Orders

Overview
Orders are small objectives that, when completed, reward viceroys with Reputation and some assortment of goods, villagers, or perks.

Orders have 4 complexity tiers which specify in which slots they can appear, additionally orders have objective variations depending on slot difficulty.

Work in progress, currently all orders are listed for Prestige 1 difficulty.

Exploration
Objective: Discover glades Difficulty 4: Discover 5 glades Rewards: Scout's Pack (+5 scout's carry capacity) 10 10   Id: "IA Glades"

Lost in the Woods
Objective: Discover glades and rebuild/salvage ruins Difficulty 4: Discover 3 glades, rebuild/salvage 1 ruin Rewards: Steel Pickaxes (+1 Stone production) Steel Shovels (+1 Clay production) 6  Id: "I Ruins"

Problem Solver
Objective: Complete glade events Difficulty 4: Complete any 3 glade events Rewards: 10 6  3 Random Villagers Id: "I Solve Any Relic"

Tick Tock
Objective: Complete forbidden/dangerous glade events Difficulty 4: Complete 2 forbidden/dangerous glade events Rewards: Steel Drills (+1 Copper Ore production) 2 25   Id: "I Solve Dangerous Relic"

Clearing Glades
Objective: Complete glade events and deliver Difficulty 4: Complete 2 glade events and deliver 5 Rewards: 30 3  4 Random Villagers Id: "I Clearing Glades"

Egg Collection
Objective: Deliver Difficulty 4: Deliver 40 Rewards: Bigger Ovens (+2 Pie production) 20 2 Random Villagers Id: "I Eggs"

Basic Ingredient
Objective: Deliver Difficulty 4: Deliver 40 Rewards: Mold Supply (+1 Grain production) 25 2 Random Villagers Id: "I Flour"

Natural Dye
Objective: Deliver Difficulty 4: Deliver 20 Rewards: Large Berry Baskets (+1 Berry production) 20 2 Random Villagers Id: "I Pigment"

Metal Veins
Objective: Deliver Difficulty 4: Deliver 15 Rewards: Advanced Smelting (+2 Copper Bars production) 15 6   Id: "I Metal Veins"

Copper Ingots
Objective: Deliver Difficulty 4: Deliver 6 Rewards: Stamping Die (+1 Pipes production) 15 2 Random Villagers Id: "I Metal"

Blue Metal
Objective: Deliver Difficulty 4: Deliver 5 Rewards: Bleeding Trees (+1 Resin production) 10 2 Random Villagers Id: "I Blue Metal"

Funding the Expedition
Objective: Deliver Difficulty 4: Deliver 5 Rewards: 5 10  10   Id: "I Funding the Expedition"

Call to Arms
Objective: Deliver 6 Difficulty 4: Deliver 6 Rewards: Heavy Press (+1 Oil production) 20 2 Random Villagers Id: "I Blighfuel"

Start Your Engines
Objective: 3 Rain Engines Rewards: 30 10  2 Random Villagers

Relics
Objective: Deliver 1 Rewards: 30 30  2   Id: "IB Tablet"

Big Delivery
Objective: Deliver Difficulty 4: Deliver 7 Rewards: Reinforced Saw Blades (+1 Planks production) 20 4   Id: "IB Building Packs"

Rich Harvest
Objective: Deliver Difficulty 4: Deliver 7 Rewards: 10 Industrialized Farming (+1 pack of crops production) Seed Pouch (+25% planting speed) Id: "IB Crops"

Delivery
Objective: Complete trade routes and deliver Difficulty 4: Complete 3 trade routes and deliver 5 Rewards: 10 20  4 Random Villagers Id: "IB Provisions and Crops"

Trading Post
Objective: Build a trading post and deliver Difficulty 4: Deliver 10 Rewards: 20 5  6   Id: "IB Trading Post"

Businessman
Objective: Complete trade routes Difficulty 4: Complete 6 trade routes Rewards: 15 2  2 Random Villagers Id: "I Trade Routes"

