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Wound
| Mode | Fortress colonies with Medical care. Older colonies can have different care and injury rules. |
|---|---|
| How it can happen | A surviving blow from a hostile or hunting animal can leave a wound. A settler who survives a remote battle after taking damage can also return wounded. |
| Full treatment supplies | 2 water and 1 salt |
| Other dressings | In current colonies with underground levels, 2 water and 1 hide is a full dressing when forged equipment is enabled. A dressing with 2 water alone also works, but recovers at half the pace. |
| Food and water | Recovery needs hunger and thirst both below 60. It pauses when either reaches 60 or more. |
| Rest and recovery | A dry sheltered bed gives twice the recovery of resting without a bed. A dry exposed bed gives 1.25 times that recovery. Being up and about gives one quarter of the recovery from resting without a bed. Hardy recovers at five thirds of the ordinary rate, and Sickly at one third. |
| Base recovery example | A full starting recovery takes 12 hours in a dry sheltered bed or 24 hours resting without a bed, after a salt or hide dressing and while fed. These examples use no healing trait. In current colonies, reaching full health can end the injury sooner. The Care panel estimates the remaining time from the patient's current state. |
| Without treatment | In current colonies with underground levels, an injury at 60 health or more can close on its own after more than 8 hours if food and water remain available. This uses one quarter of the dressed recovery rate and can leave an aching scar. Above 25 but below 60 health it worsens after that grace, and at 25 health or less it can kill. |
| Untreated injury damage | After more than 8 hours, serious injuries lose 0.2 health per hour and severe injuries lose 0.35 health per hour in current colonies with underground levels. Older colonies without these injury rules lose 0.4 health per hour for every untreated injury. |
| Another injury of this kind | A further surviving blow reopens the condition and resets its recovery. If it had been dressed, it needs dressing again and starts a new grace period. |
| Incapacity | A living settler at 25 health or less cannot work. Current colonies can carry them to a medical bed, another free bed or suitable shelter. |
| Work pace | While one or more conditions remain, health above 25 but below 50 gives 50% of the otherwise applicable work pace. At 50 health or more it gives 80%. At 25 or less the settler cannot work. More conditions do not multiply this penalty again. Other work modifiers still apply. |
| Giving care | Turn on Medical work and keep treatment supplies reachable. Supplies must be reserved and carried to the patient before treatment is finished. A bed by itself gives no supplies. |
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