Settlement situations and changing offers

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.
What changes while a situation is active?
Section titled “What changes while a situation is active?”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.
| Artwork | Situation | Scripted effect while active | Script default duration |
|---|---|---|---|
| Abducted Children | Buying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5 | Set by source | |
| Ambushed Trade Routes | Buying prices ×1.2; Selling prices ×1.1; General stock ×0.75 | Set by source | |
| Archery Contest | Recruit target ×1.25; Recruit pool may add Hunter, Poacher, Witchhunter, Sellsword, Beast Hunter | 3 days (default) | |
| Tournament | Recruit pool may add Gladiator | 5 days (default) | |
| Besieged | Buying prices ×1.25; Food prices ×2.0; Recruit target ×0.5; General stock ×0.5 | Set by source | |
| Bread and Games | Food stock ×1.5; Food prices ×0.9; Recruit pool may add Gladiator | 3 days (default) | |
| Ceremonial Season | Incense prices ×1.5 | 3 days (default) | |
| Collectors | Beast-part prices ×2.0; Recruit target ×1.25; Recruit pool may add Witchhunter, Beast Hunter, Anatomist | 3 days (default) | |
| Conquered | Selling prices ×0.9; Buying prices ×1.1; General stock ×0.6; Food stock ×0.9 | Set by source | |
| Cultist Procession | Recruit pool may add Cultist | 2 days (default) | |
| Disappearing Villagers | Buying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5 | Set by source | |
| Disbanded Troops | General prices ×0.9; Recruit target ×1.25; Recruit pool may add Deserter, Militia, Sellsword, Retired Soldier, Squire, Hedge Knight | 4 days (default) | |
| Drought | Food stock ×0.5; Food prices ×2.0; Recruit pool may add Farmhand | 7 days (default) | |
| Full Nets | Food stock ×2.0; Food prices ×0.5 | 3 days (default) | |
| Good Harvest | Food stock ×2.0; Food prices ×0.5 | 7 days (default) | |
| Marauding Greenskins | General stock ×0.75; Recruit target ×0.75 | Set by source | |
| High Spirits | Selling prices ×1.05; Buying prices ×0.95; General stock ×1.1 | Set by source | |
| Hunting Season | Food stock ×2.0; Food prices ×0.5 | 5 days (default) | |
| Local Holiday | Selling prices ×1.05; Buying prices ×0.95; Food stock ×1.5; Food prices ×0.9 | 2 days (default) | |
| Lost at Sea | Food stock ×0.5; Food prices ×2.0; Recruit target ×0.5 | 4 days (default) | |
| Mine Cave In | Recruit target ×1.25; Recruit pool may add Miner | 5 days (default) | |
| Mirage Sightings | No direct shop or recruit multiplier in this script | Set by source | |
| Moving Sands | Selling prices ×1.1; General stock ×0.85 | Set by source | |
| Mustering Troops | General prices ×1.25; Recruit target ×0.5; General stock ×0.5 | 4 days (default) | |
| Preparing Feast | Food stock ×0.25; Food prices ×2.0 | 3 days (default) | |
| Public Executions | Food stock ×1.35; Food prices ×1.15; Recruit pool may add Executioner | 2 days (default) | |
| Raided | Recruit target ×0.5; General stock ×0.5 | 4 days (default) | |
| Rebuilding Effort | Specialist-shop prices ×1.35; Specialist-shop stock ×0.5 | 5 days (default) | |
| Refugees | General stock ×0.9; Food stock ×0.75; Food prices ×1.25; Recruit pool may add Refugee | Set by source | |
| Rich Veins | Selling prices ×1.1; Buying prices ×1.1; Mineral stock multiplier set to 1.5 | 4 days (default) | |
| Safe Roads | General prices ×1.1; General stock ×1.1 | Set by source | |
| Sand Storm | Buying prices ×1.2; Selling prices ×1.1; General stock ×0.75 | 3 days (default) | |
| Seasonal Fair | General prices ×1.25; General stock ×1.25; Food stock ×1.25; Medical stock ×1.25; Recruit target ×1.25; Recruit pool may add Peddler | 3 days (default) | |
| Sickness | Food prices ×2.0; Medical prices ×3.0; Recruit target ×0.25 | Set by source | |
| Slave Revolt | Recruit target ×0.75; General stock ×0.5 | Set by source | |
| Snow Storms | Buying prices ×1.2; Selling prices ×1.1; General stock ×0.75 | 3 days (default) | |
| Terrified Villagers | Buying prices ×1.25; Selling prices ×0.75; Recruit target ×0.5 | Set by source | |
| Terrifying Nightmares | Recruit target ×0.75 | Set by source | |
| Unhold Attacks | Buying prices ×1.1; Selling prices ×0.9; General stock ×0.9; Recruit target ×0.75 | Set by source | |
| Warehouse Burned Down | Buying prices ×1.25; Selling prices ×1.05; General stock ×0.5 | 5 days (default) | |
| Well Supplied | General prices ×0.9; General stock ×1.15 | Set by source | |
| Witch Burnings | Food stock ×1.35; Food prices ×1.15; Recruit pool may add Witchhunter | 3 days (default) |
No matching entries.
Which actions can create a situation?
Section titled “Which actions can create a situation?”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 |
| Besieged | Siege Fortification, Break Greenskin Siege or Last Stand contracts. |
| Conquered | A settlement changes hands in world conquest or a siege. |
| Disappearing Villagers | Hunting |
| Marauding Greenskins | Goblin or Orc camp, greenskin defense or marauding-greenskins contracts. |
| High Spirits | An Obtain Item contract result. |
| Mirage Sightings | Hunting |
| Moving Sands | Hunting |
| 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. |
| 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.
Background changes by settlement type
Section titled “Background changes by settlement type”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 |
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.
Situations are not event-choice branches
Section titled “Situations are not event-choice branches”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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