Raising the Stakes
Objective: Complete trade routes with an offer multiplier 2 or higher Difficulty 4: Complete 3 trade routes with an offer multiplier 2 or higher Rewards: Reinforced Saw Blades (+1 Planks production) 20 3   Id: "I Multiply Routes"

Booming Economy
Objective: Sell goods Difficulty 4: 20 value of goods sold Rewards: 10 20  2 Random Villagers Id: "I Trader Value Sold"

Amber Trade
Objective: Sell goods and deliver amber Difficulty 4: 16 value of goods sold, deliver 10 Rewards: 6 2  2 Random Villagers Id: "I Amber"

Meat Lover
Objective: Fulfil a need for Difficulty 4: Fulfil a need for 30 times Rewards: Insect Lure (+1 Insect production) 25 2 Random Villagers Id: "I Jerky"

People's Resolve
Objective: Keep Human resolve above threshold for a time Difficulty 4: Keep resolve above 25 for 30 seconds Rewards: 2 humans join 30 3   Id: "I Resolve Humans"

The Clan
Objective: Keep Lizard resolve above threshold for a time Difficulty 4: Keep resolve above 15 for 30 seconds Rewards: 2 lizards join 30 3   Id: "I Resolve Lizards"

The Flock
Objective: Keep Harpies resolve above threshold for a time Difficulty 4: Keep resolve above 15 for 30 seconds Rewards: 2 harpies join 30 3   Id: "I Resolve Harpies"

No Place Like Home
Objective: Build Lizard and Harpy houses Note: doesn't require having house blueprints to appear Difficulty 4: Build 3 Lizard houses and 3 Harpy houses Rewards: Nets (+1 Meat production) 10 3 Random Villagers Id: "I Houses"

Restoration
Objective: Complete events with an empathy decision Difficulty 4: Complete at least 2 events with an empathy decision Rewards: 3 10  30   Id: "II Convert"

Into the Wilds
Objective: Discover glades Difficulty 4: Discover 5 glades Rewards: 10 10  30   Id: "II Glades"

Into the Unknown
Objective: Discover glades in specified time frame Difficulty 4: Discover 2 glades at an interval of 150 seconds Progress resets if more than specified time has elapsed Rewards: 10 30  3 Random Villagers Id: "II Glades in Time"

Risky Expedition
Objective: Discover dangerous/forbidden glades Difficulty 4: Discover 3 dangerous/forbidden glades Rewards: 40 35  7   Id: "II Dangerous Glades"

Outposts
Objective: Have upgraded hearths Difficulty 4: Have at least 2 hearths upgraded to level 2 Rewards: 15 Builder's Pack (+5 Builder's carry capacity) 10  Id: "II Outpost"

Sacrificing
Objective: Sacrifice, and Difficulty 4: Sacrifice 30, 30 and 50 Rewards: Bleeding Trees (+1 Resin production) Secret Techniques of the Firekeeper (25% less hearth fuel consumption) 20  Id: "II Sacrifice"

Pottery and Wine
Objective: Deliver and Difficulty 4: Deliver 40 and 35 Rewards: Advanced Filters (+2 Wine production) 35 6   Id: "II Artisan"

Human Influx
Objective: Deliver Difficulty 4: Deliver 65 Rewards: 5 Humans join 15 25   Id: "II Human Influx"

Lizard Influx
Objective: Deliver Difficulty 4: Deliver 65 Rewards: 5 Lizards join 20 25   Id: "II Lizard Influx"

Harpy Influx
Objective: Deliver Difficulty 4: Deliver 65 Rewards: 5 Harpies join Ancient Sewing Technique (+2 Coats production) 25  Id: "II Harpy Influx"

Population Influx
Objective: Deliver and Difficulty 4: Deliver 40 and 40 Rewards: Farmer's Pack (+5 Farmer's carry capacity) 2 5 Random Villagers Id: "II Population Influx"

Happy Brewing
Objective: Build a brewery and deliver Difficulty 4: Deliver 40 Rewards: Tavern Blueprint Rain-Powered Pottery Wheel (+2 Pottery production) 20 Pickled Goods Id: "II Brewery"

