Clans: Difference between revisions
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'''Clans''' represent the families of Clanfolk. | '''Clans''' represent the families of Clanfolk. | ||
Each Clan has its own motto and tartan, which is visible on plaid materials. Aside from the player's | Each Clan has its own motto and tartan, which is visible on plaid materials. Aside from the player's Clan (chosen from more than 70 at [[Game Creation]]), there will always be four other Clans to interact with, each one coming from one of the map's four edges and living in one of four terrain types (Coast, Forest, Mountains, Plains: All four biomes are represented in every game although the side of the Map varies between games.) | ||
The | The image at top right of this page shows much of the information that can be known about a Clan. | ||
* | * Clan Tartan - Name - Biome - Relative direction - Clan motto | ||
* | * Reputation of 0-4 Stars and the progress towards next level before maximum Reputation is reached. | ||
* | * Visitation chance from each of the three main types of Visitors: Worker, Traveller, Trader | ||
Depending on home Terrain and Clan Reputation, a Trader may buy and sell many different Items, [[Animal]]s etc. as shown in the following table. The amount of money a Trader has available initially will be dependant on Reputation (minimum of 200 coin, through to 1000 Coin at 4 Stars) | The player Clan will have a Reputation with every other Clan (all four are tracked uniquely), which determines the spawn chance of Workers, Travellers and Traders each day. Only once a relevant Sign has been constructed (and kept unhidden) does any visitor arrive. Each visiting [[Clanfellow]] from another Clans will have an additional stat bar called Satisfaction in their Stats box, and once they depart that Satisfaction will raise or lower Reputation with their Clan. Placing the relevant signs in sheltered areas (i.e. under a Roof, or better, inside a Room) with good Environment, can increase the Satisfaction passively before the player attends to them. (Or prevent degradation by making them wait in the rain etc.) | ||
<br>N.B. Clothing icons in the table are generic, in game they have colour/shading.<br>Some items are without Icon because such have not yet been uploaded.<br>Small resolutions may have Item names across two lines. | |||
There are three types of Clanfellow from other clans that may be attracted by Signs ('''Messengers''' have not yet been fully implemented but there is a Messenger Post that can be built.) | |||
=== [[File:Root Work.png|25px]] Workers === | |||
Workers may arrive at Morning if a [[File:JobBoard.png|25px]] Job Board is displayed and may be hired long term for a daily cost. Unless their Satisfaction is reduced to zero they will only depart when manually dismissed or if the player Clan runs out of Coin. They will do Tasks in the same way Clanfolk from the Player Clan do as long as they are provided with Coin, Food, Water and Sleep. | |||
If a Worker's Satisfaction reaches 100% and there is an Adult unwed Clanfellow of opposite gender present, they will offer to marry into the Clan. The player has three effective choices in dealing with the offer. | |||
* Refuse, or ignore, the request. The Worker remains a paid employee. Ignoring the offer can allow a better match to be made later. | |||
* Accepting the offer allows the player to have the worker join the Clan which means they no longer require pay. | |||
* Or the player may send the former worker and new partner off, removing the couple from the Map and thus control. | |||
=== [[File:Icon Traveller.png|25px]] Travellers === | |||
Travellers may arrive at Evening if a [[File:VacancySign.png|25px]] Vacancy Sign is displayed and will depart if told there is not room or the player does not interact quick enough. | |||
<br>If given accommodation they will depart at Morning, unless the stay was great in which case they may stay for a second night. A Traveller will pay [[Current Coin|Coin]] before departing; the payment is higher for better quality Food, private [[Room]], etc. Satisfaction will be lowered by needing to share a Room (Disturbed Sleep Affliction), only having basic food, being situated in a poor [[Environment]], etc. | |||
=== [[File:Icon Trade.png|25px]] Traders === | |||
Traders may arrive at Morning if a [[File:TradeSign Open.png|25px]] Trading Post is displayed and will depart at Evening or upon the Player clicking the Depart Now button. They may trade many different resources and animals. Aside from their stats, they will gain Satisfaction depending on the value of the items bought and sold. Items sold to Trades can be purchased back before the Trader departs, which will revert the Satisfaction gain as well. This does not cost the Clan [[Current Coin|money]] as all Traders buy and sell each Item for the same price. (Buying from one Clan and selling the same thing another can gain Reputation from each at not cost besides time.) How often Traders arrive also depends on the [[Season]], with Summer offering the highest chance and Winter offering the lowest. | |||
Depending on home Terrain and Clan Reputation, a Trader may buy and sell many different Items, [[Animal]]s etc. as shown in the following table. (Table not updated for release 17.) The amount of money a Trader has available initially will be dependant on Reputation (minimum of 200 coin, through to 1000 Coin at 4 Stars. Animals for sale are seen following the Trader as they walk from Map edge to the Trading Post, other items are not shown until/unless purchased, at which point the Trader drops them on the ground. (As a Trader can be interacted with before arriving at the Post, purchasing may result in goods left in the 'wilds'.) | |||
<br>N.B. Clothing icons in the table are generic, in game they have colour/shading.<br>Some items are without Icon because such have not yet been uploaded.<br>Small screen resolutions may have Item names across two lines. Mobile will needs to scroll sideways. | |||
{| class="wikitable" | {| class="wikitable" | ||
! rowspan=2 | Other Clan | ! rowspan=2 | Other Clan | ||
Revision as of 12:51, 17 June 2025

Clans represent the families of Clanfolk.
