Choosing early contracts

Use early contracts to learn your company’s limits. These are comparisons, not a promise that a particular job will be offered at the start of a campaign. Check the live objective, route and opposition; the contract index records each template’s script branches and payment structure.
Compare the commitment
Section titled “Compare the commitment”Delivery — Armed Courier. Its payment pool is based on road distance. It can be a lower combat commitment when the route is short and clear, but the script includes a theft branch that turns delivery into a cargo-recovery task. Check the destination, displayed travel estimate and whether your roster can handle a detour.
Patrol — Patrol. The script sets a route through named locations and can split payment between completion and confirmed kills. Consider it when your company can already handle road encounters; per-head pay does not make unknown opposition safe. Budget for the whole route home.
Camp clear — Drive Off Brigands. This sends you to the nearest brigand camp selected for the contract, creates defenders scaled to contract difficulty, and requires a return trip. At low difficulty, existing loot in a non-event camp can be cleared when the job starts. The worked example on the system page explains its reputation branches; do not accept it only to collect loot you have already seen.
Hunt — Hunting Beasts. The target and proof or trophy branch vary. The base template can create bandits disguised as direwolves, spiders, ghouls or direwolves; the
Unhold branch requires its DLC. Read the offered target instead of assuming “beasts” means one predictable fight.
Caravan escort — Escort Caravan. The payment pool depends on road distance, and the contract supplies provisions, but a long trip exposes the company to encounters and follow-up branches. Compare the quoted pay with travel days, likely repairs and the cost of being away from useful settlements.
Decide before accepting
Section titled “Decide before accepting”- Read every objective. Check whether it requires a return trip, a timed action, a kill count, a rescued person or proof from a target.
- Trace the whole road route. Count outbound and return travel, likely detours and days away from resupply; a target’s distance is not the whole commitment.
- Inspect the expected enemy and branches before estimating combat risk. The contract index records examples such as theft during delivery, possible bounty hunters after a brigand-camp fight, and staged waves in defenses.
- Check injuries, fatigue, armor and
ammunition. Keep enough
crowns and supplies for repairs and the next journey. - Compare the actual offer after negotiation with those costs. Script pool values and per-head components are calculation inputs, not guaranteed profit.
For a first company, choose an objective and route your current roster can absorb, and keep recovery money in reserve. That is risk-management advice; no contract family is automatically safe.
Campaign-version caveat
Section titled “Campaign-version caveat”The legendary locations introduced in update 1.5.1 require a new campaign. The developer described the first as a mid-game challenge, so do not treat those locations as ordinary beginner contracts.
Next: recruiting and positioning.
Historical update: repair budgets
Section titled “Historical update: repair budgets”For a company using the Blacksmith retinue, update 1.5.1 reduced the repair-speed bonus from 33% to 20% and added a 20% reduction in repair-tool use. Recheck old repair-budget advice against that version boundary; these are separate bonuses, not a universal discount on contracts.
Developer video
Section titled “Developer video”Combat Tutorial — Overhype Studios is a supplemental combat demonstration and may show a different game build.
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