Building Materials
Objective: Deliver, and Difficulty 4: Deliver 14, 10 and 10 Rewards: 2 40  40   Id: "II Means of Production"

Advanced Farming
Objective: Deliver Difficulty 4: Deliver 20 Rewards: Old Ghran's Technique (+25% Small Farm production) Large Baskets (+25% Plantation production) Advanced Herbalism (+25% Herb Garden production) Id: "II Crops"

Important Delivery
Objective: Deliver and Difficulty 4: Deliver 20 and 12 Rewards: 2 6  40   Id: "II Fuel and Building"

Luxurious Delivery
Objective: Deliver Difficulty 4: Deliver 12 Rewards: Heavy Millstone (+2 Flour production) 15 4 Random Villagers Id: "II Luxury Packs"

Trade Connections
Objective: Deliver, and Difficulty 4: Deliver 12, 12 and 12 Rewards: Beneficial Agreement (15% quicker trader arrival) 5 2 Random Villagers Id: "II Trade Connections"

Advanced Trading
Objective: Deliver, and Difficulty 4: Deliver 15, 10 and 10 Rewards: Export Specialization (+1 all packs production) Quick Deliveries (+33% all packs production speed) 30  Id: "II Advanced Trading"

Ancient Artifacts
Objective: Deliver Difficulty 4: Deliver 3 Rewards: Export Specialization (+1 all packs production) 20 2 Random Villagers Id: "II Tablets"

Aid for the Human Clan
Objective: Deliver and have comfort decorations Difficulty 4: Deliver 10 and have at least 12 comfort decorations Rewards: 3 Humans join Human Clan Support (+3 Human resolve) 2  Id: "II Aid for the Human Faction"

Aid for the Lizard Clan
Objective: Deliver Difficulty 4: Deliver 10 Rewards: 3 Lizards join Lizard Clan Support (+3 Lizard resolve) 2  Id: "II Aid for the Lizard Faction"

Aiding the Flock
Objective: Deliver and Difficulty 4: Deliver 5 and 5 Rewards: 3 Harpies join Harpy Clan Support (+3 Harpy resolve) 2  Id: "II Aid for the Harpy Faction"

Human Relatives
Objective: Fulfil a need for and build Human Houses Difficulty 4: Fulfil a need for 50 times and build 8 Human Houses Rewards: Human Clan Support (+3 Human resolve) 5 Humans join 50  Id: "III Human Relatives"

Lizard Relatives
Objective: Fulfil a need for and build Lizard Houses Difficulty 4: Fulfil a need for 50 times and build 8 Lizard Houses Rewards: Lizard Clan Support (+3 Lizard resolve) 5 Lizards join 30  Id: "III Lizard Relatives"

Harpy Relatives
Objective: Fulfil a need for and build Harpy Houses Difficulty 4: Fulfil a need for 50 times and build 8 Harpy Houses Rewards: Harpy Clan Support (+3 Human resolve) 5 Harpies join 50  Id: "III Harpy Relatives"

Happy Lizards
Objective: Keep Lizard resolve above threshold for a time and open glades Difficulty 4: Keep resolve above 18 for 30 seconds and open 3 glades Rewards: Salted Jerky (+2 Jerky production) 10 Lizard Friendship (+2 Lizards with every newcomer group) Id: "II Happy Lizards"

Happy Harpies
Objective: Keep Harpies Resolve above 18 for 30 seconds Objective: Have at least 8 Aesthetics decorations Rewards: Bigger Pans (+2 Biscuits production) 25 30  Id: ""

Meat Diet
Objective: Fulfil a need for Difficulty 4: Fulfil a need for 50 times Rewards: Egg Containers (+1 Eggs production) 30 30   Id: "II Jerky"

Clothing the People
Objective: Fulfil a need for Difficulty 4: Fulfil a need for 50 times Rewards: Reinforced Needles (+1 Fabric production) 5 5   Id: "II Coats"

Meat Treats
Objective: Fulfil a need for Difficulty 4: Have at least 12 villagers with the need fulfilled for 120 seconds Rewards: Salted Jerky (+2 Jerky production) 40 2 Random Villagers Id: "II Jerky For Time"

