Reputation

**Reputation** is an indication of relationship strength with other Clans.

In addition to the player Clan each game will track four (and only four) other Clans (randomly chosen from the 70+ in game). Each will be at a different cardinal direction from the players Clan and can be considered to share the border of the map. All four track Reputation independently and will be allocated a different Landscape type at game start (Coast, Forest, Mountains, Plains).
Interactions with those Clans will take place on the player Map when Visitors arrive.

## Visitors

Once the Clanfolk have constructed the relevant signs they may be visited by Traders, Travellers, and Workers. Each type of visitor will interact with the players Clan in their own way leading to changes in Reputation.

If using the test branch (v0.449): After the first year of game time there may be Messengers visit the players Clan. This may happen even without construction of the Messenger Post.

#####  Traders

Will visit for a portion of the day, allowing the player to potentially buy or sell various Items. The more trades done with each Trader, the higher the Reputation boost when the Trader departs (buying and selling the same item back and forth does not count towards improving Reputation).
The specific Landscape each neighboring Clan has been designated will impact what items the visiting Traders from those Clans are willing to buy/sell (and at what Reputation).

#####  Travellers

Will want accommodation for the night; including a Bed and Food.

* If the Bed they are able to use is of good quality, in a private room, and they are able to eat good food, Travellers will have a high Satisfaction Attribute when they leave the following day. The higher the Satisfaction the better the improvement to the inter-Clan Reputation boost.
* If they are given a poor quality bed, insufficient food, or have to share a room, they may end up with a poor satisfaction that lowers Reputation upon departure.

#####  Workers

Will spend time doing Jobs for the Players Clan in much the same way the regular Clanfolk will. Each day they work will require payment in Coin along with the basics of Food and Shelter. If they are set to have Skills Priority aligning with their aptitudes and preferences they will likely enjoy their work enough to improve their Satisfaction score. When they are sent home by the player (or cease getting paid) they will depart and their Satisfaction will impact the Reputation with that Clan.

If a Worker reaches maximum Satisfaction they may ask to join the players Clan permanently. This will only be possible if the players Clan has an unmarried member of opposite gender and a similar age.
This will provide a 50 point Reputation increase if the new couple stay in the players colony. If they are sent away the boost is 200.

## Improving Reputation

Increasing the number of stars requires the following reputation:

* From 0 to 1 stars: 100 Reputation
* From 1 to 2 stars: 250 Reputation (350 total)
* From 2 to 3 stars: 500 Reputation (850 total)
* From 3 to 4 stars: 1000 Reputation (1850 total)

A maximum of 100 points can be obtained per trader, traveller or worker each day.
Once the players' Clan reaches a higher Star rating they won't drop a rank if their reputation drops and reputation can't fall into negative values.

Each Clan will have a more or less favorable view of the player's Clan depending on Reputation. Increasing the Reputation by 1 star will provide the following benefits:

* Greater variety of items potentially sold by visiting traders
* +1 item sold per trader, starting at 6 (0 star) and up to 10 (4 stars)
* Traders have more Coin on hand to buy the player's resources. They have 200 Coin at 0 stars, 300 at 1 star, 500 at 2 stars, 750 at 3 stars, and 1000 at 4 stars.
* More travellers from a single Clan may visit, up to 3 per Clan at 4 stars
* Greater spawn chance for all types of visitors. This varies per Clan; the player can hover over each star for each Clan to see the spawn chance changes for each visitor type.