Clanfolk

**Clanfolk** are the characters in game.

- *Clanfolk* may also refer to the game as a whole - Clanfolk game

Each individual may perform many tasks throughout the day dependent on; global instructions provided by the Player, their individual Skills, and location upon completing their prior task. The player can not direct a specific member of their Clan to perform a specific task, although Clanfolk may be instructed to walk to specific locations, which may impact the likelihood of the next selected task. If placed on *Free Time* they will not take up tasks at all and will play music, eat, talk with others, sleep, and generally wander around.

## Infobox

Upon clicking on a Clanfolk member of the player Clan a pop-up will display providing much information.

* At the very top will be a picture of the individual, matching their on Map avatar, and the name of that individual. Just below the name will be an icon indicating the Skill being used for the current task (Zzz for sleeping and clock for *free time*) and a Clan tartan indicating which clan the individual belongs to. The last thing in that top section is a Door Locks indicator and arrows to alter which doors they can pass through.
* Next is a (potentially) scrollable text box listing family members, starting with parents (if known), then (if relevant) spouse and child(ren).
* Below that is an Attributes listing, with progress bars indicating the current level (beige bar) and where the individual is heading (red). Arrows to the right of the bars indicate how fast the alteration is happening.
* A small box for Traits is next, with the name of each trait.
* The last text box provides a (scrollable) double column listing of the Afflictions currently impacting the Mood, Work Speed, etc. of the Clanfolk.
* A tick box is present for designating *Strict Priorities* for the individual.
* At the bottom of the infobox are three buttons: To stop the individual doing anything, and start them anew. To cycle through Normal, Overwork, Free Time, Normal. And to prevent or allow Fire Fighting.
* To the right hand side of the infobox is a Skills display allowing the player to alter skill priorities without going into the Skills page.

Visitors to the player Clan will also have displays, but with less of the detail. e.g. the Skills column only shows for Workers.

## Daily behaviour

At **Sunrise** Clanfolk will typically start waking and have *Free Time*, during which they will primarily attend to any Needs they have, most notably their Food, Water, and Bathroom Needs. Social(isation) is also likely to occur. With no pressing Needs they may go right to work.

The workday is split into three sections; **Morning**, **Daytime**, **Evening**, which has little impact on the activity of members of the Player's Clan, as they work at tasks throughout all three times in similar ways. It does impact the behaviour of Visitors (Workers, Traders, Travellers) from other Clans however, dictating when the arrive/leave etc.

At **Sunset** Clanfolk will cease working (if they are working distant from the main settlement some Clanfolk may cease working earlier) and start taking care of Needs again.

At **Night** Clanfolk (including the Workers and Travellers) will attempt to find a Bed for the night. (Traders will depart before night.)

## Age

At game start all Clanfolk will start ageing, from whatever their initial value was, with the count going up while the game is not paused. During the game newborn Babies will begin at 0 while Visitors will typically be Adults when they enter the Map. Different Life Stages will impact the work done and other factors (the most obvious example is Babies don't work).

N.B. Full Life Span in the following table depends on the Clanfolk dying of old age, Starvation or other factors can potentially prematurely end the life of Clanfolk.

## Attributes

All Clanfolk, whether part of the players Clan or a Visitor, have a variety of Attributes that will impact their behaviour. Baselines for some of these Attributes depend of the age of the individual, most will fluctuate through the course of their workday as the Clanfolk get tired, hungry, bored, etc.
Visitors will also have a Satisfaction Attribute which will, upon their departure from the Map, impact the Reputation of the players Clan with the visitors Clan.

## Traits

Most Clanfolk will have one or more Traits, leading to bonuses or detriments to their life. These will last for most (or all) of their lifespan (exempting Afraid of the Dark, which only impacts Babies and Juveniles). Half a dozen conflicting Traits are possible, no member will have an opposing pair.

## Afflictions

Each individual can have a number of concurrent Afflictions, impacting their Mood and other Attributes. Some will be short lived, others persist, and unlike Traits it is possible to have someone conflicting afflictions at the same time. (e.g. Sweating and Fireside could both result from being near a Cooking Fire.)

## Skills

Fourteen different Skills exist and all Clanfolk (aside from babies) will have a level in each.

The display allows strong influence as to which Jobs the Clanfolk will take up. The higher on the listing the sooner the member will consider tasks requiring that skill.

A higher number in the little icon box indicates a higher skill level / proficiency. Smiling and Frowning face indicate liked and disliked skills respectively, leading to mood boost or drain while doing such tasks. The x2, x4, or x8 multiplier indicates which skill will be learnt quickest, and to the highest potential level, no others will go above 10.

Juveniles will typically have all (or most) Skills at level 1 at game start, while Adults will typically have a low level of at least 2. Seniors may have reached 3 or 4 for many Skills.

Skill numbers rise after enough experience at tasks requiring the Skill.

Every task that a Clanfolk member undertakes (chopping Wood, gathering Berries, creating Bricks, etc.) will be related to one of the 14 Skills and their level will impact proficiency at that task. e.g. Clanfolk with high Building skill will take less time to build a wall than less skilled individuals would.