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Founders' Fortune Cheats

Founders' Fortune

Cheat Codes:
------------
Submitted by: David K.

Tips for Beginners:
-------------------
Written by Vilanelle

Here are a few things I've worked out from a whole lot of failure and a little 
bit of success.

-=1. Pick Tireless Optimists=-
The two best traits for your starting colonists are 'optimist' and 'tireless'. If you're 
lucky enough to get a colonist with both then props to you, but most likely you'll get 
bored of clicking through options before then. I'll take any younger looking colonist who 
has either of these traits and isn't allergic to apples or tomatoes (as this will be your 
staple diet for the first year).

It should go without saying that you should avoid colonists with traits that will negatively 
affect their mood or productively such as Pessimist or Insomniac. Xenophobes or 'Hates 
(X Season)' will get mood debuffs and be a pain in the ass, just like in real life.

Skills have far less of an impact than traits as you can quickly build these up in game 
play, so make traits your focus in the colonist selection stage. Make sure you read the 
little info text if you don't know what effect the trait has.


-=2. Use The Advanced Settings=-
It's worth checking that you're happy with these. For example:

You can give your colonists greater longevity by choosing the 'slow aging' option 
(if this doesn't feel too cheaty for your taste).

For biomes I prefer the settings to be 'mostly grassland' so that I have more room to 
spread my buildings and farmlands out. All the resources are renewable once you can 
afford mines, so I opt for space.


-=3. Check You Like The Map=-
Once your plucky colonists are chatting on the beach, pause the game and take a good 
look around the map.

You want to see:
Lots of apple trees (settle right by a cluster and you'll have a much easier life)Plenty 
of livestock. There isn't always a herd of each kind (cow, sheep, pig) so check 
that they're all there somewhere. You can always buy them from traders, but they're 
expensive, and they're all extremely useful to have on your farm).

A good amount of space (away from goblins) to sprawl your colony into as it grows

If these requirements aren't met, go ahead back to the main menu and start the 
colonist selection all over again. Bit of a chore but worth it once you're in the game.


-=4. Be A Good Neighbour (At First)=-
You are weak and vulnerable in the early game. Don't pick any battles if you can help it.

Once you've got your bonfire up, check the diplomacy tab (if that's its name, the little 
handshake icon next to the combat mode sword icon). This will show you your relationship 
status with the goblin tribes on the map. You'll most likely be neutral with most of them 
but 1-3 will be hostile. Make sure you know who and where they are. Don't let your 
gatherers wander senselessly close to their camps!

The goblins make frequent demands for tribute. If your relationship bar with them is over 
or near the midway neutral point, you can get away with saying no without provoking an 
attack.

Check what they're asking for - sometimes it's not much and you can afford to pay it, 
increasing your relationship points with them. If it seems too steep but you're friendly 
enough with them to take a little hit, then go ahead and say no. BUT if they're already 
hostile towards you and you say no, then be aware that they will definitely attack.

In the early game they might have clubs and you are unarmed and without armour. 
You can still win the encounter, but it will take precious hours away from preparing for 
winter, which is crucial in years 1 and 2. You've got a lot of farming and researching 
to do. You don't really have time for war! Take your time and remember that revenge is 
best served cold. You'll have a lot more fun defeating them when you can send your 
trained warriors over to their camp and destroy their huts (which spawns them).

You can also offer gifts to build up your relationship with goblin villages, but you 
don't have to. If you say 'yes' to their demands it will give you a positive boost and 
eventually they won't be so mad at you. Most importantly it means they won't attack, 
leaving you to get on with the more important stuff.

I lost a lot of colonies to early game attempts at domination over the island. Trust me, 
it's a losing strategy, but take your time and you'll be Königin of all the land.


-=5. War Is Profitable=-
Once you are a few years in, you should have a little military training camp going on. 
Improve your colonists' battle skills with a training dummy and make sure they're armed 
and armoured with the workbenches.

Now you're ready to do battle!

You could set out to destroy everyone else on the island, OR you could set up a little 
goblin-armour business and sell their tiki costumes to the trader. When your colonists 
skills are improved, they can wear this armour themselves, but I personally prefer the 
pirate aesthetic.

The pirates are also a fun way to mine hats for gold. Just bear in mind that once you've 
made them your enemy, they'll attack fairly hard and quite often. Make sure you're 
prepared. If you are, it's a great source of income. As far as I've discovered you never 
eradicate the pirates, they get new captains and keep coming back. This seems to happen 
approximately twice a year but you'll get fair warning and a chance to avoid it as 
they'll make a demand at first which you can choose to accept in order to avoid the 
fight.


-=6. Inspirations=-
Another thing I'd suggest you avoid in the early game is the 'inspiration for masterpiece' 
event.

