Situations

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Situations are important decisions your settlement needs to make in After Inc.

Notes[edit | edit source]

When the Situation decisions appear, this will reduce the current morale and blocking immigration process until player answer of this.

Areas decisions can appear in some map in campaign, or rarely chance to appear in level of Beyond the Bunkers expeditions.

Settlement decisions[edit | edit source]

Corpses in Settlement[edit | edit source]

Sadly we have had our first settlers die. What should we do when settlers die in the future?

First appear when people leave the area, death outcome from situation or death from fighters.

This decisions has no timer to force the answer, but this is count at a situation decisions, meaning it with reduced morale until player answer it.

Bury[edit | edit source]
  • New Service: Burials (which costs 1 Stamina each death)

Lay the dead to rest

Abandon[edit | edit source]
  • Lost (2,4 or 8) Authority
  • Decrease Morale (random from small to very)
  • Significantly increase chance of Plague situation.

We can't waste time on the dead. Just throw the bodies outside and let them rot.

Cremate[edit | edit source]
  • New Service: Cremation. (which costs 3 Fuel each death)

Burn the dead.

Frog Collecting in Settlement[edit | edit source]

There is an unusually large number of frogs near us. Some Settlers have started taking them home as pets - they say it distracts them from the destruction of the human race! How should we respond?

Make it official[edit | edit source]

Encourage everyone to collect the frogs and keep them in their pockets.

Possible outcome:

  • Increase +4 authority for every swamp areas is claimed. (Apply for all current swamp areas is claimed)
  • Increase morale
  • Significantly increase chance of Food poisoning situation
  • Everyone love frogs so much, they renamed from current settlement to "MegaFrogton"

Frog Rewards[edit | edit source]

  • Gain (4-7) stamina (depend of current population)
  • Increase chance of Unrest situation

Only the hardest working Settlers are allowed to keep frogs.

Frog Burgers[edit | edit source]

  • Gain (4-18) food (depend of current population)
  • (30-60)% chance decrease morale (random from small to big)

This kind of madness needs to stop - let's farm them as a food source. Get mashing!

Skilled Workers Unappreciated[edit | edit source]

Some Settlers feel it isn't fair that they work harder than everyone else but still get treated the same. How should we respond?

Reward Achievers[edit | edit source]

  • Gain (4-7) stamina (depend of current population).
  • Increase Services consumption.
  • Increase chance of Unrest situation.

Praise and allocate extra services to those who work the hardest.

Promote Equality[edit | edit source]

  • Significantly increase Morale
  • Slightly decrease all resources production

Everyone is important. This is a team effort, not a race.

Punish Slackers[edit | edit source]

  • Decrease 4 authority
  • Decrease Services consumption.
  • Increase chance of Unrest situation.

Scold and reduce services for those who don't work hard enough.

Compulsive Washing in Settlement[edit | edit source]

Settlers are exhibiting signs of compulsive washing, spending hours scrubbing and cleaning. How will you address this unusual behavior?

Encourage[edit | edit source]

  • Increase Water consumption.
  • Decrease chance of Plague situation.
  • Increase morale loss from lack of water.

Being clean helps prevent disease and is an important way of maintaining standards.

Investigate[edit | edit source]

Dedicate some time to understand why this is happening.

Possible outcome:

  • Gain 2 authority.
  • Gain (4-7) stamina (depend of current population)
  • Increase morale.
  • Increase water consumption.
  • Gain 2-3 medicine resource.

Ban Washing[edit | edit source]

  • Decrease Water consumption.
  • Increase chance of Plague situation.
  • Decrease morale loss from lack of water.

Being clean is a luxury we don't have time for, we have more important things to do.

Settlement Losing Hope[edit | edit source]

Many settlers are despairing in the face of constant hardship. They talk of giving up. How will you encourage them to keep going?

Not appear in map has no zombies.

Exploit Fears[edit | edit source]

  • Gain (3-5) stamina (depend of current population)
  • Increase Zombie morale loss. (Multiply morale loss by 1.2 from zombies present that player can see in map, especially when they appear in claimed area)

Enough of this. Use their fears to drive them back to work.

Support[edit | edit source]

  • Increase Services consumption. (Random from small or medium)
  • Significantly increase Morale.

Make life more comfortable for our Settlers - They've been through enough.

Inspire[edit | edit source]

  • Gain +8 authority
  • When morale is below 20% (instead of 0%), the settlement will start lose authority.

Promise them that things are getting better every day.

Cult of the Black Glass[edit | edit source]

A new faith emerges in [Settlement Name] centered around mysterious Black Glass relics which sometimes whisper to the person holding it. What should we do?

