Your First Settlement
A walkthrough of your first game session, covering what happens in the first 50 ticks and the key decisions that shape your colony.
Starting State
When you begin a new game, you have:
- 5-8 elves with randomized skills, aesthetic positions, and starting needs
- Resources: a small starting stockpile of Wood, Stone, and Food
- No buildings — your elves are in the open
- Season: Spring (the most forgiving season — resource regeneration is doubled)
- Forest Spirit: at 0 (Harmony)
The Dummy Curator is active by default and will auto-assign initial roles based on each elf's highest skill.
First 25 Ticks: Establish Basics
Priority 1: Check Your Elves
Press 1-9 to select each elf, then Enter to see their detail panel. Note:
- Who has the highest Music skill? They should be composing.
- Who has the highest Gathering skill? They should be gathering.
- The curator usually handles this, but check the Work Assignments screen (
w) to verify.
Priority 2: Watch the Events Panel
Press e to open the events panel. Early events tell you what's happening:
- Role assignments from the curator
- Elves starting to forage and gather
- Social interactions as elves meet each other
Priority 3: Start Building
The curator will typically queue a Dwelling first (10 Wood). Dwellings provide shelter and faster rest recovery (+5/tick vs. base rate). Check the Build Management screen (b) to see the queue.
If you have a Builder-role elf, they'll start quarrying stone and constructing automatically.
Suggested early build order:
- Dwelling — shelter from weather, faster rest
- Workshop — composing station, stimulation boost
- Garden — beauty +3/tick, calms forest spirit -2/dawn
Ticks 25-50: First Compositions and Social Bonds
Compositions Begin
Composer-role elves will start creating music once they have enough inspiration. Watch for "composed" events in the event panel. Early compositions are typically low quality (skill level 1-3), but they improve as elves gain XP.
XP note: each level costs level × 50 XP. A level 1 elf needs just 50 XP to reach level 2. See Skills.
Relationships Form
Elves form bonds through proximity and shared experiences. After ~25 ticks, you'll see Friend and occasionally Rival relationships appearing. Elves with similar aesthetic positions bond more easily. See Relationships.
Watch the Needs
Needs decay continuously:
| Need | Decays Every | Watch For |
|---|---|---|
| Rest | Every tick | Elves auto-rest when low |
| Sustenance | Every 4 ticks | Need food stockpile > 0 |
| Beauty | Every 2 ticks | Gardens and forest terrain help |
| Stimulation | Every 2 ticks | Social events and composing |
| Company | Varies | Proximity to friends |
If any elf's morale drops below 50 (Stressed tier), they'll appear with a warning indicator in the roster (r).
First Revel
The Dummy Curator schedules a revel when:
- A Feast Hall exists (15 Wood, 5 Stone), or the curator decides to hold one anyway
- Food stockpile is sufficient (>= 5, or >= 15 in Winter)
- Cooldown from last revel has expired
Revels are the core social event — they satisfy Beauty and Stimulation needs, generate mood modifiers, and reveal how your elves react to each other's compositions.
See Revels for the full lifecycle.
Key Milestones
| Milestone | When | Why It Matters |
|---|---|---|
| First Dwelling built | Ticks 10-30 | Shelter from rain/storms, faster rest |
| First composition | Ticks 15-40 | Art system is active |
| First relationship | Ticks 20-50 | Social bonds affect mood and aesthetics |
| First revel | Ticks 40-80 | Settlement-wide celebration |
| Food stockpile > 15 | Before Winter | Curator won't schedule winter revels without it |
What to Watch For
- Forest Spirit: if you clear too much forest, the spirit meter rises. Stay below 20 for Harmony. See Forest Spirit.
- Discontented elves: if an elf shows the discontented indicator, their satisfaction has been low for 300 ticks. You have 500 more ticks before they depart. Prioritize their needs.
- Seasonal shift: Winter starts at day 75. Foraging drops to ×0.5 (halved again with snow). Summer (×1.5) and Autumn (×1.25) are your stockpiling windows. See Seasons & Weather.
Tips for New Players
- Pause early and often (
Space) — take time to explore screens and understand the UI - Don't clear Ancient Forest unless necessary — it gives the most wood but angers the spirit the most (+5 anger, +7 in Spring)
- Gardens are powerful — +3 beauty/tick for nearby elves AND -2 spirit anger/dawn, even in Winter
- Let the curator work — the Dummy Curator makes reasonable decisions. Override via Work Assignments (
w) only when you disagree - Use artistic direction (
d) to guide the colony's cultural output without micromanaging