Reviewing a settlement thread? Use this handy guide to help measure what changes and consequences are appropriate to award.
Action | Reward |
A new group of people are able and willing to join the settlement. |
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Settlers die. |
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The player completes an action that proves they are trustworthy to the settlers. |
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The player completes an action that directly solves a problem the settlement is experiencing. (Does not stack with the above action.) |
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The player completes an action that directly protects the settlers from harm. (Does not stack with the above action.) |
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The player completes an action that proves they are untrustworthy to the settlers. |
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The player completes an action that creates a new problem for the settlement. (Does not stack with the above action.) |
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The player completes an action that directly leads to the injury or death of a settler. (Does not stack with the above action.) |
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The player discovers a new resource that is mined, harvested, dug up or otherwise collected directly from nature, and instructs settlers on how to gether it. |
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The player creates or acquires resources that will help their settlers gather a primary resource. |
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The player discovers a way to process a primary resource their settlement collects into a useful item, and instructs settlers on how to make it themselves. |
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The player sets up a useful service in their settlement, such as a bank or insurance broker, and instructs settlers on how to run this service themselves. |
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The player completes an action that would lead to a new cultural quirk, supernatural effect or other notable change to daily life, or aquires a grandmaster level skill or supernatural ability that would affect the day-to-day lives of their settlers. (Note: This must be a skill, capstone or magical ability that would enable the player to be a better leader, such as leadership or intelligence. Skills that improve the player but not their settlers, such as strength or smithing, should not be applied for unless they provide a capstone relevant to the settlement. When applying for this reward the player should suggest what effect they believe would be appropriate.) |
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An City NPC in the settlement assists the settlement leader in a way that would lead to them developing a skill they possess. |
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A thread where the settlement engages in a long-term viable trade with another settlement or a town / city | Reward +5 WP per cycle OR seasonal access to 1 (where NPCs are used) or more (when it's collab / PC to PC) resources from the other settlement (agreement of resource between both settlements) - resources must be identified at cycle change, when it might change. This must have at least 1 IC thread or letter per year in order for rewards to maintain" |
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A thread where the Settlement engages in a one-off trade with another settlement or a town / city. |
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The player creates or aquires resources that will help their settlers gather a primary resource. |
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The player has completed their third ever settlement thread, or their first settlement thread of a new Cycle. |
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