Seek wisdom[edit | edit source]

  • All scavenge resources action will replaced by scavenge relics, which increase +3 Authority for each scavenge.

We must listen to the whispers - find more Black Glass!

Worship Relics[edit | edit source]

  • Cost 3 stamina
  • Significantly increase Morale.
  • 1% chance of see photo of Cute Kitten (if happen, settlers try to keep scrolling the phone to see all Cute Kitten photos, which significantly decrease services consumption and gain +12 authority. But significantly decrease Stamina production)

We must stare at the Black Glass like people did in the past. It will make things better.

Debunk[edit | edit source]

  • 50% chance of decrease (2, 4 or 8) Authority.
  • 50% chance of gain (2-7) stamina (depend of current population)

You know those are just old phones? Right?

Settlers Interested in Politics[edit | edit source]

As [Settlement Name] grows, questions arise about how it should be governed. Will you share power or maintain control?

Can't appear when play with Tyrant leader.

Democracy[edit | edit source]

  • Decrease 8 authority
  • Increase Stamina production if is high Morale

Govern with the consent of the people.

Anarchy[edit | edit source]

Possible outcome:

  • Increase or decrease stamina production
  • Increase or decrease morale
  • Increase or decrease authority (random from 2,4 or 8)
  • Increase or decrease basic resource production (Food, Water, Wood and Fuel)
  • Increase or decrease settler consumption.

Dictatorship[edit | edit source]

  • Gain +12 Authority
  • Increase chance of Unrest situation

Consolidate power and rule with an iron fist.

Job Dissatisfaction in Settlement[edit | edit source]

Some people are unhappy with their jobs. Can they change jobs if they want, or are work assignments strictly controlled?

Control[edit | edit source]

  • Increase +8 authority

Maintain strict control over job assignments.

Oversight[edit | edit source]

  • Slightly increase basic resource production (Food, Water, Wood and Fuel)

People have some choice, but will be monitored.

Full Choice[edit | edit source]

  • Decrease 4 authority
  • Increase Morale
  • Gain (4-7) stamina (depend of current population)

People can freely choose their own jobs in [Settlement Name].

Parents Want children to Learn[edit | edit source]

Should teachers educate children to ensure the future of [Settlement Name], or is any schooling a dangerous risk to our survival?

Survive[edit | edit source]

  • Gain (4-7) stamina (depend of current population)
  • Slightly decrease morale

Education is a luxury we can't afford right now.

Teach Resilience[edit | edit source]

  • Cost (2 or 3) stamina (depend of current population)
  • Gain (4 or 6) explore discount (depend of cost by this option)

Education is important, we must share what we've learnt

Teach History[edit | edit source]

  • Cost (4-7) stamina (depend of current population)
  • Delay stamina production by 20 turns
  • Decrease (1 or 2) stamina cost for all technology (1 for 4 cost stamina, 2 for other)

Children are the future, we must teach them our past.

Children and Conflict in Settlement[edit | edit source]

The harsh realities of survival force a difficult question - should our children be trained for combat?

Only appear when has at least one fighter in the map and map has 5 zombies or more.

Child fighters[edit | edit source]

  • Decrease 4 authority
  • Increase Fighters strength by +20%.
  • Fighters more vulnerable from the attack of zombie (Which increase fighters damage gain from being attacked by +30%, and significantly increase minimum health loss)
  • Very significantly decrease authority (by half of current authority) when Fighters dies.

Desperate times call for desperate measures. Train our children to fight.

Protect children[edit | edit source]

  • Increase morale
  • Gain +2 authority

Prioritise the children's well-being and education, even in the face of danger.

Child Scavengers[edit | edit source]

  • Decrease 2 authority
  • Increase maximum bubble gain from scavenge resources by +2.

There are other ways to help [Settlement Name]. Train our children to scavenge.

Child Labour in Settlement[edit | edit source]

Settlers are arguing about whether it's right to make children work alongside the adults. Can we still afford to give them a proper childhood?

Make them work[edit | edit source]

  • Gain (4-7) stamina (depend of current population)
  • Decrease Morale

Times are tough. They must work like everyone else.

Let Them Help[edit | edit source]

  • Increase maximum bubble gain from scavenge resources by +2.

Let them be children, but they should act for the good of the Settlement.

Let them play[edit | edit source]

  • Increase Morale
  • Gain +8 authority

Happy, playful children turn into happy, productive adults.

Keeping Settlement Safe[edit | edit source]

The world is a dangerous place and there are competing ideas about how to best defend ourselves. What should we do?

Rarely appear if settlement has at least one fighter in map.

