Clanfellow: Difference between revisions

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[[File:Clanfellow.png|thumb|A Clanfellow]]
[[File:Clanfellow.png|thumb|A Clanfellow]]
The Clanfellow are the characters of the game, each one with its unique personality, likes, dislikes, traits and abilities. While Clanfolk cannot be commanded to do a task, they can be commanded to walk to a certain place, which may impact which task is selected next.
A '''Clanfellow''' is one of the Clanfolk (''people'') in game.


== Stats ==
Each has their own unique personality; likes, dislikes, traits and abilities. While some will visit the players Clan from elsewhere, early in game most 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 "Walk here", which may impact the next task selected.
Each Clanfellow has the following stats:
 
== Infobox ==
If a player clicks on a Clanfellow 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, current work schedule (detail below), and their Clan Tartan. Door access is also shown with arrows to change it.
 
=== Family ===
The second sub-box lists (if relevant) the individuals parents, partner, children.
 
=== Stats ===
Each of these Stats is listed; with name, a bar (beige is current value, red is where progress is headed), and arrows indicating what change is currently occurring.
* '''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.
* '''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.
* '''Work:''' Affects how fast the Clanfellow works. Does not appear on Baby Clanfolk.
* '''Age:''' Determines the Clanfellow's Age. Once a Clanfellow reaches Senior Age the bar will show the remaining lifespan.
* '''Age:''' Indicates the Clanfellow's Age range (Baby, Juvenile, Adult, Senior) and their progress through that range. Once a Clanfellow reaches Senior Age the bar will start decreasing, showing the remaining lifespan.
* '''Health:''' When below 80%, decreases Mood and Work. When below 40%, greatly decreases Mood and Work. When 0, Clanfellow dies.
* '''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.
* '''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.
* '''Water:''' When below 25%, decreases Mood and Work. When 0, decreases Health.
* '''Sleep:''' When 0, Clanfellow forcefully falls asleep.
* '''Sleep:''' Indicates need for sleep. When 0, Clanfellow will collapse and fall asleep where they were standing.
* '''Warmth:''' 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.
* '''Warmth:''' Has an optimal range, Clanfolk can be both too hot or too cold. 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:''' When 0, decreases Mood and Work.
* '''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%.
* '''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.
* '''Social:''' When above 50%, increases Mood. When below 50%, decreases Mood.
* '''Fun:''' 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.
* '''Environment:''' When above 50%, increases Mood. When below 50%, decreases Mood.
* '''Plaid:''' Increases Mood.
* '''Plaid:''' Binary state, the Clothing item is either worn or not. Increases Mood when worn.
* '''Pregnancy:''' Only appears on pregnant female Clanfolk. It shows how long it takes until they give birth. Lasts 20 days.
* '''Satisfaction:''' Only appears for Clanfolk from other Clans. Determines how Reputation with the Clanfellow's Clan changes after the Clanfellow leaves. At 10000 (100%),if the Clanfellow is a Worker and there is an unwed Clanfellow of opposite gender present, they will offer to marry into the Clan.
* '''Care:''' Only appears on animals, same effects as Mood.
* '''Manure:''' Only appears on animals, when it reaches 100 the animal will produce Manure.


== Work modes ==
Two other Stats may be present on an individual Clanfellow
Each Clanfellow can be assigned one of three work modes:
* '''Pregnancy:''' Only appears on pregnant Clanfolk. It shows how long it will take until they give birth. Lasts 20 days.
* '''Normal:''' Clanfellow will work a regular amount of time and then try to refill their Attribute bars.
* '''Satisfaction:''' Only appears on [[Visitors]] from other Clans. Determines how [[Reputation]] with the player's Clan will change after the visiting Clanfellow leaves. 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.
* '''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.


