Glade events and relics

What a glade event asks for, how threat escalates while you stall, and why rewards shrink.

Glade events and relics

A glade event gives you a choice of how to handle what your scouts find. Its decisions can require goods, investigation work or an order, with rewards and consequences that depend on the event.

Decisions

An event’s decisions, supply costs and investigation times can differ by difficulty. Compare the choices on its page before assigning scouts.

A decision names the goods it wants and a working time in seconds. Goods are offered as alternative sets, so you can usually pay in more than one currency. Extra workers cut the working time, normally by 10 seconds each, and by a full minute each on a few of the heaviest events. With nobody assigned, the work does not advance at all.

Waiting costs you twice

Some unresolved events gain consequences as time passes; some repeat their last consequence. Rewards can also change while an event waits. Check the event’s consequence and reward schedules before choosing when to investigate.

Finishing

An event resolves after you start a decision, deliver its required goods, finish any investigation work and complete any embedded order. Its non-permanent working effects then lift, and the rewards for the reached stage are granted.

World events offer choices on the world map. Some apply cycle effects immediately; others add conditions to the next settlement and reward a win or a completed objective.

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