Conscription[edit | edit source]

  • Decrease cost Stamina for training Fighters to 0, but decrease morale by -3% for each of fighters train by this (train fighters with 0 cost).
  • Multiply the current healing speed for fighters by x1.5 (+50%)

We just need more people - quantity over quality!

Pioneers[edit | edit source]

  • Unlock Pathfinders reward, or increase this effect if player has pathfinders reward before.

Expand our Settlement.

Military Elite[edit | edit source]

  • Increase fighters combat strength by +50%
  • Fighters now require the Barracks services for each of them present on the map.
  • If play with the leader Soldier, Barracks will consume resources twice more times.

Maintain an elite fighting force.

Settlers Want A Holiday[edit | edit source]

The relentless pace of work is starting to take its toll. Settlers are becoming fatigued and want to take a longer break. How should we handle their need for rest?

Allow Holiday[edit | edit source]

  • Gain +4 authority
  • Significantly increase Morale
  • Delay stamina production by 30 turns (1 month)

Let people take an immediate holiday to rest and recover.

Create Shifts[edit | edit source]

  • Increase morale

Keep everyone working, but let Settlers take turns on easier jobs

Work Around The Clock[edit | edit source]

  • Decrease 8 authority
  • Gain (3-7) stamina (depend of current population)

Every minute counts - There can be no interruptions to work.

Guilds for Settlement[edit | edit source]

Settlers are becoming proficient in their trade and want to establish a better way to share their knowledge with others. What should we do?

Woodsman Guild[edit | edit source]

  • Increase wood production
  • Increase fuel production

Share detailed knowledge of lumber and kindling.

Foragers Guild[edit | edit source]

  • Increase plant production (Which included grain, vegetables and fruit)
  • Increase meat production (Which included sheep, deer and cow)

Share detailed knowledge of farming and hunting.

Settlers Guild[edit | edit source]

  • Slightly increase stamina production.
  • Increase maximum bubble gain from scavenge resources by +2.

Share detailed knowledge of survival and crafting.

Food Security for Settlement[edit | edit source]

Settlers remember past Food shortages and worry about the future. What should we do?

Rarely appear if settlement has "food shortage" at least 20 days (When food resource is below 0).

Ration[edit | edit source]

  • Decrease (4 or 8) authority
  • Decrease Food consumption. (-6%)

Begin rationing food so we don't run out again.

Make Promises[edit | edit source]

  • Gain 4 authority
  • For every time current food is below <0, decrease 8 authority.

It's all under control. This won't happen to [Settlement Name] again.

Bug eating[edit | edit source]

  • Very significantly decrease Morale (-15%)
  • Settlers starting to find and eating bug, grants 0.0567 units of Food monthly per each Settler.

Search for insects and eat them!

Water Security for Settlement[edit | edit source]

Settlers remember past Water shortages and worry about the future. What should we do?

Rarely appear if settlement has "water shortage" at least 20 days (When water resource is below 0).

Ration[edit | edit source]

  • Decrease (4 or 8) authority
  • Decrease Water consumption. (-6%)

Begin rationing drinking water so we don't run out again.

Make Promises[edit | edit source]

  • Gain 4 authority
  • For every time current water is below <0, decrease 8 authority.

It's all under control. This won't happen to [Settlement Name] again.

Encourage 'recycling'[edit | edit source]

  • Very significantly decrease Morale (-15%)
  • Settlers starting recycling water, grants 0.216 units of Water monthly per each Settler.

Settlers save and drink their own 'golden water'...

Fuel Security for Settlement[edit | edit source]

Settlers remember past Fuel shortages and worry about the future. What should we do?

Rarely appear if settlement has "fuel shortage" at least 20 days (When fuel resource is 0).

Ration[edit | edit source]

  • Decrease (4 or 8) authority
  • Decrease Fuel consumption. (-6%)

Begin rationing fuel supplies so we don't run out again.

Make Promises[edit | edit source]

  • Gain 4 authority
  • For every time current fuel is below <0, decrease 8 authority.

It's all under control. This won't happen to [Settlement Name] again.

Burn Belongings[edit | edit source]

  • Very significantly decrease Morale (-15%)
  • Settlers starting to burn possessions to make fuel, grants 0.018 units of Fuel monthly per each Settler.

Settlers should burn what possessions they have left for warmth.

Building decisions[edit | edit source]

Man's Best Friend[edit | edit source]

A pack of wild dogs has been spotted near [Settlement Name]. They seem to be friendly. What should we do?

Train for War[edit | edit source]

Required fighter in settlement and fighter has >10% health or more.

  • Cost 4 – 14 Food (depend of current population)
  • Increase Fighters strength by +30%.
  • 10% - 30% chance Fighters damaged.

