When Clanfolk walk across Gravel Ground they suffer a 17% reduction in Walk Speed. This is the lowest reduction for Natural Flooring until Soil becomes modified by Desire Paths.

Lake (and River)

N.B. Most mention of Lakes in the following could be amended to Lakes (or Rivers).
Lakes will be spread across the Map, the amount of water will be dependant on the slider setting chosen during Game Creation. Even a 2x2 group of water tiles will be considered a Lake but it won't be useable for much. No water on the Map will ever dry up or expand. (Flood Plains only lead to a temporary increase.)

  • At game start the player will be required to add Wash Zone(s) and Drink Zone(s) on the edges of Lakes. These will allow a Clanfellow to improve their Cleanliness and Water Attributes respectively.
  • Clanfolk can swim across a Lake but it is something they avoid most of the time due to it being very slow. For those crossings that could be frequent it may be advisable to have Bridges built across the water.
    • During Winter the Lakes will freeze and can be walked over with relative ease.
  • Raw Eels and Raw Fish can be taken from Lakes via the use of Eel Traps and Fishing Spot respectively. Should the catch be excessive populations drop over time making it harder to acquire the food.
    • At 100% a Lake may replenish at 30% each day, allowing 15 Eels to be caught without the population dropping over time.
    • At 76% replenishment is 20% daily, allowing 10 Eels to be caught.
    • A 50% Lake replenishes 10% daily, allowing a single 5 Eel catch daily.
  • Exempting the use of Bridges it is not possible to build most Objects or Buildings over/in water. Eel Traps, Flax Retting, and Fishing Spots are the exceptions.

Mountain

Mountain
Single Mountain Tile

Mountains are spread across the Map, how many depends on the Mountain slider position during Game Creation. (Mountain will display different depending on how zoomed in the Map is and the Roof setting at top right of screen.)

  • Clanfolk may not cross over Mountain tiles at all, needing instead to walk around them or Mine through.
  • Giving the Clanfolk Mine Mountains Jobs will result in Large Rocks and Stones being deposited on the ground as the Mountain tiles are removed. An overhanging Mountain Roof may remain over some tiles if the Mountain is not completely removed.
  • The edge of a Mountain has a lighter colour compared to the internal tiles (which are a greyish brown) indicating where the Clanfolk can interact with it.
    • Tiles that have either Yellow or Brown streaks through them have Gold or Iron in the tile. Mining those tiles will result in Gold or Iron Ore in addition to the Rocks and Stones.
  • By mining just some of the tiles in a Mountain the Clanfolk can cause Rooms to be created inside the Mountain.
    • A Door of some sort must be added at the entrance(s) or the cave will still be considered Outside.
    • The size of a room with Mountain Roof can be at most five (5) tiles on the short side due to Roof Span.
    • Inside a cave Room the ambient temperature will remain lower than inside Rooms with constructed Roofs, so the player should consider the heating requirements in Winter if wanting to use the room(s) for accommodation or working space.
    • Using such a room as a freezer makes it easier to keep cold than fully constructed Rooms.

Peat Bog

Peat Bog

Peat Bogs will typically be near the Lakes or Rivers on the Map, how much of the Map is Peat depends on the Peat Bog slider at Game Creation.

  • Clanfolk may collect Bog Iron from the surface of a Peat Bog. This Iron does not replenish.
  • Harvest Peat Jobs may be placed on Peat Bog and Clanfolk will use either a Simple Peat Spade or Iron Peat Spade to collect Wet Peat Bricks. Over time the Bog will replenish Peat.
  • If Rooms are built over Peat Bog tiles a -20 to the Environment results until other flooring is constructed. When outside there is a neutral environment rating.
  • When Clanfolk walk across Peat Bog they suffer a 29% reduction in Walk Speed.

Soil

Soil

Soil will typically be the majority of Terrain across the Map, inversely dependant on the initial setup options for each of the other Terrains chosen during Game Creation. (e.g. More Mountain will lead to less Soil)

  • Aside from Reed, all Crops and Trees must be planted in Soil.
    • Grass, Thistle Patches, Heather Patches, Trees, and Berry Bushes can be planted on regular Soil.
    • The other crops require the Soil be converted to Tilled Soil first. Prior mentioned crops may also be planted on Tilled Soil. (Note: Technically, Tilled Soil is not actually a different ground type, it is merely added on top of Soil).
  • Depending on the Grassland and Forest settings selected during Game Creation, Soil will be more or less covered with wild plants initially. Even after being cleared of Crops/Trees, Grass may grow back on Soil without Clanfellow intervention, especially after the Rain has increased the moisture levels, and/or fire ashes or poop have increased Fertilizer levels.
  • Only Soil will have Bunny Holes and Wildcat Dens.
  • Poop Holes, Wells, Graves, and Pet Graves can only be constructed in Soil.
  • Clanfolk can build Objects and Buildings on Soil without issue as long as plants are reaped first, stones cleared away, etc. Putting down Paths and Floors will be beneficial for Walk Speed. Until pathing is added Soil Walk Speed varies between a 23% reduction and none, only reached with enough use to create a Desire Path. Desire Path at wikipedia
  • If Rooms are built over Soil a -10 to the Environment results until other Flooring is constructed. When outside there is a +5 environment rating.