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Settler natures

Settlers with life stories have two natures. They affect how people react, how long memories last and how they treat each other. A settler does not draw two opposing natures from the same group, so someone cannot be both Tender and Hardened.

Tender settlers feel the sight of harm or death more strongly. Hardened settlers feel it less. Cheerful settlers keep good memories longer, while Gloomy settlers keep bad ones longer. Resilient settlers build strain more slowly, and Brittle settlers build it faster.

Warm settlers gain more regard from a good turn. Aloof settlers gain less. Grudging settlers hold ill feeling longer, while Forgiving settlers let it fade sooner and can start a conversation to mend it even when their morale is low.

Proud settlers feel praise and insults more strongly. A Loyal settler thinks less of someone they see insult a friend. An Envious settler can resent seeing someone praised, unless that person is their friend, and does not start praise of their own. A Gossip can pass an insult on to a friend and lower the friend’s opinion of whoever said it.

Talkers are more likely to start an exchange. Quiet settlers are less likely. Kindly settlers can comfort a grieving person who isn't their friend. They still avoid rivals. A Teacher gives more experience during a lesson. Lessons need both settlers to have worked at the same trade, with the teacher at least three levels ahead.

Quarrelsome settlers can start arguments below 80 morale. Most others wait until morale falls below 60. Peaceable settlers never start them. A Volatile settler at breaking point can lash out one step further along a quarrel than usual, but Keep apart still applies and a Peaceable settler still will not strike first.

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