Game Mechanics

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Clanfolk has many Game Mechanics

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.

Afflictions

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. Attributes / Stats will be impacted by the Afflictions. The most commonly impacted is Mood.

Animals

Non Clanfellow life forms. Three basic categories; Wildlife, Livestock, Pets.
Have a more limited listing of Attributes than Clanfolk.

Attributes

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.

Auto-Jobs

Auto Supply

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.
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.

Clothing Production

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.

Coin

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.

Environment

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.
The size of a Room is also relevant, 6-14 tiles is neutral, larger rooms are positive, smaller is negative.
To see the rating of an area an overlay at top right of screen can be toggled on, Red is "ugly" and Cyan is "beautiful"

Farming

Both Agriculture and Animal Husbandry are useful for ensuring food.
Planting Crops in Tilled Soil will allow the player to have a "hands off" to the colony growing food. Auto Jobs are cycled through on the fields, as long as the requisite inputs are available.
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.

Food Production

Clanfolk, and Animals, require food to live. Many ways exist to produce that food; e.g. gathering Berries, cooking Eels, baking bread, etc.

Hunting and Fishing

Snares and/or Bows can be used to kill Wildlife and bring Meat (and Hides) back to the Colony.
Eel Traps, and much later Fishing Spots, can also be used to provide food.

Ideas

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.

Jobs

Instructions given to the Clan by the player.

Pregnancy

The process by which Babies are (typically) created in game. Clanfellow#Pregnancy

Priority

  • 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.
    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 Boosted.
  • 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.
  • 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'll be Hauled to Stockpile/Storage. Storage Priority is which will be filled first.

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.

Rain/Snow

Reputation

Room

Satisfaction

Seasons

Skills

Temperature

Traits

Work Speed

How fast a Clanfellow will do a task/Job is dependant on their Work Attribute. With maximised bar they work twice as fast as normal.
Tools have a Work Speed indication, Stone Tools are 60% while Iron Tools are 100%.

Zones

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.