Train the dogs to fight alongside Fighters.

Train as Pets[edit | edit source]

  • Cost 4 – 14 Food (depend of current population)
  • Significantly increase Morale

Tame the dogs to be companions and helpers.

Eat Them[edit | edit source]

  • Gain 12 – 42 food (depend of current population)
  • (40-60)% chance of reduce Morale (or increase Morale)

Hunt them for Food. People loved eating Hot Dogs in the olden days.

Who let the dogs out?[edit | edit source]

Dogs escaped from their kennels before they were trained. What should we do?

Has a chance to appear after choosing "Train for War" option or "Train as Pets" option in "Man's Best Friend" decision. If not success, increase chance of wild dog situation appear

Let them go[edit | edit source]

  • Very significantly increase chance of wild dog situation appear.

We'll never find them.

Recapture[edit | edit source]

  • Cost (2–5) stamina (depend of current population)
  • (10-30)% success (chance increase base of number percentage area explore, can possible up to 100% at 70% explore areas)

Look for them and bring them back

Hunt them[edit | edit source]

  • Cost (4–10) stamina (depend of current population)
  • 30-40% success (chance increase base of number percentage area explore, can possible up to 100% at 60% explore areas)
  • Cost (2–5) stamina (depend of current population)

Track them down and eliminate them before they become a danger to [Settlement Name]

Apprenticeships in Settlement[edit | edit source]

Our elders possess valuable knowledge and skills. Where should we send young apprentices to learn?

Farming[edit | edit source]

  • Slightly increase Grain production
  • Slightly increase Fruit production
  • Slightly increase Vegetable production

Learn about cultivating plenty of crops.

Building[edit | edit source]

  • Gain +1 building teams

Learn about efficient construction practices.

Exploring[edit | edit source]

  • Reduced explore cost by -1 stamina. (Not apply for areas is nearby the settlement area)

Learn about scouting difficult terrain.

Towering Ambition[edit | edit source]

A tall ruined building in [Settlement Name] offers a range of possibilities. What should we use it for?

Rarely appear when percentage of current areas are explored below 50% and area choose is grassland.

Exploring  [edit | edit source]

  • Areas close to settlement is explore for free
  • Chance to explore further (cannot further explore behind of forest areas or mountain areas, explore areas maximum to 3 areas away than settlement)

We can use it as a lookout post to see nearby areas

Defence[edit | edit source]

  • Very significantly increase Settlement Strength, which increase settlement strength support to fighters by +2.0 times. (Up to 3.5 times instead of 1.5 times)

Fortify it and use as a guardpost.

Relaxation[edit | edit source]

  • Significantly increase Morale
  • Slightly increase Settlement Strength, which increase settlement strength support to fighters by +0.2 times. (Up to 1.7 times instead of 1.5 times)

Build an observation deck so people can watch the sun set over [Settlement Name]

Raising young children in Settlement[edit | edit source]

A new generation is being born in [Settlement Name] but how should we look after them?

Community[edit | edit source]

  • Gain (4 or 8) authority
  • Increase Morale
  • New Services: Nursery

We share the responsibility of looking after them.

Parents[edit | edit source]

  • (50-80)% chance to slightly decrease basic resource production.

Parents are responsible. They must balance care with their other jobs.

Neglect[edit | edit source]

  • Reduced 12 authority
  • Slightly increase stamina production

Times have changed, children will have to learn to fend for themselves

New Garden for Settlement[edit | edit source]

Settlers have proposed creating a communal space in the heart of [Settlement Name].  What should it be?

Ornamental Garden[edit | edit source]

  • Delays (20 or 30) turns of stamina production
  • Increase (2 or 4) Authority
  • Increase Morale

It should be a beautiful and relaxing space

Vegetable Garden[edit | edit source]

  • Cost (4-12) water (depend of current population)
  • Gain 7-13 food (depend of current population)

We could always do with more food

Playground[edit | edit source]

  • Cost (1–3) wood (depend of current population)

Possible outcome:

  • Happy Parents: Slightly increase morale
  • Noise Complaints: Slightly decrease morale
  • Stick Collecting: Increase fuel production per settlers
  • Young at heart: Gain (2–4) stamina
  • Feral teenagers: Decrease (2 or 4) Authority

Transport Trouble![edit | edit source]

Our supply carts are breaking, making it difficult to move goods around [Settlement Name]. What should we do?

Can appear when player has at least 5 building production or more.

Endure[edit | edit source]

  • (20-60)% chance for slightly reduce basic resources production.