Each Clan has its own motto and tartan, which is visible on plaid materials. Aside from the player's Clan (chosen from more than 70 at Game Creation), there will always be four other Clans to interact with, each one coming from one of the map's four edges and living in one of four terrain types (Coast, Forest, Mountains, Plains: All four biomes are represented in every game although the side of the Map varies between games.)
The image at top right of this page shows much of the information that can be known about a Clan.
- Clan Tartan - Name - Biome - Relative direction - Clan motto
- Reputation of 0-4 Stars and the progress towards next level before maximum Reputation is reached.
- Visitation chance from each of the three main types of Visitors: Worker, Traveller, Trader
The player Clan will have a Reputation with every other Clan (all four are tracked uniquely), which determines the spawn chance of Workers, Travellers and Traders each day. Only once a relevant Sign has been constructed (and kept unhidden) does any visitor arrive. Each visiting Clanfellow from another Clans will have an additional stat bar called Satisfaction in their Stats box, and once they depart that Satisfaction will raise or lower Reputation with their Clan. Placing the relevant signs in sheltered areas (i.e. under a Roof, or better, inside a Room) with good Environment, can increase the Satisfaction passively before the player attends to them. (Or prevent degradation by making them wait in the rain etc.)
There are three types of Clanfellow from other clans that may be attracted by Signs (Messengers have not yet been fully implemented but there is a Messenger Post that can be built.)
Workers
Workers may arrive at Morning if a
Job Board is displayed and may be hired long term for a daily cost. Unless their Satisfaction is reduced to zero they will only depart when manually dismissed or if the player Clan runs out of Coin. They will do Tasks in the same way Clanfolk from the Player Clan do as long as they are provided with Coin, Food, Water and Sleep.
If a Worker's Satisfaction reaches 100% and there is an Adult unwed Clanfellow of opposite gender present, they will offer to marry into the Clan. The player has three effective choices in dealing with the offer.
- Refuse, or ignore, the request. The Worker remains a paid employee. Ignoring the offer can allow a better match to be made later.
- Accepting the offer allows the player to have the worker join the Clan which means they no longer require pay.
- Or the player may send the former worker and new partner off, removing the couple from the Map and thus control.
Travellers
Travellers may arrive at Evening if a
Vacancy Sign is displayed and will depart if told there is not room or the player does not interact quick enough.
If given accommodation they will depart at Morning, unless the stay was great in which case they may stay for a second night. A Traveller will pay Coin before departing; the payment is higher for better quality Food, private Room, etc. Satisfaction will be lowered by needing to share a Room (Disturbed Sleep Affliction), only having basic food, being situated in a poor Environment, etc.
Traders
Traders may arrive at Morning if a
Trading Post is displayed and will depart at Evening or upon the Player clicking the Depart Now button. They may trade many different resources and animals. Aside from their stats, they will gain Satisfaction depending on the value of the items bought and sold. Items sold to Trades can be purchased back before the Trader departs, which will revert the Satisfaction gain as well. This does not cost the Clan money as all Traders buy and sell each Item for the same price. (Buying from one Clan and selling the same thing another can gain Reputation from each at not cost besides time.) How often Traders arrive also depends on the Season, with Summer offering the highest chance and Winter offering the lowest.
Depending on home Terrain and Clan Reputation, a Trader may buy and sell many different Items, Animals etc. as shown in the following table. (Table not updated for release 17.) The amount of money a Trader has available initially will be dependant on Reputation (minimum of 200 coin, through to 1000 Coin at 4 Stars. Animals for sale are seen following the Trader as they walk from Map edge to the Trading Post, other items are not shown until/unless purchased, at which point the Trader drops them on the ground. (As a Trader can be interacted with before arriving at the Post, purchasing may result in goods left in the 'wilds'.)
N.B. Clothing icons in the table are generic, in game they have colour/shading.
Some items are without Icon because such have not yet been uploaded.
Small screen resolutions may have Item names across two lines. Mobile will needs to scroll sideways.