== Skills ==
=== Traits ===
All Clanfolk have 14 Skills, which determines how good they are at certain tasks. Each Clanfellow will also like and dislike certain Skills, causing them to gain or lose Mood when doing tasks that require them. Juvenile Clanfolk develop skills 4 times faster than Adult and Senior Clanfolk. Juvenile Clanfolk start the game with most Skills at level 1, Adult Clanfolk start with most Skills at level 2 or 3 and Senior Clanfolk start with most Skills at level 4. The 14 Skills, ranked by default Skill Priority from most important to least important, are:
Each time a Clanfellow ages they have a chance to gain or lose [[Trait]]s, 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 many from the list.
# [[File:Icon Doctor.png|25px]] Doctor / Baby Care
# [[File:Icon Repair.png|25px]] Repair
# [[File:Work Gather.png|25px]] Gathering
# [[File:Work Harvest.png|25px]] Harvest
# [[File:Work Hunt.png|25px]] Hunting
# [[File:Work Axe.png|25px]] Lumber
# [[File:Work Mine.png|25px]] Mining
# [[File:Root Build.png|25px]] Building
# [[File:Icon CookingPot.png|25px]] Cooking
# [[File:Root Plants.png|25px]] Farming
# [[File:Objects Industry.png|25px]] Crafting
# [[File:Objects Textiles.png|25px]] Clothes
# [[File:Stockpile General.png|25px]] Hauling
# [[File:Icon Cleaning.png|25px]] Cleaning.


== Traits ==
Each time a Clanfellow ages it has a chance to gain or lose traits, which may grant various bonuses or penalties to them. Depending on their effects, traits come in pair of two: one positive and one negative. A Clanfellow may not have two opposite traits.
{| class="wikitable"
{| class="wikitable"
! colspan=2 | Positive trait
! colspan=2 | Positive trait
Line 92: Line 81:
| <span style="color:green;">'''+2/s'''</span> Food<br><span style="color:red;">'''-10%'''</span> Movement Speed
| <span style="color:green;">'''+2/s'''</span> Food<br><span style="color:red;">'''-10%'''</span> 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 [[Affliction]]s 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 (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 aformentioned sub-boxes is a listing of the 16 [[Skill]]s 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 varying degrees, causing them to gain or lose Mood when doing tasks that require those specific Skill. They will also gain levels quicker when doing Jobs that require one specific Skill (that may be the liked Skill),
<br> 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.
<br>The 16 Skills, which can be be viewed it's own page have a default Skill order on that page although nearly every Clanfellow will have their Skills in a different order.
# [[File:Icon Doctor.png|25px]] Doctor / Baby Care
# [[File:Icon Repair.png|25px]] Repair
# [[File:Work Gather.png|25px]] Gathering
# [[File:Work Harvest.png|25px]] Harvest
# [[File:Work Hunt.png|25px]] Hunting
# [[File:Work Axe.png|25px]] Lumber
# [[File:Work Mine.png|25px]] Mining
# [[File:Root Build.png|25px]] Building
# [[File:Icon CookingPot.png|25px]] Cooking
# [[File:Root Plants.png|25px]] Farming
# [[File:Objects Industry.png|25px]] Crafting
# [[File:Objects Textiles.png|25px]] Clothes
# [[File:Stockpile General.png|25px]] Hauling
# [[File:Icon Cleaning.png|25px]] Cleaning
# Persuasion
# Intimidation
== Other factors ==


== Pregnancy ==
=== Pregnancy ===
For a female Clanfellow to become pregnant, the following conditions must be met:
For a female Clanfellow to become pregnant, the following conditions must be met:
* She is sleeping in a [[File:StrawBedDouble.png|25px]] Straw Double Bed or Double Sleep Mat with a Clanfellow who is her Partner
* She is sleeping in a [[File:StrawBedDouble.png|25px]] Straw Double Bed or Double Sleep Mat with her Partner
* Both Clanfolk have at least 7500 (75%) Mood
* Both must have at least 7500 (75%) Mood
* She has not been pregnant within the last 10 days
* She has not been pregnant within the last 10 days
* She is not a Senior
* She is not a Senior
* She is not hungry
* She is not hungry
Pregnancy lasts 20 days until the woman gives birth. For the next 20 days the baby will require a lot of attention and the woman will be able to spend less time working than usual. Her [[File:Icon Doctor.png|25px]] Baby Care skill will be used in the care for her child until the Baby becomes a Juvenile.
As she becomes pregnant a new bar appears in the Stats box between Work and Age<br>
Pregnancy lasts 20 days until the woman gives birth. For the next 20 days the Baby will require a lot of attention and the woman will be able to spend less time working than usual. Her [[File:Icon Doctor.png|25px]] Baby Care skill will be used in the care for her child until the Baby becomes a Juvenile.


