Friendships and rivalries in the Adventure crew
Read the worker's biography
Adventure workers record ties to one another. Choose View biography for a worker with a backstory to see their Relationships. Closest shows up to 5 living ties at scores of 35 or more, Wary of shows up to 3 at -25 or less, and Departed shows up to 3 outside the current roster. A tie can exist without appearing in these groups. The shown number is rounded, while the label uses the actual score and remembered shared history. New-hire relationship seeding skips golems. Nearby golems do not count as company for the ordinary shared-time checks.
Backgrounds and traits shape the beginning
A new pair starts from their backgrounds, shared chapter history, factions and traits, with up to 5 points of variation either way. Losing the same town adds 45 before the starting limit. Sharing an archetype adds 25, and each shared history tag adds 5 for up to 3 tags. Matching factions add 12, allied factions add 6 and opposing factions lose 15. Each Hermit loses 10, matching traits add 6 each, conflicting traits of the same kind lose 8 each, and a mismatch in night-owl habits loses 3. Two Hermits also gain 4 for their shared social trait. Starting scores are limited to -50 through 60, so a new hire cannot begin as Kin or Bond.
Shared time and bad company
Every 50 turns, adjacent workers can change their tie. Adjacency reaches 1 tile, including diagonals, and does not check for a wall between them. The ordinary change adds 0.4 when the current score is below their natural compatibility plus 5, otherwise it subtracts 0.2. Both harvesting adds another 0.6. If both are idle and either stands on a campfire or hearth, add another 0.8. Hermit halves this combined change. At a score of -25 or less, bickering replaces all of those changes with a loss of 0.4. Putting rivals to work together therefore does not repair the tie through these checks.
Neighbouring cottages
Assigned cottages within 3 tiles of one another, including diagonals, give another shared-time check during the opening 100 turns of each 2,000-turn day cycle. It runs every 10 turns during that window and does not require the workers to be asleep. It adds 0.3 to the ordinary change before the Hermit rule. Rivals still use the loss of 0.4 instead. This is a separate check from standing next to one another. The cottage anchors decide the distance. A manually assigned golem can still gain a tie through these cottage checks. Automatic cottage allocation skips golems, but the manual assignment controls allow it.
Remembered fighting and loss
The current creature-attack route records fighting together when one worker is killed and a surviving worker stands within 1 tile, including diagonals. That survivor gains 6 relationship points towards the fallen worker after witnessing the death. A surviving attack does not grant this bond through that route. Other workers within 3 tiles witness the death. Weather deaths instead notify remaining workers in the same registered crew. Current Adventure workers share one world crew, regardless of where their cottages stand. For an ordinary tie, death memory intensity starts at 20 plus 0.4 times the prior score, rounded and limited to 5 through 80. A Rival or Grudge instead gives an argument memory at intensity 5 and moves 3 points towards neutral. These are memory intensities, not health damage.
When a worker leaves
A quitting worker upsets their surviving human crewmates. A dismissed worker also leaves memories, but dismissal does not start a solidarity walkout. Quit memory intensity starts at 8 plus 0.2 times the score, rounded and limited to 4 through 35. Dismissal starts at 5 plus 0.2 times the score, rounded and limited to 4 through 25. On an actual quit, each human crewmate whose score towards the leaver is at least 50 has a 5% chance to leave too. They must be on the active roster. The ordinary 1,000-turn quit throttle does not suppress these additional departures.
What relationships change
A painful memory can change a worker's mood. When mood is recalculated, the strongest memory from the last 500 turns sets it. Intensity 10 makes them Uneasy, 30 Frightened and 50 Hostile. Crew morale separately gains 1 for each recorded relationship score of at least 50, up to 10 in total. A mutual tie can count from both workers, and a tie with a departed worker can still count. Recent memories at intensity 40 or more each cost 6 crew morale, up to a loss of 40. Needs also contribute to morale. Low crew morale and a worker's own mood can hinder gathering, so caring for the crew still matters alongside their friendships.
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