Translations:Game Setup/2/en

The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
 * End goal
 * Growth: Reach Large Town settlement level to win.
 * Conquest: Claim all regions to win.
 * Domination: Eliminate all the other lords by claiming their territory. (requires off map adversary)
 * None: Endless play.
 * Off map adversary
 * Absent: No adversary.
 * Present: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.
 * AI aggressiveness (requires off map adversary set to Present)
 * Reactive: AI lords don't press claims towards the player's regions, but they will protect their own.
 * Balanced: AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
 * Aggressive: AI lords may press claims towards the player's regions at will.
 * Raider frequency
 * None: No random raids.
 * Medium: No more than a single raid every 2 years.
 * Frequent: Possibly less than a year between each raid.
 * Raider free years (requires raider frequency set to Medium or Frequent)
 * 1: One year before raids start happening.
 * 2: Two years before raids start happening.
 * 3: Three years before raids start happening.
 * 4: Four years before raids start happening.
 * 5: Five years before raids start happening.
 * Initial bandit camps
 * None: No bandit camps present when the game begins.
 * 1: One bandit camp present when the game begins.
 * 2: Two bandit camps present when the game begins.
 * 3: Three bandit camps present when the game begins.
 * 4: Four bandit camps present when the game begins.
 * 5: Five bandit camps present when the game begins.
 * Random bandit camp spawn limit
 * 0: No random bandit camps spawning during play.
 * 3: Random bandit camps stop spawning if there are already 3 of them.
 * 5: Random bandit camps stop spawning if there are already 5 of them.
 * Starting season
 * Spring: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
 * Summer: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.
 * Autumn: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.
 * Winter: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.
 * Random: A random day of the year.
 * Starting supplies
 * Nothing: Just some barebones construction stuff.
 * Standard: A balanced amount of starting supplies.
 * Double: Mother starting supplies for a more relaxed experience.
 * Armament delivery
 * No: No free weapon delivery.
 * Yes: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.
 * Residential requirements
 * Tolerant: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.
 * Balanced: Town will not grow if requirements are unfulfilled.
 * Demanding: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
 * Approval
 * Low penalty: Approval factors have a low impact on population growth.
 * Medium penalty: Approval factors have an average impact on population growth.
 * High penalty: Approval factors have a significant impact on population growth.
 * Well placement
 * Unconstrained: Players may place wells everywhere without constraints.
 * Underground water: Players may only place wells on top of underground water.
 * Weather events
 * None: Weather is cosmetic only and won't do any harm.
 * Balanced: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
 * Difficult: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.