== Animals ==
=== Daily behaviour ===
Animals can only be obtained at the start of the game or bought from Traders. During Winter they require Food, Water, and Shelter, while during the other seasons they can eat Grass and drink Water from Lakes on their own. If two opposite-gendered animals of the same species spend time near each other, the female may get pregnant. Most animals live 5 days as Baby, 10 days and Juvenile, 48-72 days as Adult and 4-5 days as Senior.
A day in game is split into different spans of time. Clanfolk will behave differently during each.
{| class="wikitable"
* Day starts with '''Sunrise''' when Clanfolk wake from sleep and during their Free Time start finding food and dealing with other needs.
! rowspan=2 | Animal
* 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. [[Visitor]]s arrive and leave at specific times of day.
! rowspan=2 | Price
* Clanfolk will cease working at '''Sunset''' and attend to their Needs again (food etc.)
! rowspan=2 | Produce
* 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.
! colspan=2 | [[File:ButcherBlock.png|25px]] Slaughter resources
 
|-
=== Age ===
! [[File:Meat Raw.png|25px]] Raw Meat
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.
! [[File:Skin Fresh.png|25px]] Fresh Skin
* '''Babies''' (20 days) are basically helpless, have no Skills etc. and spend most of their time wandering the Map, typically following their mother.
|-
* '''Juveniles''' (40 days) star working, at a reduced effectiveness compared to Adults, but gain Skills much faster (Kid Brain).
| [[File:Chicken C001 FAS F.png|25px]] Hen
* '''Adults''' (128 - 192 days) continue working, may get married if a spouse is found among the visiting Workers. If married may produce children of their own.
| 75
* '''Seniors''' (24 - 36) start slowing down and will eventually die. But are still able to work much as they were as Adults.
| [[File:Egg.png|25px ]] Egg
 
| rowspan=2 | 5 if Baby<br>7 if Juvenile<br>8 if Adult or Senior
=== Possessions ===
| rowspan=2 | 0
Each Clanfellow may be given ownership of various [[Items]] or [[Objects]], 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.
|-
<br>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. Similarly [[Tool]]s will be used by anyone needing them.
| [[File:Chicken C001 MAS F.png|25px]] Rooster
| 50
| [[File:Egg Fertile.png|25px ]] Fertilized Egg
|-
| [[File:Cattle C001 FAS F.png|25px]] Cow
| 225
| [[File:Bucket Milk.png|25px]] Milk (requires bucket)
| rowspan=2 | 61 if Baby<br>68 if Juvenile<br>100 if Adult or Senior
| rowspan=2 | 12 if Baby<br>13 if Juvenile<br>20 if Adult or Senior
|-
| [[File:Cattle C001 MAS F.png|25px]] Bull
| 150
|
|-
| [[File:Goat C001 FA F.png|25px]] Nanny Goat
| 150
| [[File:Bucket Milk.png|25px]] Milk (requires bucket)
| rowspan=2 | 21 if Baby<br>22 if Juvenile<br>30 if Adult or Senior
| rowspan=2 | 3 if Baby<br>3 if Juvenile<br>5 if Adult or Senior
|-
| [[File:Goat C001 MA F.png|25px]] Billy Goat
| 100
|
|-
| [[File:Pig C001 FAS F.png|25px]] Sow
| 120
| [[File:Pig C001 FAS F.png|25px]] Larger litters
| rowspan=2 | 36 if Baby<br>43 if Juvenile<br>60 if Adult or Senior
| rowspan=2 | 4 if Baby<br>5 if Juvenile<br>8 if Adult or Senior
|-
| [[File:Pig C001 MAS F.png|25px]] Boar
| 80
|
|-
| [[File:Sheep C001 FAS F.png|25px]] Ewe
| 150
| [[File:Wool Raw.png|25px]] Raw Wool (requires Shears)
| rowspan=2 | 21 if Baby<br>22 if Juvenile<br>30 if Adult or Senior
| rowspan=2 | 3 if Baby<br>3 if Juvenile<br>5 if Adult or Senior
|-
| [[File:Sheep C001 MAS F.png|25px]] Ram
| 100
| [[File:Wool Raw.png|25px]] Raw Wool (requires Shears)
|-
| [[File:Cat C001 MJAS F.png|25px]] Queen
| 225
| Kills Rats
| rowspan=2 | 4 if Baby<br>5 if Juvenile<br>8 if Adult or Senior
| rowspan=2 | 3 if Baby<br>3 if Juvenile<br>5 if Adult or Senior
|-
| [[File:Cat C001 MJAS F.png|25px]] Tomcat
| 150
| Kills Rats
|}