It consumes a lot of your hard-earned resources and then you could get stuck with needing 
to drink a beer to complete it. Beer can be bought from traders but your colonist won't 
be able to access it until they've got a beer barrel, which requires iron ore, which 
your unskilled miners can't mine. Time will run out on this event before you can satisfy 
it, and your resources will be lost.

You don't always need a beer, sometimes they just need to relax or have a chat to develop 
their ideas, but it happens often enough to be not worth the risk IMO.

Once you have a brewery and carpenter's bench, accept all the inspirations if you can. 
The objects are definitely worth their resource costs if you can complete them. It's 
amazing how much a little art around the place can brighten everyone's day.


-=7. Have Children...Before It's Too Late=-
I finally got a beautiful colony going. Ten expert survivalists and suddenly they're all 
going grey. Within a year or two, they're all gone! And now I'm at war with the whole 
island and I've got nobody but Oma and Opa at home to defend us.

An ageing population is the sign of a well-cared for society, but it also represents doom 
for your colony. Soon they'll all be digging each other's graves, and it will take time 
for replacements to arrive. When they do, they'll be unskilled and unable to handle the 
expansive farms and workshops you've set up. It will be easy to keep their needs well 
satisfied but starvation is a real threat and attacks from all those enemies you've made 
will hit much harder when your noobs can't wear armour and barely hold a wooden sword.

To avoid this, indulge your colonists romantic needs! During the winter months when they 
can't farm, get them interacting more. Make sure they're in good moods - they'll have 
positive interactions when they're well-fed and generally having a good time. A hangry
 colonist tells terribly upsetting jokes, apparently.

Once two colonists are great friends they can kiss, this makes them lovers. Keep up 
the positive interactions until the bar fills out to 'love of his/her life' and then 
fill this bar. If all their needs are satisfied, they will have an instant child. There 
is no pregnancy or babyhood stage, the child appears and you can name them.

They are able to interact with other colonists and objects but they can't work when 
they're children, which lasts about 100 days. They will feed and look after themselves, 
but a scholar trained to teach will be able to give them some schooling (standing up 
wherever, no school building required). They can also read from the children's bookshelf 
to 'learn life skills'. All of this education leads to an adult colonist equipped with 
some useful skills (of your choice) when they come of age.

Another influence you have over your child's life is their traits. By giving them 
positive experiences of early life, they can develop an exhaustive list of all the 
positive personality traits, and vice-versa. This makes them much more valuable to your 
colony than random migrants.

Children are also really useful at making friends with everyone in the colony because 
they have time to talk and not a whole lot else to do. Now lonely Max finally has 
someone to impress with his terrible jokes. Once they grow up, they're already great 
friends with a bunch of people. I had two kids grow up together and then become lovers 
as soon as they grew up and have a child almost immediately. Which is pretty weird, 
but wonderfully efficient HR! I now have four generations in my colony, which makes 
me more attached to them somehow.

I hope that more objects for children are added in time, it would be fun to have a 
classroom and toys and more things for their entertainment.


-=8. Make Friends with the Traders=-
Take the time to chat and share some laughs when they visit. Send your Diplomat when 
they're in a good mood for better results. You can also send them gifts via the 
diplomacy tab, but hey, talk is free!

Once you're on friendly terms, traders will give you a 15% discount. You can also 
call them when you're in a bind and ask them to come over the same day, which is 
perfect in a late winter emergency or if you need some item to keep the pirates at 
bay.


-=9. Prioritise Pigs=-
Taming animals takes a long time and buying them is expensive. Once you have them, 
you need to care for them, feed them and keep them tame. Keeping livestock is not 
easy in this game.

Cows are the worst. They eat tonnes and rewild themselves too often. I have a colony 
of twelve and I've decided not to keep more than three cows. What's more, you can't 
use their milk until you have a kitchen.

Pigs are easier to keep and breed and give you lots of meat, which you can cook as 
soon as you have a campfire. Prioritise pigs in your early game. You still might 
want to wait a year or two before you add them to your farm, though. Those apples 
and tomatoes will disappear fast once you have animals.

Sheep, unsurprisingly, supply you with wool, which you can weave into cloth. You 
don't need huge quantities of cloth until you have a tailor's bench, and even then, 
the specialist clothes are more of a luxury than a necessity. Good to get eventually 
but nothing urgent. So keep a few sheep once you're happy with how your pigs are going.


-=10.Some Things You Might Have Missed=-
* There's a cog on the bottom left. Push it, it's useful.
* Click the bonfire to see how long until the next migrant comes
* If your colonists keep having negative interactions, check their mood bar.
  If it's red, they're not in very charismatic moods.
* Fallen enemies will revive unless you make sure they're dead. Be sure to strip 
  them first: their gear is valuable and can be sold to the traders.


