Southern Settlement Stats

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## Assessment

Every 7 days your settlement is assessed for whether its resource needs are met. If you are not able to meet your settlements resource needs there are consequences, from loss of morale and productivity to losing population and reputation. (Note that resource assessment will not begin until the population is greater than 0.)

Because people don't arrive until day 14, the first assessment will occur on day 14. It will then occur every 7 days after that.

## Population

The population needs food, security, and shelter every week. The ratio is 1 point of each for every 10 population. These can be filled by renewable or consumable resource points.

Current and Expected Population
 Next arrival of 100 people
 Total people to arrive

The scouting party is not counted as part of the population.

### Working

You may assign your population in groups of 10 to produce 1 point of any consumable or other resource. A population cannot directly produce gold but you can sell their produce to civilizations you know at the exchange rate listed below. You assign them to this duty right after you assess your resources and you collect it at the beginning of the next assessment. (Note that you do not gain any benefit of workers for the first assessment.)

Current Workforce Assignments
 Shelter
 Security
 Culture
 Morale

## Renewable Resources

These are resources which recur every week. They cannot be consumed through standard use, though certain events may increase or decrease them.

### The Regional Biome

Based on the biome, the home region of the settlement provides a base amount of food, shelter, and security. The settlement can move to a new region, but otherwise these statistics don't change.

### Quintessence Engines

The quintessence engines are a product of TADA. They allow the settlement to produce structures automatically, generated from underlying quintessence energy. They require gems to focus the quintessence energy. Different kinds of gems produce different kinds of beneficial structures. Only one engine can be safely run per region, and each engine can hold only up to 1000gp worth of gems. The more regions the scouting party explores the more engines can run.

### Preserving Excess Renewable Resources

When you have more renewable resources than you need for a given week, you can preserve them. You must spend 1 culture for every point you want to preserve. To preserve 1 point of excess renewable food, 1 point of excess renewable shelter, and 1 point of excess renewable security would require you to spend 3 culture points. Once preserved these resources last until they are used and do not require further use of culture to keep preserving them.

Miscellaneous renewable resources:

* Giant tadpole ranching: +1 food
* Giant sheep: +1 food, +1 shelter [wool]

## Consumable Resources

Consumable resources are reduced by use. If you have 10 consumable resources and use 4, then you only have 6 left.

### Preserved Resources

Preserved food makes sense–food is dried, smoked, salted, or otherwise kept safe for later consumption. Preserved shelter or security are more abstract concepts. Preserved shelter might be simple clothing that will quickly wear out or firewood that keeps you warm until it's gone. Preserved security could be arrows that are used up defending against bandits or wild animals or traps which, once sprung, must be replaced. Regardless the idea is that these resources are temporary and once consumed must be replaced.

#### Buying and Selling Resources

You may buy and sell preserved resources from other cultures at a rate based on your reputation with that culture.

### Morale

Morale acts as a wild card and can be spent for preserved food, shelter, security, or culture at a ratio of 2 for 1. For example, 2 morale can buy 1 preserved food. Morale cannot be preserved in its raw state, so whatever morale is left unused is lost after the assessment is made.

Current Consumable Resources
 Preserved Shelter
 Preserved Security
 Morale

## Other Resources

There are unstructured benefits the settlement might enjoy which are described on the main settlement page. There are four codified stats which are included here.

### Culture

Culture is the level of technology, art, and social structure your settlement enjoys. Related structures can include a laboratory, a library, a sculpture, or a courthouse. You can spent culture to get a variety of benefits.

Unused culture can always be saved.

### Reputation

Your reputation depends on your general reputation as well as specific interactions you've had with various civilizations. Stories of your words and deeds pass beyond your region and into distant lands, and influence how those you meet with treat you. You may also gain reputation with specific civilizations based on how you interact with them. Note that a small group is not a civilization–these scores are only tracked for cultures with cities and political, economic, and military influence that span multiple regions.

The assessment process does not directly affect your reputation, but your reputation affects your exchange rate with other civilizations.

### Gold

You can use this to buy things from other cultures once they have been met. You can also sell preserved resources for gold at the same rate listed below for that civilization.

Current Other Resources
 Gold
 General Reputation
100gp/point of culture
1000gp/point of reputation with specific culture

Culture points:

Wysellian Ritual books [This Belongs in a Museum] - 1 pt

Scriptures and icons of worship of great draconic spirit Asul [Ram Tough] - 1 pt

### Other Civilizations

Avathís - no reputation

Baibose - no reputation [probably]

Taxe - no reputation

Wyselle - reputation pending

Other civilizations will appear here with reputation scores as they are discovered