Get used to supply routes being less efficient

Improvise[edit | edit source]

  • Cost (2-5) stamina (depend of current population)
  • Cost (3-9) wood (depend of current population)
  • (50-75)% Breakthrough. If breakthrough, randomly increase basic resource production from medium to big. Otherwise, increase morale.

Come up with a better way to transport goods

Work Overtime[edit | edit source]

  • Decrease 4 Authority

Work longer hours to make up for it.

Bees discovered near Settlement[edit | edit source]

Settlers have found a bees nest in the fields and want to become beekeepers. What should we do?

Can only appear if the map at least 1 fruit area .

Transfer[edit | edit source]

  • Slightly increase fruit production

Bring the bees to our fruit farms to aid pollination.

Take honey[edit | edit source]

  • Increase Morale
  • 1% chance Anaphylaxis, causing significantly delay stamina production by 1 months (30 turns)

Bees used to be kept for honey. See if we can extract some.

Beekeepers[edit | edit source]

  • Cost (3–7) stamina (depend of current population)
  • Increase fruit production
  • Increase Morale
  • 1% chance Anaphylaxis, causing significantly delays stamina production by 1 months (30 turns)

Allow some Settlers to become full-time beekeepers.

Dull axes slow Wood production[edit | edit source]

Our axes are becoming worn and dull. What should we do?

Can only appear in areas is forest type, and has at least 1 level building fuel or wood production.

Share axes[edit | edit source]

  • (20-60)% chance for slightly decrease wood production and fuel production.

Everyone will have to take turns with the tools that are left.

Improvise[edit | edit source]

  • Cost (2–6) stamina (depend of current population)
  • (50-75)% Breakthrough. If breakthrough, randomly increase wood production resource from small to medium. Otherwise, increase morale.

Work Overtime[edit | edit source]

  • Decrease (2 or 4) Authority

Work longer hours to make up for the worn axes.

Grain farming for Settlement[edit | edit source]

A Settler wants to try and improve the way we farm grain. What should we do?

Can only appear in area is grain production, and has at least 1 level building grain production.

Crushed Bones[edit | edit source]

  • Significantly increase grain production
  • (60-90)% significantly decrease Morale.

Lots of old skeletons around. Create 'fertiliser' by crushing them then spread it on the fields.

Craft Scythes[edit | edit source]

  • Increase grain production

Equip workers with scythes to improve harvesting efficiency.

Scavenge Seeds[edit | edit source]

  • Delay stamina production by 20 turns
  • 70% chance of increase grain production (Can random increase from small to big)

Search for better seeds that could yield a bigger harvest

New Statue for Settlement[edit | edit source]

[Settlement Name] wants to build a statue to go in the centre of the settlement and needs inspiration. What should it celebrate?

Strength[edit | edit source]

  • Increase Fighters strength by +5%.

Focus on the need to be strong in a dangerous world

Leadership[edit | edit source]

  • Gain (2 or 4) Authority

Focus on the importance of a strong leader like the [Leader Name]

Creativity[edit | edit source]

Possible outcome:

  • Beauty statue: The statue captures the beauty of [Settlement Name] and it's surroundings. Increase morale
  • ???: Settlers don't know what it is but they don't like it. It is taken down 'for safekeeping'. Decrease morale, delay stamina production by 20 turns and gain (1-4) fuel
  • Wonder statue: The statue captures the essence of the undefeated human spirit, which gain (1-4) stamina, can increase morale and 2 authority.

Be inspired by your dreams

Shrine to remember the fallen[edit | edit source]

Settlers grieve for their loved ones and want to build a memorial in [Settlement Name]. What should the shrine be dedicated to?

Rarely happen when to many death from settlers, about 4 or more (People leave the area, death outcome from situation or death from fighters). Appear in grassland area

Vengeance[edit | edit source]

Vow to avenge the fallen by eradicating everything that threatens [Settlement Name]

Legacy[edit | edit source]

  • Gain (3-10) stamina (depend of current population)

Work to build a better future in their honor

Remembrance[edit | edit source]

  • Gain (8 or 12) Authority

Find peace by sharing stories and memories of the fallen

Situation decisions[edit | edit source]

Fire in Settlement[edit | edit source]

A fire has broken out! People are panicking and the flames are spreading. What should we do?

Automatically resolve when the rain happening. If player built Fire Station, the fire will Automatically resolve if player has enough Water resource and water resources is low priority (when water is not a concern).

Chance increase for each fuel production present on the map.