Make a Ghost Join Your Village:
-------------------------------
Written by Spyrie

For Founders' Fortune players, this event can be triggered in all game modes 
and a ghost can join your village at any time, even if your villagers are 
not completely satisfied, angry and whatnot. This is what you need to do for 
the achievement

-=Save the game before the summoning=-
Founders' Fortune Make a Ghost Join Your Village

Before triggering the ghost after gathering the resources needed for the summoning, 
it is important to save the game(!) you might summon a red ghost, which will attack 
the village - you can only defeat this ghost and gain a permanent mood boost, but 
this is not what this this guide is about. Simply reload before summoning the ghost, 
until a blue ghost enters the village to seek closure.

-=Use Diplomacy=-
Founders' Fortune Make a Ghost Join Your Village

It is important to make the summoner (the character who triggered the ghost event) 
immediately talk with the ghost to befriend it. Apologize to the ghost before the 
day ends and gain its friendship. Ideally - the summoner is in possession of the 
diplomacy skill. Each time you would give the ghost a hug, you will see that 
"diplomatic relations" will improve. You can try to use another character with a 
diplomat skill to talk with the ghost before the 1st day of summoning ends - but 
using the summoner worked for me.

-=Say goodbye with a hug=-
Founders' Fortune Make a Ghost Join Your Village
Have the summoner say goodbye to the ghost, by hugging it.
This will make the ghost remain in your village.




Villager Expectations:
----------------------
Written by Spyrie

Extremely minimal guide. Hopefully it helps new players to plan. 
 
-=Sustenance=-
* Raw Food 
* Food cooked from Campfire 
* Food cooked from Kitchen 
* Kitchen food OR Baked goods 
* Variety of Kitchen food AND Baked goods

-=Shelter=-
* Owns a Sleeping Spot 
* Sleeps inside 
* Owns a proper bed 
* Owns a bedroom 
* Owns a house 
* Owns a house with 3 big rooms 
* Owns a house with 5 big rooms

I was not keeping track of how many villagers prompted each level, 
but I do know that: 
 
-=At 12 villagers=-
* Villagers 1-3 require a house with 5 big rooms 
  (this dinged for all three of them upon the arrival of the 12th villager. 
  Previously they all only required 3 big rooms, so you do not need to worry 
  about this until very late-game) 
* Villagers 4-7 require a house with 3 big rooms 
* Villagers 8-11 require a house 
* Villager 12 is a child and is unknown 
 
-=At 13 villagers=-
* Villagers 1-5 require a house with 5 big rooms 
* Villagers 6-10 require a house with 3 big rooms 
* Villagers 11-12 require a house 
* Villagers 12-13 are children and is unknown 
 
-=NP=-
* A “big room” must have least 16 tiles. 
* Lovers can share a house with each other without penalty 
  (lovers can be same-s*x, but only male-female couples may reproduce) 
* Children (still growing) can share a house with their parents without penalty 
  (I assume) 
* Adult children cannot share with their parents, and must have their own house 
* A house must be completely isolated to be considered a house i.e. no wall 
  must connect to another building in any way
 
-=Satisfaction=-
A Life Satisfaction level is gained each time the wish bar reaches full. The current 
Satisfaction level is shown in the blue bubble to the right of the experience bar. 
It is NOT the amount of reward points the character has available, but is instead 
the accumulation of all the reward points the character has earned so far. 
 
I haven’t really been paying attention to this, because I/they tend to accomplish 
it naturally – it never has really been a big deal. 
 
All I can offer you, is 
 
-=At 12 villagers=-
Villagers 1-5 require 8 Life Satisfaction
 
All my other villagers surpass their requirements so I cannot say for certain 
what they need. Wishes aren’t that complicated to achieve. As their level rises 
and your village is at a point where they have their generic wishes already met, 
a lot of their wishes will be to advance a skill point, worth 100 points. 
They should already be set to work to what you want, and so will achieve this 
naturally. 
 
-=Social=-
Social measures the amount of good relationships a villager has. The only time 
this is an issue for me is when a new villager joins late in game, and you have 
to *gasp* manually make them interact with other villagers. 
They tend to generically interact with each other and form relationships over 
time, so you will rarely need to intervene. 
 
This really hasn’t been an issue for me, so I haven’t been keeping track. 
 
-=Skills=-
Skill level refers to their highest level in their main profession, and is not 
an accumulation of all skill points earned throughout. The only time this is an 
issue is when you bring in a new colonist that is unskilled, in which case they 
only need to achieve one level in anything to make the bar green. 
 
Again, this has never been enough of an issue for me to pay attention to,
 as the requirements tend to naturally align with generic gameplay. 
 
-=Salary=-
* 0 coins per day 
* 2 coins per day 
* 5 coins per day 
* 10 coins per day 
* 20 coins per day 
* 50 coins per day

I assume this reaches 100 coins per day in higher levels 
 
*50 coins per day dinged for Villagers 1-3 upon the arrival of a 12th Villager
 
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