Economy

In Endzone, the player is responsible for managing an **economy** by building an efficient infrastructure of roads, storage and production buildings.

## Trade

There is no monetary currency in Endzone, however traders will visit Trading posts and offer exchanges for other resources. Exchanges might include Knowledge, Seeds, stockpiles of Food resources, Raw Materials and other items.

## Professions

Settlers are manually assigned to Professions to perform duties which include logistical duties such carrying or moving resources, or the production of items. If there are multiple workplaces in a profession Settlers will be automatically distributed between the available workplaces. Some professions may be shared across different but similar production types, such as Tailors who are also responsible for converting Hemp into Cloth at the Hemp Weaving Mill.

## Stability

In order to maintain production and ensure the survial of your settlement you will need to manage: **Hunger & Thirst**, **Health**, **Radiation**, **Equipment** and **Confidence**.

#### Hunger & Thirst

Settlers need Food and Water for survival, if they are not provided with enough Food or Water they will die from starvation or thirst. The more sources of Food and Water available to them, the better. Settlers will manage their own nutrition themselves using what is available to them. Foods are produced by a variety of buildings, Cultivated Fields, Orchards, Gatherer's Cabins , Fishing Huts, Hunting Lodges, Pastures and Kitchens. Kitchens are an especially efficient means of turning smaller quantities into refined, healthier and more efficient Food supplies.

#### Health

Health is essential for the survival of your Settlers, if a Settlers Health status is poor and Herbs or Medicine are available, they take care of healthcare themselves, Herbs are gathered using a Herbal Hut. Providing a large amount of different food sources helps keeps your Settlers healthy. High-level Radiation diminishes your Settlers Health. With low-level Health, Settlers will move slower and have an increased risk of getting sick. If an **Illness** breaks out in you settlement, Settlers will go to the nearest Medical Facility to receive treatment, if they are not treated illnesses can cause the **death** of your Settlers.

#### Radiation

Exposure to Radiation is one of the most prominent dangers for your settlement. When Settlers are exposed to Radiation from any source, their individual Radiation Exposure Level rises, high-level Radiation reduces **Health** and can result in **Illness** and even cause **Infertility**, which prevents your Settlers from producing Children.

Exposure to radiation can be caused by surrounding radiation, food harvested from contaminated soil or from water collected at contaminated sources. There are various means to help manage contamination, such as:

* Water Towers, which are able to clean contaminated Water supplies using a filtration system at the cost of Coal.
* Wells always produce uncontaminated Water from the ground.
* The Irrigation Plant can spread clean water over an area if supplied from a clean source (such as Wells), removing radiation.
* Decontamination Post produce Decontamination Kits which are distributed in a designated area to supply stores and buildings to clean radiated food supplies.
* Settlers can be equipped with suitable Protective Clothing and use Iodine Tablets to reduce the effects of radiation exposure.

#### Equipment

Tools help settler productivity in the operation of all tasks. If tools are available Settlers will equip themselves without instruction and choose the best quality tool available (tool availability can be managed in the Bus). Settlers who own Tools produce Resources faster in each Task and also increase the chance of an Expedition's success. Tools lose durability each time they are used. When a Tool has no durability remaining the Settler will seek a new one. Scrap Tools and Metal Tools can be produced from a Workshop.

Settlers will also need Protective Clothing to help protect them from the unpredictable and surrounding Radiation, Neckscarfs, Activated Carbon Masks or Radiation Suits can be produced at a Tailor's Shop

#### Confidence

Confidence is influenced by many different factors and is crucial for the the smooth running of the economy. The Total Confidence of the settlement displays the average Contentedness of your Settlers, discontented Settlers take longer to reproduce, perform research and have decreased production, a rebellion or exodus may occur. Conversely high levels of Contentedness boost reproduction, productivity and movement speed of Settlers.

First of all fulfilling basic needs as an access to **home**, **water**, **food**, **tools**, **protective clothing** and a good health though **medicine** will each have a positive effect on every Settlers. **Education** and **socialisation** in the Campfire or the Mounted Bus give also a bonus as well as home connected to **electricity**. Settlers received a bonus when having a **newborn child**, when **visiting** the Pub that to produce Beer, Hard Liquor or Joint and when having a **pleasant experience** (during expeditions or as reward of missions).

Some building have a direct effect on Contentedness by influencing the **Local Attractiveness** which give a **bonus** or **penalty**. The Campfire, the Forum and the Market have a positive impact as well as the Decorations buildings, at the opposite some industrial building have a negative impact on the Location Attractiveness such as the Scrapyard, Charcoal Kiln, the Refinery, the Mine, the Research Station or the Battery for the worst of them.

The Cemetery provide a solution against the Confidence debuff received by Settlers losing a relative.

Living in a **damaged home** or being **infertile due to radiation** cause a great harm to Confidence as well as the lost of a relative with **no grave** and an **unattractive surrounding** as stated above. At Last, Failed missions and some event during expedition can give an **unpleasant experience** which generates small but cumulative penalty to Confidence.