Beginner's Guide: Difference between revisions

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Clanfolk will wake up at sunrise unless they were particularly tired.
== Work priority ==
== Work priority ==
There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.
There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.
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== Jobs ==
== Jobs ==
Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.
Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.
* Gather Berries produces Berries. Note that Berries rot quickly.


== Stockpiles ==
Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead. Blockers will do the opposite, preventing Clanfolk from dropping items in the designated area. This is useful around fires.
Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead. Blockers will do the opposite, preventing Clanfolk from dropping items in the designated area. This is useful around fires.
== Planting ==
Planting requires Soil.
{| class="wikitable"
! Crop
! Growth seasons
! Requirements
! Produces
! Flammability
! Requires
|-
| Grass
| Spring<br>Summer
| 5 Hay Seed (4 work time)
| Grass
| High
| Soil
|-
| Reed
| Spring<br>Summer
| Nothing (4 work time)
| Reed
| Low
| Shoreline
|}


== Lakes ==
== Lakes ==
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Clanfolk can swim, although moving by swimming is very slow. They will do it if it is still the quickest way to reach a destination.
Clanfolk can swim, although moving by swimming is very slow. They will do it if it is still the quickest way to reach a destination.


== Clans ==
== Rats ==
[[File:Clan Reputation.png|thumb|Maximum reputation with a clan]]
Rats will begin to appear after the Clanfolk start reaping plants (Reed, Grass, Flax, Oats). They will try to make their way to any stored Food resources and have the ability to pass under doors. Rats can be hunted with a [[File:Bow.png|25px]] Simple Bow. They will also be lured and killed by any [[File:RatTrap Ready.png|25px]] Rat Trap that comes in their way. Dead Rats can be butchered for 2 [[File:Meat Raw.png|25px]] Raw Meat. [[File:Cat C001 MJAS F.png|25px]] Cats will also kill Rats and eat their dead bodies for Food.
Clans represent the families of Clanfolk. Each Clan has its own motto and tartan pattern. Aside from the player's clan, there will always be 4 other clans, each one coming from one of the map's edges and living in one of 4 terrain types. Each Clan will sell different resources depending on their terrain.
 
The player clan will have a Reputation with every other Clan, which determines the spawn chance of Workers, Travelers and Traders each day once a Sign has been constructed. There are three types of Clanfellow from other clans that may arrive:
* [[File:Root Work.png|25px]] '''Workers''' may arrive at Morning if a [[File:JobBoard.png|25px]] Job Board is displayed and will do Tasks if provided with Coin, Food, Water and Sleep. They will only depart when manually dismissed or if the player Clan runs out of Coin. Depending on how their needs were fulfilled, as well as whether they worked Tasks that matched that skills and preferences, they will raise or lower Reputation with their Clan upon departure. If all of a Worker's stats are kept full, the Clanfellow may offer to join the player's Clan.
* [[File:Icon Traveller.png|25px]] '''Travellers''' may arrive at Evening if a [[File:VacancySign.png|25px]] Vacancy Sign is displayed and will pay Coin if provided Food, Water, Sleep and Environment. They will depart at Morning and depending on the quality of the services provided, as well as whether they had their own room or shared it with others, they will raise or lower Reputation with their Clan.
* [[File:Icon Trade.png|25px]] '''Traders''' may arrive at Morning if a [[File:TradeSign Open.png|25px]] Trading Post is displayed and will depart at Evening. They will trade resources and animals, the offers depending on the Reputation with their clan. Trading will raise Reputation with their Clan. Trades can be reversed before the Trader departs. How often Traders arrive also depends on the season, with Summer offering the highest chance and Winter offering the lowest.

Latest revision as of 15:54, 17 March 2023

Work priority

There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.

Each Clanfellow can be given Strict Priority.

  • When String Priority is On tasks are picked based on Skill Priority, followed by Task Priority within that skill type. This option works best when there are many Clanfolk.
  • When String Priority is Off tasks are picked based on a combination of Skill Priority and Task Priority second. This option works best when there are few Clanfolk.

Keeping a low task count will allow Clanfolk to complete a wider variety of tasks from many different skills.

Ideas

The Ideas Tree

The Ideas menu will display all the resources, items, jobs and objects currently unlocked as well as what can be unlocked next.

Jobs

Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.

Stockpiles

Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead. Blockers will do the opposite, preventing Clanfolk from dropping items in the designated area. This is useful around fires.

Lakes

All Lakes have a Fishing percentage, depending on the size of the Lake, which determines for fast Eels and Fish are caught. Catching an Eel will reduce it by 2% and catching a Fish will reduce it by 2.5%. Fishing will slowly regenerate a rate of 30% of the current amount (not maximum amount). Overfishing can be avoided by limiting catch to a certain amount, adding a Wait Until Tomorrow command to the build queue and then putting the build queue on repeat.

Clanfolk can swim, although moving by swimming is very slow. They will do it if it is still the quickest way to reach a destination.

Rats

Rats will begin to appear after the Clanfolk start reaping plants (Reed, Grass, Flax, Oats). They will try to make their way to any stored Food resources and have the ability to pass under doors. Rats can be hunted with a Bow.png Simple Bow. They will also be lured and killed by any RatTrap Ready.png Rat Trap that comes in their way. Dead Rats can be butchered for 2 Meat Raw.png Raw Meat. Cat C001 MJAS F.png Cats will also kill Rats and eat their dead bodies for Food.