Maximum cost of water is population * 3 + 1

Let it burn[edit | edit source]

The fire raged through the settlement

Possible outcome:

  • Burns: Reduced morale
  • Settlement damage: Settlement loss x% health
  • Lost wood resource (about population * 3)
  • Lost authority
  • Smoke Inhalation: Stamina paused, which temporary stop the Stamina production (but increase Stamina for the next production)
  • Death, which reduced Population, Authority, Morale and causing Abandoned Housing.

Send some help[edit | edit source]

  • Cost water
  • Has possible outcome like option 1, but lower chance

Try to put the fire out

Send lots of help[edit | edit source]

  • Cost more water
  • Chance to Invent Fire Station

Do whatever it takes to put the fire out

Food Poisoning[edit | edit source]

An outbreak of Food poisoning has hit [Settlement Name]! What should we do?

Chance increase for each food production present on the map. During scavenging food, increase chance of this situation happen.

Maximum cost of water is population + 1

Automatically resolve for first time appear if player has Cooking reward.

Keep working[edit | edit source]

It's no big deal, just carry on as normal.

Possible outcome:

  • Nausea: Reduced morale
  • Vomiting: Lost food resource
  • Fatigue: Reduced Stamina
  • Dehydration: Lost water resource
  • Death, which reduced Population, Authority, Morale and causing Abandoned Housing.

Give fluids[edit | edit source]

  • Cost water
  • Has possible outcome like option 1, but very lower chance

Try to treat the food poisoning.

Rest[edit | edit source]

  • Chance Stamina paused, which temporary stop the Stamina production (but increase Stamina for the next production)

Do everything we can to try and soften the food poisoning.

Hypothermia[edit | edit source]

A freezing storm has struck the area and some of our people are exposed! What should we do?

Can only appear in winter season, and automatically resolve when the season change from winter to non-winter.

Cost of fuel depend how far from this area to settlement, and how number nearby claim areas (chance for increase more fuel cost).

Ignore[edit | edit source]

Ignore the storm, let them deal with their problems on their own.

Possible outcome:

  • Frostbite: Reduced morale
  • Winter Storm: Lost area controlled, which cause people leave this area and player can't reclaim this area by 60 turns.
  • Death, which reduced Population, Authority, Morale and causing Abandoned Housing.

Send some Fuel[edit | edit source]

  • Cost fuel
  • Has possible outcome like option 1, but lower chance

A big fire will help them through it

Send lots of Fuel[edit | edit source]

Do what ever it takes to survive the storm

Plague in Settlement[edit | edit source]

A deadly infection is sweeping through the population. People are terrified that it could be a newly mutated virus. What should we do?

Will play a random cough sound when this decision appears. If the player built a Plague House, the plague will Automatically stop, if the player has enough Medicine resources.

Only begins when current population reaches 6. And the maximum cost of medicine is population + 2.

Ignore it[edit | edit source]

Ignore the disease, they will get better on their own

Possible outcomes:

  • Nausea: Reduced morale
  • Vomiting: Lost food resource
  • Fatigue: Reduced Stamina
  • Dehydration: Lost water resource
  • Death, which reduces Population, Authority, Morale and causing Abandoned Housing.

Send help[edit | edit source]

  • Costs medicine
  • Has possible outcome like option 1, but wih much lower chances

Try to treat the disease

Send lots of help[edit | edit source]

  • Costs more medicine
  • Chance to Invent Plague House

Do everything we can to try and stop the disease

Rotten Food in Settlement[edit | edit source]

Some of our food has spoilt and may not be safe to eat. What should we do?

Chances increase for each food production present on the map. Automatically resolves when the current Food resources is below 1.

Eat it anyway[edit | edit source]

People will have to deal with it, we can't waste food

Possible outcome:

  • Nausea: Reduced morale
  • Chance to make Food Poisoning situation happen.

Throw some away[edit | edit source]

  • Cost Food
  • Has possible outcomes like option 1, but lower chances of them occurring

Get rid of the worst of it but keep the rest

Throw lots away[edit | edit source]

  • Costs more Food (Can be up to current full food resource amount)
  • Chance to Invent Pickling.

Play it safe and get rid of any food that could have been contaminated

Unrest in Settlement[edit | edit source]

Angry people are protesting in the streets of [Settlement Name]. What should we do?

Low morale state increase more chance of unrest. The unrest will start happening when choosing option that allow unrest happen.

Ignore them[edit | edit source]

  • If Ignore is successful, the chance of future unrest situation decreases.

They will get bored eventually.

Possible outcome:

  • Infighting: Reduced morale
  • Tension: More Reduced morale
  • Settlement damage: Settlement loss x% health
  • Chance to make Fire situation happen
  • Abandon, which reduces Population, Authority, Morale and causes Abandoned Housing.
  • Death, which reduces Population, Authority, Morale and causes Abandoned Housing.
  • Angered: Causes stamina pause,, which temporarily stops the Stamina production (but increases Stamina for the next production, delays from 10-30 turns)
  • If a fighter is present in Settlement, the fighter is injured.

