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Running more than one colony

The realm’s living colonies share one clock. Switching to another settlement does not stop the one you left. A pause raised by a colony stops the shared clock after that step, so check the reason before resuming.

Send a founding party to an unoccupied charted trailhead, or send a transfer party to join an existing colony. The journey still needs packing, provisions and travel. Founding uses the people and goods that arrive, with the source colony’s systems carried over.

A transfer party waits to enter and unload at its destination. The receiving colony needs room for the people and compatible colony rules. A traveller receiving wound care must finish that treatment before entering. A delivery party instead unloads its promised goods and returns home.

Retiring a colony ends play there permanently. Its date, people and unfinished work stay preserved for Revisit, while other living colonies can continue. Review active jobs, ageing batches and travelling parties before choosing Retire and preserve this colony.

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