Game Creation

**Game Creation** can be a matter of clicks, or carefully optioned.

## Title Page

The Clanfolk game loads to a title screen with options across the bottom. And a welcoming message in the top right with some more information.
Language selection is possible under the box of welcome text. The game has been at least partially translated into 15 languages aside from English.

* **Continue** - will load the game that was saved most recently.
* **New Game** - gives many options for how the world will be set up (detailed below).
* **Load** - allows the player to choose which previously saved game they continue playing.
* **Settings** - allows altering visual and audio options etc.
* **Quit** - leaves the game.

N.B. Continue and Load will not be present until a game save exists

## New Game

New Game brings up a **World Settings** page with options for customising the map that the game will take place on.

The player is given 3 'points' to manipulate the characteristics of the map that will be played on. Each of the following six items starts at 0 and can be increased or decreased. With a range of "-3" to "+3" where the higher number will produce more of that thing on the map. (It is possible to minimize all six of these values, the resulting map will be very lacking in useable features.)

**Lakes** - **Peat Bogs** - **Mountains** - **Forest** - **Grassland** - **Wildlife**

**Seed** - is a 9 digit number used to randomise the map. Using the same seed and the same values for the prior six entries should create the same map.

**Idea Points Mode (Experimental)** - adds another requirement to access many new Ideas during play, probably best avoided in a first game (slows progress).

Clicking on **Build World** will create the map and provide more options.

The player needs to either select **Back** if unhappy with the generated landscape, or one of the *Build Clan* options to proceed. There is also an excess of 70 Tartans across the top of the screen (no apparent in game effect), one will have to be chosen before proceeding past this screen.

### Build Clan

* **A Fresh Start** - A clan builds their first homestead. *Recommended*
	+ Gives the player an extended family of two Seniors, one Adult child of those Seniors along with the spouse of that Adult, and three children of that Adult couple, two Juveniles and a Baby. Some Livestock, food, and coin is also included in this set up. (The Seniors and their adult child will start with Plaid)
* **Schepehird** - A family just starting out tries their hand at managing a flock of sheep *Difficult*
	+ Gives a couple with baby, and a large number of sheep.
* **Orphans** - Their parents are gone, and all they have are a few coins, the chickens they could carry, and each other *Very Difficult*
	+ Gives the player a small number of Juveniles taking care of at least one baby (typically 3 Juveniles and 3 Babies). Along with some chickens.
* **Hermit** - Her only company is a clowder of cats and a spirit of adventure *Very Difficult*
	+ One Adult, with two adult cats and four kittens.
* **Custom** - Build your own Clan from Nothing *Try After Surviving Winter*
	+ Provides a blank slate for the player to add Clanfolk, animals, food, and manage coin. (The player is given 2000 coin and must spend for all additions to what will be their initial clan.)

### Family customization

Once a setting has been chosen the player gets to see the random family/individual. Survival chance is given near the top left of screen, this updates as Clanfolk and animals are added or removed.

* Adding a person to the Clan takes 250 coin, they start as a baby (unless added as spouse) and can be aged up. However, all displayed Clanfolk are aged at the same time so deciding that a couple should have had a second child after ageing everyone up may require resetting. Any adult can have a spouse added, married couples that are not seniors can have children added.
Any Clanfolk that aren't babies will have Skills icons beside their picture. One with 1-3 smiley faces, one with 1-3 sad faces, and one with a multiplier (the smiley and multiplier may be on the same Skill such that only two icons are present). A variety of liked and multiplier skills across the individuals is more beneficial than repeating the same skill. As is ensuring that a disliked Skill is not common.
Traits will also be present on many of the Clanfolk (Babies will only have *Afraid of the Dark*)
* Livestock can be 'purchased' with the male of each species costing two thirds what the female will cost. Each species of animal will potentially provide a particular benefit as the days in game pass (e.g. Hens may provide Eggs), they also require feeding and shelter to survive (especially during winter).
* Before progressing the player may choose to *reroll* any character for a progressively increasing cost in coin (5, 10, 15, etc.). Spouses not born to the clan can be removed and replaced without extra cost (children vanish if this is done), removing direct descendants will remove any spouse they have along with any children.
* A Tutorials option is auto-checked just above the **Start Game** option, there is no ability to toggle the tutorial once the game begins.

## Start Game

Once the **Start Game** option is selected the screen reverts to the map the player should have already seen and zooms in to where the Clanfolk have been placed to start. (This should be near a Lake and some Berry Bushes.) If the player is happy with the location they can start giving general orders, otherwise they will need to set Jobs and/or Stockpiles in the area they want the Clanfolk to settle and hope that Items are carried there (and animals follow) during the relocation. Especially for a first game the player should just accept the location and start issuing orders there.

If the tutorial was selected it will begin as soon as the zoom in has finished.