Island Conditions
An island shows you how it is governed. Pack in more people than you have roofs, moor more hulls than the harbour can berth, or catch a rival's curse, and the island develops a condition: a visible, named state with a cause, a cost, and a cure. Conditions are never random. Most are consequences of the situation you created, and they clear the moment the cause is gone. A curse is the exception: it was put on you, by a rival at a shrine or by one of the Risen off your shore during a Lumen Rupture, and it clears when you lift it, when it runs out, or when the creature that laid it leaves.
Where You See Them
Two places, both on the island itself. Your advisor raises every negative condition when you are viewing your island, each with a View button that opens the full account. And the Island State section in Settlement → Overview lists them: how serious each is, what is causing it, and — for a curse — the way to the cure. Tap any entry for the detail: what caused it, what it is doing, and what to do about it.
Notices Only, For Now — With One Exception
Conditions currently cost you nothing. They are notices: they name what is wrong and what would fix it, and they clear when you fix it. Nothing on the list drains mood or coin yet.
Starvation is the exception, and always has been. An island whose stores run dry does not merely display a notice — its garrison begins to die, every hour, until food arrives. That was true before this list existed and it is true now. See Settlement & Life for how fast, and who is spared.
That changes in a coming release, and this is the notice that grants you the time. Once consequences are switched on, a condition will pass through stages — Warning (no penalties yet), Serious (its effects apply), and Severe (they worsen) — with mood slipping by the hour and trade income cut on the affected island. You will always be told before you are charged: the Warning stage is exactly that warning. Put your islands in order while the list is only a list.
Some Conditions Only Tell You
Not every condition is a punishment. A full vault, a full Storehouse, full housing, an unwatched shore and an absent governor each raise a card that adds no penalty of its own. They name something the island was already doing to you quietly: coin and goods above their cap drain away over the hours, and a full barracks turns recruits away at the gate; a coast with no tower has always been blind; an island whose governor has stopped writing for long enough has always been fair game. The card exists so you find out while you can still act, and it stays a Warning however long it lasts. Where a card names a loss like this, the remedy carries buttons that take you straight to the place that fixes it.
Forsaken Means One Thing
An island is Forsaken when its governor has been away long enough for the world to treat the holding as unheld — rivals may liberate it, and the Black Tide may take it. That is the only thing the word means, and every surface now agrees on it: the card, the island on the map, the Upkeep reading, and the realm list. An island whose upkeep has merely slipped is Fading, not Forsaken, however far the score has climbed — its governor is still at the desk. Returning and ordering anything at all wakes it.
Fix the Cause, the Condition Lifts
No decree or payment clears a condition directly. Fix the cause and it lifts on its own, promptly: raise Housing and overcrowding eases, thin the fleet or raise the Harbour and the choked harbour opens, shed the surplus war engines and the weathering ends, spend the coin down and the vault closes. The island re-checks itself whenever you visit and once each morning, so a card can take a little while to catch up with a fix you have just made.
Putting a Warning Away
Some cards you have already read and already decided about. Open the condition and there is a Dismiss button at the top right: it takes the card off your Island State for two days.
It hides the card and nothing else. The condition is still there, still being re-checked, and whatever it costs you goes on costing you. An urgent or warning card keeps the island Troubled in your realm list, and that island's line there still names it. When the two days are up the card comes back, unless you have fixed the cause in the meantime. Dismissing is a way to stop being told; it is not a way to stop it happening.
What conditions can an island develop?11 conditions + curses
| Condition | Raised by | Once consequences are on (starvation already bites) | Troubled? |
|---|---|---|---|
| No Room at the Hearths | Population at or over housing | Mood drains, worse at Severe | Yes |
| Hulls in the Roads | A fleet well beyond the harbour's berths, in port or at sea | Mood drains and trade income falls | Yes |
| Engines in the Rain | More war engines or hounds than crews and sheds | Mood drains | Yes |
| The Stores Run Thin | Empty stores still draining, on a Colony or larger island — or any island whose muster has outgrown its housing | Kills troops every hour, now, not later | Yes |
| The Vault Will Not Shut | Coin at the top of the vault | Nothing new — but coin past the brim drains away, which is the point of the notice | No |
| Nowhere Left to Stack It | A store at the top of the Storehouse | Nothing new — production pauses and the overflow drains, as it always has | No |
| No Beds Left to Give | Housing full, on any island. Once the muster spills past the cap, No Room at the Hearths takes over | Nothing new — you simply cannot raise another soldier here | No |
| The Tax Is Biting | A heavy tax rate on a town whose mood has already soured | Nothing new — the tax was already costing you goodwill. Left alone it climbs from Warning to Severe over a day | Yes |
| No Word from the Governor | The governor absent long enough for the island to count as abandoned — the same clock rivals use to claim it | Nothing new — rivals may already claim it, and the Tide may already come. It greets you once on your return, then clears | No |
| A Shore Worth Robbing | Raided again and again with no patrol standing over the water | Nothing new — but a shore nobody guards is a shore worth coming back to | No |
| Nobody on the Headland | No Watch Tower on a Colony or larger island, so nothing approaching is ever reported | Nothing new — you simply never see a fleet before it lands | No |
| Curses | A rival's rite at the shrine — or a creature standing off your shore, which needs no shrine and asks no rival | The curse's own effects; the cure is mixed at the shrine either way | Yes |
A card marked Yes makes its island Troubled in your realm list and the morning paper, and the island's realm card names it. So does upkeep that is fading or food that is running out, card or no card. The other cards stay on the island itself.
When a card writes to you
Most cards simply appear on the island and wait. Two will also put a note in your dispatches, because you would not otherwise find out in time: Nowhere Left to Stack It writes once when a store first tops out, and The Stores Run Thin writes when hunger takes hold, since that one is already costing you soldiers. Each note names the island and opens straight to it.
A card that stays up does not write again. You are told once, when something changes — never nagged for leaving a card open while you deal with it.
Common questions
Do conditions destroy my ships or troops?
Starvation does. Empty stores kill part of the garrison every hour until food arrives — it is the one condition that takes lives rather than mood. The over-capacity conditions drain mood and trade income while they last and cost you no troops, though the world may grow harsher: a fleet left riding in the roads is living on borrowed time.
Can I pay to make one go away?
No. The cost of a condition is ongoing, and the only cure is the cause. That is deliberate: the island is telling you something about how it is being governed.
Why does my fleet at sea still count against the harbour?
Because it comes home. The harbour answers for every hull based there, in port or on a voyage — sailing the fleet in circles does not make the berths any less owed.