Revision as of 03:45, 15 June 2025

A Clanfellow

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

Each has their own unique personality; likes, dislikes, traits and abilities. While some will visit the players Clan from elsewhere, early in game most 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 "Walk here", which may impact the next task selected.

Infobox

If a player clicks on a Clanfellow 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, current work schedule (detail below), and their Clan Tartan. Door access is also shown with arrows to change it.

Family

The second sub-box lists (if relevant) the individuals parents, partner, children.

Stats

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

  • 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 Clanfellow's Age range (Baby, Juvenile, Adult, Senior) and their progress through that range. Once a Clanfellow reaches Senior Age the bar will start decreasing, showing the remaining lifespan.
  • 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 both too hot or too cold. 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.

Two other Stats may be present on an individual Clanfellow

  • Pregnancy: Only appears on pregnant Clanfolk. It shows how long it will take until they give birth. Lasts 20 days.
  • Satisfaction: Only appears on Visitors from other Clans. Determines how Reputation with the player's Clan will change after the visiting Clanfellow leaves. 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.

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 many 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 (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 aformentioned 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 varying degrees, causing them to gain or lose Mood when doing tasks that require those specific Skill. 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, which can be be viewed it's own page have a default Skill order on that page although nearly every Clanfellow will have their Skills in a different order.

  1. Doctor / Baby Care
  2. Repair
  3. Gathering
  4. Harvest
  5. Hunting
  6. Lumber
  7. Mining
  8. Building
  9. Cooking
  10. Farming
  11. Crafting
  12. Clothes
  13. Hauling
  14. Cleaning
  15. Persuasion
  16. Intimidation

Other factors

Pregnancy

For a female Clanfellow to become pregnant, the following conditions must be met:

  • She is sleeping in a Straw Double Bed or Double Sleep Mat with her Partner
  • Both must have at least 7500 (75%) Mood
  • She has not been pregnant within the last 10 days
  • She is not a Senior
  • She is not hungry

As she becomes pregnant a new bar appears in the Stats box between Work and Age
Pregnancy lasts 20 days until the woman gives birth. For the next 20 days the Baby will require a lot of attention and the woman will be able to spend less time working than usual. Her Baby Care skill will be used in the care for her child until the Baby becomes a Juvenile.

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.

  • Babies (20 days) are basically helpless, have no Skills etc. and spend most of their time wandering the Map, typically following their mother.
  • Juveniles (40 days) star working, at a reduced effectiveness compared to Adults, but gain Skills much faster (Kid Brain).
  • Adults (128 - 192 days) continue working, may get married if a spouse is found among the visiting Workers. If married may produce children of their own.
  • Seniors (24 - 36) 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, 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.
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. Similarly Tools will be used by anyone needing them.