Settlement Status Effects

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This page will detail settlement status effects, for attached locations see here. Note that these situations stack with the current difficulty modifiers and other factors like barter and origins.

## Wealth and exclusivity

Solving some of these issues can add wealth to the settlement when world economy is enabled. Some effects cannot exist at the same time as one another; for example a settlement cannot simultaneously have a good harvest and a shortage of food. The creation of some effects may remove others, like safe roads removing ambush trade routes.

Below is information regarding the statuses that trigger when a settlement is upgrading or degrading through the world economy system.
Typically a settlement will go through a cycle of; Upgrading locations -> Building effort -> Upgrading effort -> Repeat.
* Each upgrade stage will remove 50 wealth from the settlement.
**+ 35%** Building Materials Price
**- 50%** Available Building Materials for Sale
* Valid for 5 days
* Creates a new attached location (if there are location slots available)
* Wood and building supplies will sell for more here
	+ Generates more possible recruits if in the **south**; (recruit (chance of appearing)
		- Daytaler (x4)
		- Indebted (x6)
	+ Generates more possible recruits if in the **north**; (recruit (chance of appearing)
		- Lumberjack (x2)
		- Mason (x2)
		- Daytaler (x3)
		- Inventor (x1)
**+ 35%** Building Materials Price
**- 50%** Available Building Materials for Sale
* Valid for 10 days
* Increases the tier of the settlement by 1
* Wood and building supplies will sell for more here
	+ Generates more possible recruits if in the **south**; (recruit (chance of appearing)
		- Daytaler (x4)
		- Indebted (x6)
	+ Generates more possible recruits if in the **north**; (recruit (chance of appearing)
		- Lumberjack (x2)
		- Mason (x2)
		- Daytaler (x3)
		- Inventor (x1)
		- Washerwoman (x1)
**+ 35%** Building Materials Price
**- 50%** Available Building Materials for Sale
* Valid for 10 days
* Gives the settlement +1 attached location max
* Wood and building supplies will sell for more here
	+ Will not create a new attached location, just create a spot for one in the future
	+ Generates more possible recruits if in the **south**; (recruit (chance of appearing)
		- Daytaler (x4)
		- Indebted (x6)
	+ Generates more possible recruits if in the **north**; (recruit (chance of appearing)
		- Lumberjack (x2)
		- Mason (x2)
		- Daytaler (x3)
		- Inventor (x1)
		- Washerwoman (x1)
 This settlement is in the process of upgrading, building materials are in high demand and low supply.

## Recruitment

Many events will reduce recruitment opportunities but also push new recruits into the roster. These recruits may either be added to the roster directly or wipe the roster clean before being pushed. Below indicates which recruits an event generates and how many times they will be pushed to the roster. The **more times** they are **pushed** the **greater chance** they will have **to show up** in the roster **in greater numbers**, if at all. Some origins may get recruits as a bonus in some locations.

Some events may only be valid for a certain time period before they expire, other events may persist for several days until they are resolved by a contract completion or another event,

Pushed recruits are still subject to difficulty, origin and factors from settlement events. For example, if you are playing on legendary economic difficulty, you will only find 5 of the 10 farmers pushed to the roster. Furthermore, if that event limits recruits by 50%, you will most likely only find two or 3 farmers of the original 10. Origins that cannot recruit specific background types like outlaws or pious backgrounds will not see all the recruits listed here. For more information see the backgrounds page.