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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. They are consequences of the situation you created, and they clear the moment the cause is gone.

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

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.

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.

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. The island re-checks itself whenever you visit and once each morning.

What conditions can an island develop?4 conditions + curses
ConditionRaised byOnce consequences are on
No Room at the HearthsPopulation at or over housingMood drains, worse at Severe
Hulls in the RoadsA fleet well beyond the harbour's berths, in port or at seaMood drains and trade income falls
Engines in the RainMore war engines or hounds than crews and shedsMood drains
The Stores Run Thin / StarvationFood low and draining; empty stores killSee Settlement & Life — the food card carries the detail
CursesA rival's rite at the shrineThe curse's own effects; the cure is mixed at the shrine
Master Quill
Master Quill: Margin note
Islands below settlement rank are spared the ledger entirely — a young colony has enough to worry about. And a condition that clears will not return the same day over a wobble; the island gives you that much grace.

Common questions

Do conditions destroy my ships or troops?

Not today. Over-capacity conditions drain mood and trade income while they last; starvation is the one condition that kills. 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.