Distract[edit | edit source]

  • Costs food
  • If Distract is successful, there is less of a future unrest situation chance
  • Has possible outcomes like option 1, but with lower chances

Declare a public holiday to try and calm the protesters.

Use Soldier[edit | edit source]

Required: fighter in area

Possible outcome:

  • Fighter can be injured
  • Chance to make Fire situation happen
  • Chance to reduce morale
  • Soldier tries to shut down the unrest, which decrease the chances of a future unrest situation. Otherwise, the unrest angers people, which increases the chances ofa future unrest situation.

Do whatever it takes to quell the unrest

Wild Dog Attack[edit | edit source]

A pack of wild dogs have come out of an unexplored area and begun attacking our people! What should we do?

The chance is decrease for each nearby area is explored, will not appear in area has all nearby areas is explored.

Automatically resolve when this situation happen in area has Fighter present, or first time appear if player has Tracking reward.

Ignore it[edit | edit source]

Hopefully the wild dogs will go away!

Possible outcome:

  • Bitten: Reduced morale
  • Wild dogs: Lost area controlled, which cause people leave this area and player can't reclaim this area by 60 turns.
  • Death, which reduced Population, Authority, Morale and causing Abandoned Housing.

Send some help[edit | edit source]

If fighter not appear to this zone, cost Stamina and has possible outcome like option 1, but lower chance. If fighter appear with >10% health, fighter successfully help which can making fighter injured.

If helping successfully with no bad outcome:

  • Can gain 1-5 Food resources.
  • Decrease future wild dog attack situation.

Try to fight the wild dogs

Use Poison[edit | edit source]

  • Cost Food (Increase more just like Hypothermia situation)
  • Has possible outcome like option 1, but lower chance.
  • If use poison success, decrease future wild dog attack situation.

Lots of toxic stuff around - use it to make poison bait.

Maintenance Required![edit | edit source]

Our [Production Name] has fallen into disrepair and settlers are worried it may collapse. What should we do?

Maintenance chance increase for each level of production building in the map, and only happen in area has productions building total level than 2.

Cost of wood depend of level of that production, and how far of this area to settlement.

Ignore[edit | edit source]

Leave the settlers to attempt any repairs on their own Possible outcome:

  • Injury: Reduced morale.
  • Production Collapse: The [Production Name] in area is destroyed, decrease authority
  • Delays: Stamina paused, which temporary stop the Stamina production. (but increase Stamina for the next production, delays from 10-30 turns)
  • Exhaustion: Reduced Stamina
  • Fatigue: Lost food resource
  • Unsafe buildings: Lost area controlled, which cause people leave this area and player can't reclaim this area by 60 turns.

Send help[edit | edit source]

  • Cost Wood
  • Has possible outcome like option 1, but lower chance

Try to repair the [Production Name]

Send lots of help[edit | edit source]

  • Cost more Wood
  • Chance to Invent Builder Hut.

Use as much as we can to repair the [Production Name]

Areas decisions[edit | edit source]

Old books found[edit | edit source]

Our scouts have discovered a stash of books in an old shelter, there must be hundreds of them. What should we do?

Can found in map Ancient Treasures

Burn them[edit | edit source]

They are useless - lets burn them!

Share them[edit | edit source]

Take them back to [Settlement Name] so everyone can read them

Control them[edit | edit source]

Take them back to [Settlement Name] but only let a chosen few read them

Puppies found[edit | edit source]

We have discovered a litter of puppies in the back of a ruined petrol station, no sign of their parents. What should we do?

Can found in map Signs of Life

Leave them[edit | edit source]

Hopefully they will be ok - maybe their parents are just out hunting?.

No outcome

Rescue them[edit | edit source]

Feed them and take them back to [Settlement Name]

Eat them[edit | edit source]

It's a tough world but we have to put ourselves first.

Broken Boat Discovered[edit | edit source]

We found a collapsed boathouse on the river and inside it is a lovely old boat. She's seen better days but we can take her for one last voyage before she falls apart!

Can found in map Infested Beauty

Explore[edit | edit source]

  • Cost 3 stamina
  • Explore all areas nearby river
  • (10-20)% chance decrease Morale

Sail her all along the river to explore nearby areas

Go Fishing[edit | edit source]

  • Gain 2-8 Food

Take her out a little bit and get fishing

Scavenge[edit | edit source]

  • Gain 1-3 wood
  • Gain 1-3 fuel

We haven't got time for this

Hut Found[edit | edit source]

We've uncovered an old decaying hut in the middle of the woods. Its boarded up and we can't see in. What should we do?

