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Settlement situations and changing offers

Medium village artwork from the game

A named settlement does not own a permanent list of events. It can acquire temporary situations through events, contracts, crises or local conditions. The game’s town screen shows the current situation icons; some are tied to particular kinds of places, such as mines or fishing communities. Solving a contract or losing an attached site can change the town again.

The table covers 42 situations with a documented player campaign route and uses their exact game icons. An effect such as “Recruit target ×0.5” multiplies the roster-update target; it does not mean half of the brothers currently visible disappear immediately. These are scripted modifiers, not today’s exact item count or quote. Several effects can combine with buildings, relations, attached sites and campaign rules.

For example, Seasonal Fair raises the recruit target and several stock categories, and adds Peddlers to the possible recruit pool. Rich Veins improves mineral stock but raises trading prices. A situation can also alter which backgrounds enter the hiring pool without a simple numeric multiplier. A row saying “no direct multiplier” may still matter to a story or contract.

“Script default duration” is the situation’s own starting value: 25 scripts set 2–7 days. The other 17 say Set by source because their base script has no built-in day count. A contract or world action can set a different expiry or remove the situation, so this column does not promise how many days remain in the town you visit.

42 temporary settlement situations
ArtworkSituationScripted effect while activeScript default duration
Abducted ChildrenBuying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5Set by source
Ambushed Trade RoutesBuying prices ×1.2; Selling prices ×1.1; General stock ×0.75Set by source
Archery ContestRecruit target ×1.25; Recruit pool may add Hunter, Poacher, Witchhunter, Sellsword, Beast Hunter3 days (default)
TournamentRecruit pool may add Gladiator5 days (default)
BesiegedBuying prices ×1.25; Food prices ×2.0; Recruit target ×0.5; General stock ×0.5Set by source
Bread and GamesFood stock ×1.5; Food prices ×0.9; Recruit pool may add Gladiator3 days (default)
Ceremonial SeasonIncense prices ×1.53 days (default)
CollectorsBeast-part prices ×2.0; Recruit target ×1.25; Recruit pool may add Witchhunter, Beast Hunter, Anatomist3 days (default)
ConqueredSelling prices ×0.9; Buying prices ×1.1; General stock ×0.6; Food stock ×0.9Set by source
Cultist ProcessionRecruit pool may add Cultist2 days (default)
Disappearing VillagersBuying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5Set by source
Disbanded TroopsGeneral prices ×0.9; Recruit target ×1.25; Recruit pool may add Deserter, Militia, Sellsword, Retired Soldier, Squire, Hedge Knight4 days (default)
DroughtFood stock ×0.5; Food prices ×2.0; Recruit pool may add Farmhand7 days (default)
Full NetsFood stock ×2.0; Food prices ×0.53 days (default)
Good HarvestFood stock ×2.0; Food prices ×0.57 days (default)
Marauding GreenskinsGeneral stock ×0.75; Recruit target ×0.75Set by source
High SpiritsSelling prices ×1.05; Buying prices ×0.95; General stock ×1.1Set by source
Hunting SeasonFood stock ×2.0; Food prices ×0.55 days (default)
Local HolidaySelling prices ×1.05; Buying prices ×0.95; Food stock ×1.5; Food prices ×0.92 days (default)
Lost at SeaFood stock ×0.5; Food prices ×2.0; Recruit target ×0.54 days (default)
Mine Cave InRecruit target ×1.25; Recruit pool may add Miner5 days (default)
Mirage SightingsNo direct shop or recruit multiplier in this scriptSet by source
Moving SandsSelling prices ×1.1; General stock ×0.85Set by source
Mustering TroopsGeneral prices ×1.25; Recruit target ×0.5; General stock ×0.54 days (default)
Preparing FeastFood stock ×0.25; Food prices ×2.03 days (default)
Public ExecutionsFood stock ×1.35; Food prices ×1.15; Recruit pool may add Executioner2 days (default)
RaidedRecruit target ×0.5; General stock ×0.54 days (default)
Rebuilding EffortSpecialist-shop prices ×1.35; Specialist-shop stock ×0.55 days (default)
RefugeesGeneral stock ×0.9; Food stock ×0.75; Food prices ×1.25; Recruit pool may add RefugeeSet by source
Rich VeinsSelling prices ×1.1; Buying prices ×1.1; Mineral stock multiplier set to 1.54 days (default)
Safe RoadsGeneral prices ×1.1; General stock ×1.1Set by source
Sand StormBuying prices ×1.2; Selling prices ×1.1; General stock ×0.753 days (default)
Seasonal FairGeneral prices ×1.25; General stock ×1.25; Food stock ×1.25; Medical stock ×1.25; Recruit target ×1.25; Recruit pool may add Peddler3 days (default)
SicknessFood prices ×2.0; Medical prices ×3.0; Recruit target ×0.25Set by source
Slave RevoltRecruit target ×0.75; General stock ×0.5Set by source
Snow StormsBuying prices ×1.2; Selling prices ×1.1; General stock ×0.753 days (default)
Terrified VillagersBuying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5Set by source
Terrifying NightmaresRecruit target ×0.75Set by source
Unhold AttacksBuying prices ×1.1; Selling prices ×0.9; General stock ×0.9; Recruit target ×0.75Set by source
Warehouse Burned DownBuying prices ×1.25; Selling prices ×1.05; General stock ×0.55 days (default)
Well SuppliedGeneral prices ×0.9; General stock ×1.15Set by source
Witch BurningsFood stock ×1.35; Food prices ×1.15; Recruit pool may add Witchhunter3 days (default)

