Townsfolk and wilderness residents
Occupations and services
Many townsfolk have an occupation without a goods shop. A Tanner, Weaver, Armourer or Fletcher can be an ordinary resident. Open the person's interaction menu for Talk and Ask the way when they are available. Shopkeepers and hired workers have their own roles and controls.
Conversation depends on the person
Sleep, hiding, commuting and hostility can block ordinary conversation. A household at home can ask you to leave, which ends that conversation before shop or quest offers. Named story characters and prison staff can have specific exceptions. Use the current menu and refusal text to see what is available.
Work is offered when it is available
The Quest entry depends on current offers, standing, location, active work and story progress. A person's title alone does not guarantee a quest. Village and town work can also appear in an unclaimed city. In a city held by a faction, that local-work route is left to faction contracts.
Household titles and ageing
Goodwife, Patron, Elder, Youth and Child are generated resident roles. A person's life stage is tracked separately from that title. When a saved birth time is present, age checks can move a child into youth at 80,000 turns of age and into an occupation at 160,000. A living parent can pass on an eligible trade. Ageing into elder keeps the current occupation.
Children in newer and older worlds
Newer full-game housing worlds can show the household's young children in the settlement. Their home and parents come from the household, and a saved birth time lets them grow up on later visits. Earlier housing worlds and the demo keep children out of the ordinary settlement spawn pass until youth.
Wilderness residents
Marchwardens, Prospectors, Marsh Fishers, Homesteaders, Herbwives, Brinewrights, Saltwalkers and Anchorites use the wilderness conversation route. Talk can share nearby place rumours and offer local work when the current checks pass. Some of these roles also appear in settlement households. The Hermit's recipe lessons belong to the Hermit role.
The Gaoler has two profiles
The Gaoler created inside a settlement lock-up is an armed guard. A Gaoler from an ordinary earlier city roster uses the civilian profile. The prison Gaoler can speak during an active sentence even when the settlement is hostile, subject to the conversation's other availability checks.
Cave cats
Bustling cheese caves can include a workshop cat. The roster chance is 55% at tier 1, 70% at tier 2, 85% at tier 3 and 100% at tier 4, before available-space checks. Choose Talk while adjacent for its cat response. The cave keeper, Apprentices, Porters and Visitors have separate services.
Older layouts and rare roles
A previously visited place can keep its earlier settlement layout after a save is upgraded. Its roster can differ from a new place. Grasse-Verdenne's current council has a Diplomat staff slot when the building can be placed. Earlier city rosters can also use that role. Capital household trades and city crowd roles also depend on the place and its placement limits.
Help improve this page
Found a mistake or something missing? Send it to Tim for review.