Seller
Objective: Complete trade routes and sell goods Difficulty 4: Complete 6 trade routes and sell goods worth at least 20 amber Rewards: 15 10  Advanced Leatherworking (+2 Waterskins production) Id: "II Routes"

Stacking Amber
Objective: Complete trade routes with multiplier and deliver Difficulty 4: Complete at least 2 trade routes with offer multiplier 3 and deliver 10 Rewards: Reinforced Brick Mold (+1 Bricks production) 35 35   Id: "II Multiply Routes"

Lost in the Woods
Objective: Complete events with an empathy decision Difficulty 4: Complete at least 2 events with an empathy decision Rewards: Export Specialization (+1 all packs production) 15 8   Id: "III Lost Villagers"

Gifts for the Queen
Objective: Complete events with loyalty decisions Difficulty 4: Complete at least 3 events with loyalty decisions Rewards: Seized Inheritance (20 random goods on villager death) 5 3 random villagers Id: "III Send to Citadel"

Open or send caches
Objective: Open or send caches Difficulty 4: Open or send 4 caches Rewards: Scout's Pack (+10 scout's carry capacity) 4 Random Villagers 5  Id: "III Solve Chests"

Hasty Explorer
Objective: Discover glades in specified time frame Difficulty 4: Discover 2 dangerous/forbidden glades at an interval of 180 seconds Progress resets if more than specified time has elapsed Rewards: 20 5  Stamping Die (+1 Pipes production) Id: "III Glades in Time"

Trailblazing
Objective: Discover glades and deliver Difficulty 4: Discover 6 glades and deliver 10 Rewards: Pickle Jars (+3 pickled goods production) 30 30   Id: "III Glades"

Archaeology
Objective: Discover glades and deliver Difficulty 4: Discover 4 glades and deliver 3 Rewards: Archaeological Tools (20 pottery when opening a glade) 2 12   Id: "III Archaeology"

Ruins
Objective: Rebuild/salvage ruins and deliver Difficulty 4: Rebuild/salvage 3 ruins and deliver 15 Rewards: Scout's Pack (+5 scout's carry capacity) 12 35   Id: "III Ruins"

Agriculture
Objective: Build farm fields and deliver Difficulty 4: Deliver 25 and have at least 30 farm fields Rewards: 4 Random Villagers Mold Supply (+1 Grain production) 8  Id: "III Farmfields"

Cups and Glasses
Objective: Build a Tavern and deliver Difficulty 4: Deliver 50 and have a Tavern built Rewards: Bigger Barrels (+2 ale production) 30 30   Id: "III Ale and Tavern"

Brotherhood
Objective: Build a Temple and deliver Difficulty 4: Deliver 50 and have a Temple built Rewards: Vessel of Incense (+2 Incense production) 30 35   Id: "III Scrolls and Temple"

Healing
Objective: Build a Bath House and deliver Difficulty 4: Deliver 50 and have a Bath House built Rewards: Dye Extractor (5 pigment for 10 insects produced) 30 30   Id: "III Service Harpy"

Arena
Objective: Build a Clan Hall and deliver Difficulty 4: Deliver 50 and have a Clan Hall built Rewards: Training Grounds (+1 Lizard resolve for 70 Training Gear produced) 30 30   Id: "III Service Lizard"

Dirty Work
Objective: Build a Kiln and deliver Difficulty 4: Deliver 60 and have a Kiln built Rewards: Reinforced Brick Mold (+1 Bricks production) 30 30   Id: "III Kiln"

Advanced District
Objective: Have Hearths upgraded to Neighbourhood Difficulty 4: Have at least 2 Hearths upgraded to Neighbourhood Rewards: Reinforced Saw Blades (+1 Planks production) 40 20   Id: "III Hub"

Aesthethics
Objective: Have aesthetics decorations Difficulty 4: Have at least 20 points of aesthetics decorations Rewards: Large Berry Baskets (+1 Berry production) 20 30   Id: "III Royal Gardens"

Harmony
Objective: Have harmony decorations Difficulty 4: Have at least 20 points of harmony decorations Rewards: Export Specialization (+1 all packs production) 30 3   Id: "III Aesthethics"