Can found in map A New Dawn

Ignore[edit | edit source]

It could be dangerous. Let's not go near it.

No outcome

Search[edit | edit source]

  • Cost 1-3 Stamina

Possible outcome, can only gain 0-1 artifact:

  • Gain Collection of Snares artifact, which increases Hunting Lodge efficiency
  • Gain Pile of Axes artifact, which Increases Lumberyard efficiency
  • Gain Mushroom Collecting Guide artifact, which open Forest Mushroom Picker medicine production in Forest areas. Production amount equals to Herb gardens.
  • Gain 1% morale

Enter the hut and search for anything useful

Tear Down[edit | edit source]

  • Gain 3-5 Wood.

We could salvage this building for Wood.

Ruined ZCom Convoy Discovered[edit | edit source]

Must have been heading to one of the ZCom bases when it got attacked. One truck is still intact - might be something good in there. What should we do?

Can found in map Frozen Hope

Ignore[edit | edit source]

Some things are better left alone. Don't go near it.

No outcome.

Force it open[edit | edit source]

  • Cost (1-3) Stamina
  • High chance to gain 1 random artifact
  • If not, spawn 1 zombie awaken and starting attack.

Get inside the cargo hold and see what's in there.

Scavenge[edit | edit source]

  • Cost 1 Stamina
  • Can gain food bubble, wood bubble and fuel bubble with 1-3 amount
  • Chance spawn 1 zombie awaken and starting attack.

We haven't got time to open it but quickly look for anything nearby

Intact Ambulance Discovered[edit | edit source]

It seems to have gone off the road and crashed into a tree. It's in remarkably good condition - might be something good in there. What should we do?

Can found in map Infested Beauty

Ignore[edit | edit source]

Some things are better left alone. Don't go near it.

No outcome.

Force it open[edit | edit source]

  • Has a chance to gain First Aid Kit artifact
  • If not, spawn 1 zombie awaken and starting attack.

Get inside it and see what's in there.

Scavenge[edit | edit source]

  • Can gain food bubble with 1-3 amount
  • Chance spawn 1 zombie awaken and starting attack.

Too risky to open it but quickly look for anything nearby

Ravaged Convoy[edit | edit source]

The bullet holes and blood splattered windshields speaks for themselves... They didn't make it far. There might still be something good in there, what should we do?

Can found in map Dead Weight

Ignore[edit | edit source]

It could be dangerous. Let's not go near it.

No outcome.

Force it open[edit | edit source]

  • Has a chance to gain Water Purification Tablets artifact
  • If not, spawn 1 zombie awaken and starting attack.

Get inside it and see what's in there.

Scavenge[edit | edit source]

  • Can gain fuel bubble with 2-5 amount
  • Chance spawn 1 zombie awaken and starting attack.

Too risky to open it but quickly look for anything nearby

Other decisions[edit | edit source]

Explore Teams Overwhelmed[edit | edit source]

We are trying to explore a lot of areas around [Settlement Name] at once. Should we use more explorers to speed things up?

Ignore[edit | edit source]

They will all be explored eventually. We can wait.

Extra Rations[edit | edit source]

  • Cost 6 food (Increase 3 food for current number of extra explore team settlement has, and increase by +50% total for each number of extra explore team option is choose)
  • Temporary increase +1 explore team that can last for 2.5 months.

Provide extra food to temporarily explore multiple areas at once.

Longer Shift[edit | edit source]

  • Cost food (1.5 times number food of Extra Rations option)
  • Decrease 2 authority
  • Temporary increase +1 explore team that can last for 5 months.

Provide extra food but longer working hours to temporarily explore multiple areas at once.

Build Teams Overwhelmed[edit | edit source]

We have lots of projects waiting for construction in [Settlement Name]. Should we use more builders to speed things up?

Ignore[edit | edit source]

They will all get built eventually. We can wait.

Extra Rations[edit | edit source]

  • Cost 5 food (Increase 2.5 food for current number of extra builder team settlement has, and increase by +50% total for each number of extra builder team option is choose)
  • Temporary increase +1 builder team that can last for 2.5 months.

Provide extra food to temporarily complete multiple builds at once.

Longer Shifts[edit | edit source]

  • Cost food (1.5 times number food of Extra Rations option)
  • Decrease 2 authority
  • Temporary increase +1 builder team that can last for 5 months.

Provide extra food but longer working hours to temporarily complete multiple builds at once.

Trivia[edit | edit source]