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Campaign structure and company upkeep

The company gathered around its campfire, an event scene from the game

Choose an origin, build a roster, travel between settlements and locations, take work, fight when required, then use the proceeds to keep the company ready for the next journey. The game is an open-ended campaign rather than a linear sequence of fixed missions. The origin reference records the available scripted starts; Rebuilding a Company is the guided opening.

Company finances have recurring costs as well as one-time purchases. The background scripts provide listed hiring costs and daily wages, while the item catalog records base item values. These values are different from the price a particular settlement offers after campaign modifiers. Keep a reserve for wages, supplies, repairs and recovery instead of treating the visible contract payment as disposable profit.

Use the world map to choose a route, destination and contract. The settlements, noble houses and camps guide explains what each destination offers or risks; the developer’s world-map tutorial video is linked at the end of this guide. Ordinary events are subject to the shared timing and nearby-hostile checks described in world events. Event timing therefore is not a reliable travel clock.

Campaign state can expose different contract families, crises and locations. Before accepting a job, compare the objective, journey, roster condition and likely opposition; use the contract index to identify the script family, not as a promise of a current offer.

Worldmap Tutorial — Overhype Studios

Click the picture or scroll to zoom, drag to move. Click outside it or press Esc to close.

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