Lost Knowledge
Objective: Deliver Difficulty 4: Deliver 4 Rewards: 40 40  40   Id: "III Ancient Tablets"

Building the Citadel
Objective: Deliver Difficulty 4: Deliver 20 Rewards: Sturdy Boots (+10% all villager movespeed) 30 5   Id: "III Building Packs"

Trading Goods
Objective: Deliver Difficulty 4: Deliver 30 Rewards: 15 20  20   Id: "III TradePacks"

Luxury Goods
Objective: Deliver and Difficulty 4: Deliver 20 and 10 Rewards: 10 4 Random Villagers Salted Jerky (+2 Jerky production) Id: "III Valuables"

Varied Delivery
Objective: Deliver, and Difficulty 4: Deliver 15, 15 and 15 Rewards: Bigger Barrels (+2 ale production) 30 30   Id: "III Varied Delivery"

Rations for the Citadel
Objective: Deliver, and Difficulty 4: Deliver 15, 15 and 15 Rewards: Quick Deliveries (+33% all packs production speed) 30 30   Id: "III Provisions and Crops"

Cleanliness
Objective: Fulfil a need for treatment Difficulty 4: Fulfil a need for treatment 60 times Rewards: Tea Infuser (+2 Tea production) 3 Harpies join 40  Id: "III Higene"

Religion
Objective: Fulfil a need for religion Difficulty 4: Fulfil a need for religion 70 times Rewards: Mold Supply (+1 Grain production) 40 40   Id: "III Religion"

Serving Ale
Objective: Fulfil a need for leisure Difficulty 4: Fulfil a need for leisure 70 times Rewards: Bigger Barrels (+2 ale production) 20 5   Id: "III Serving Ale"

New Clothes
Objective: Fulfil a need for Difficulty 4: Have at least 18 villagers with the need fulfilled for 120 seconds Rewards: Ancient Sewing Technique (+2 Coats production) Tanning Racks (+1 Leather production) 20  Id: "III Coats NeedForTime"

Human Villagers
Objective: Have enough human population and fulfil a need for Difficulty 4: Have at least 12 humans for 120 seconds and have at least 10 villagers with the need fulfilled for 60 seconds Rewards: Egg Containers (+1 Eggs production) 3 Humans join 5  Id: "III Resolve Humans"

Harpy Villagers
Objective: Have enough harpy population and fulfil a need for Difficulty 4: Have at least 12 harpies for 120 seconds and have at least 10 villagers with the need fulfilled for 60 seconds Rewards: Large Berry Baskets (+1 Berry production) 3 Harpies join 30  Id: "III Resolve Harpies"

Lizard Villagers
Objective: Keep Lizard resolve above threshold for a time and deliver Difficulty 4: Keep resolve above 24 for 120 seconds and deliver 5 Rewards: Nets (+1 Meat production) 3 Lizards join 5  Id: "III Resolve Lizards"

Booming Economy
Objective: Sell goods Difficulty 4: 60 value of goods sold Rewards: Trade Contract (traders arrive 25% quicker) 12 3 Random Villagers Id: "III Trader Value Sold"

Export
Objective: Complete trade routes Difficulty 4: Complete 12 trade routes Rewards: Export Specialization (+1 all packs production) 4 Random Villagers 8  Id: "III Routes"

Income Tax
Objective: Complete trade routes and deliver Difficulty 4: Complete at least 10 trade routes and deliver 20 Rewards: 3 Beneficial Agreement (15% quicker trader arrival) 8  Id: "III Routes And Amber"

Fair Exchange
Objective: Complete trade routes of high value Difficulty 4: Complete 5 trade routes worth at least 12 amber each Rewards: Puffed Grain (+2 Porridge production) 20 30   Id: "III Route Value"

Profitable Trade
Objective: Complete trade routes of high value and deliver Difficulty 4: Complete 4 trade routes worth at least 9 amber each and deliver 12 Rewards: 35 Reinforced Saw Blades (+1 Planks production) 30  Id: "III Costly Route"