Clanfolk

Clanfolk

Magickxx Sep 17, 2023 @ 2:47am
Way to get new members
It would be great if there could be a restricted but alternate way to get new clanfolk.

I started a game with 2 couples but have only managed to get one child in time. I can marry in a new member once she is grown, but i am very aware that there will be a difficult generation ahead once the parents die off.

Would be great to have another way in, even if it involved full relationship with another clan to only get 1 person, or the like. Restricted so a failsafe instead of just waiting for everyone to die off
< >
Showing 1-2 of 2 comments
dissent Sep 17, 2023 @ 3:56am 
Ouch, two couples is tough. I always start with six singles, either juveniles or young adults. That allows the clan to grow to twelve (six marriages), eighteen (one child per couple) and then end-game 24 (children marry) quite quickly.

I agree that there could be other ways to grow the clan. One way I thought of is to have adoption of wandering waifs. The thing I like about the new vegetables is that it becomes a treasure hunt of sorts. Unlike Oats/Flax/Thistle/Heather, you can't spot large veggie patches in a wide view because there aren't any big patches, just scattered bushes here and there. So you have to zoom in closer and actively search the map to find them.

What would happen with the wandering waifs is that occasionally (maybe two or three times a year) a juvenile would enter the map, walk across it in a random pattern that may or may not bring it close to your settlement, and then exit the map. So you'd have to watch for them, if you miss them they're gone. If you spotted one, you could send a clan member out to approach them, invite them in for food and shelter and then, like a day worker, they gradually warm to the clan until 100 Satisfaction at which point you could adopt them. They'd be like day workers with their own skills and traits but would not belong to a trading clan so you couldn't boost reputation with traders by taking them in. As juveniles, they'd also have low-level skills, meaning you'd have to build them up into productive clan workers.

My sense is that too many people are playing the game at x4 speed and not taking time to appreciate the finer details. This mechanic would induce them to slow down, watch events unfolding on the map and interact with them, rather than setting up everything as auto routines and then just fast forwarding through the game.

Edit: actually, come to think of it, the waifs could be a threat as well as an opportunity. They might wait some distance from your settlement until night falls, and then sneak in to steal things in their desperation to survive. They could take food, clothing from wardrobes, implements, even juvenile or baby livestock and chickens. If you spotted them, you'd have to wake a clan member who would then intercept them, either inviting them into the settlement or sending them on their way empty-handed. Dogs could also help to deter them.

They could also be in poor health when they arrive and may need to spend the first few days being nursed back to a condition where they could work.
Last edited by dissent; Sep 17, 2023 @ 4:04am
Grace1957 Sep 17, 2023 @ 9:00am 
The lost children and also wounded hunters from other clans was something I suggested a while ago. Still hoping!
< >
Showing 1-2 of 2 comments
Per page: 1530 50

Date Posted: Sep 17, 2023 @ 2:47am
Posts: 2