The 1.5.2.3 scripts explicitly connect these 17 situations to a contract or world action. A contract often adds its situation to its home town while active; a success or failure screen can create a different one. These are known routes, not a fixed list of events for every generated town.

Situation Scripted route
Abducted Children Hunting Hexen contract at its home town.
Ambushed Trade Routes Drive Away Bandits, Barbarians or Nomads, or Hunting Lindwurms contracts. The Nomad contract’s route has an additional day and chance condition.
Besieged Siege Fortification, Break Greenskin Siege or Last Stand contracts.
Conquered A settlement changes hands in world conquest or a siege.
Disappearing Villagers Hunting Webknechts, Schrats or Roaming Beasts contracts at their home town.
Marauding Greenskins Goblin or Orc camp, greenskin defense or marauding-greenskins contracts.
High Spirits An Obtain Item contract result.
Mirage Sightings Hunting Ifrits contract at its home town.
Moving Sands Hunting Serpents contract; the home-town situation has a 50% roll.
Raided World raid or destruction actions, or certain settlement-defense and attached-site contract outcomes.
Rebuilding Effort A faction rebuilds a damaged attached location.
Safe Roads A qualifying Patrol contract success screen has a 33% roll for the visited town or employer town.
Slave Revolt Slave Uprising contract at its home town.
Terrified Villagers An undead raid or Investigate Cemetery contract.
Terrifying Nightmares Hunting Alps contract at its home town.
Unhold Attacks Hunting Unholds contract at its home town.
Well Supplied An Escort Caravan reaches its destination without losing carts.

Four event scenes report or extend a world change rather than cause it with Continue. Civil War Town Conquered reads news after a settlement has already changed hands; it does not add Conquered. The Greenskin and Undead Town Destroyed notices also report earlier world actions: with permanent destruction enabled, a non-southern town has already become ruins or an undead necropolis. If destruction is disabled or the target is southern, those actions instead apply Raided for 14 days and do not queue a destruction notice. Arena Tournament requires a southern town already showing Tournament, then refreshes it to five days before its response. The faction action below is a possible route for creating Tournament in a southern town with an arena.

The game’s background faction action lists 25 more situations. It selects a faction-owned settlement, then only proceeds if that town is more than 10 map tiles from your company, has fewer than two active situations, and has none of Raided, Conquered or Besieged, or a food-shortage status. A noble-house faction considers only military settlements. The action has an internal 2% roll, a second pool-size roll and competition with other faction actions; 2% is not a per-town daily chance. These are possible states, not ones a player can force by visiting.

Additional condition for the selected settlement Situation candidates
A major crisis is active Refugees, listed twice in the selection pool.
Game size 2 or larger Warehouse Burned Down, Public Executions.
Size 2 or larger; not a city-state Cultist Procession, Archery Contest. The Cultist origin adds another Procession entry.
Size 2 or larger; neither city-state nor military Collectors. A Taxidermist adds two more entries to its weight.
Size 3 or larger; no Ambushed Trade Routes Seasonal Fair.
Non-military Local Holiday.
Non-military and not a city-state Witch Burnings, Sickness.
Military Mustering Troops.
Military, with no major crisis Disbanded Troops; Preparing Feast if Ambushed Trade Routes is also absent.
Small or medium fishing village Lost at Sea, Full Nets.
Steppe or farming village, or a city-state Good Harvest; Drought only for the villages, not city-states.
Snow village Snow Storms.
Small or medium mining village Mine Cave In, Rich Veins.
Lumber village or forest fort Hunting Season.
Non-southern settlement with a Temple Ceremonial Season.
Southern settlement Sand Storm.
Southern settlement with an Arena Bread and Games unless a Tournament is active; Tournament after day 10 unless Bread and Games is active.

The random Refugees route supplies no expiry. In the 1.5.2.3 settlement script, the next situation cleanup removes a zero-expiry status unless an open or active contract references that exact instance. Entering the town runs this cleanup before refreshing recruits and shops, so random Refugees is not a guaranteed lasting town bonus. A contract-linked instance can remain while its contract references it.

An event is a scene where the company may choose a response; a situation is a condition attached to a town. A contract can create, remove or resolve a situation. A mining village can suffer a Mine Cave In or benefit from Rich Veins; a fishing settlement can experience Full Nets or Lost at Sea. Those are examples of relevant conditions, not a guarantee that every mine or fishing town gets them. For response-by-response story spoilers, use event choices. To compare possible town facilities and recruit targets, use settlement archetypes.

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