Inselnova Wiki Play

Newcomer's Favor

The archipelago is gentle with those who have just arrived. A new Governor's first raids and first settlings go a little easier, quietly, so those early missions land rather than founder. The help is real, it is written plainly on your reports, and it fades as you find your feet.

What it does

When a new Governor sends a fleet against an unclaimed shore, the favor works directly on the outcome:

  • A fuller raid. A shore that others have already picked over pays little to the next raider — but for a newcomer, the favor sets that raiding pressure aside so your holds fill closer to a first, untouched strike.
  • A steadier landing. Your first raid on an empty island is sure to succeed, even a lone ship on its own.
  • An easier way home. Fewer crews are lost on the withdrawal leg of a raid.
  • A surer settling. Your first colony claims land more reliably.
  • A clear first survey. Scouting your first neighbour by spy cannot come back empty.

Nothing about this is hidden and nothing about it is an item. There is no supply to hoard or trade — the favor is a kindness of the tide worked straight into the numbers, and every time it helps, your report says so. It only ever applies to an empty island.

Where it applies, and where it does not

  • Raiding an unclaimed shore — a sure landing, softened depletion, and an eased trip home.
  • Settling an unclaimed island.
  • Your first spy survey, which is steadied to a sure reading.
  • Never against another Governor. Favor is for empty shores only. It does nothing to an attack, a raid, or a spy aimed at a living realm, so it can never tilt a fight between players.
  • It does not touch council dispatches, trade, or anything beyond those first outward missions.

How long it lasts

Favor is strongest the moment you first take the sea and eases off from there. It fades by one step every 3.5 days and is gone entirely after about 14 days, by which point a Governor is expected to stand on their own keel. There is no penalty when it lapses. The help simply stops.

A Governor who sails away and returns is met kindly again. After a gap of 7 days or more, the favor is restored partway, up to the halfway mark (level 2), so a returning hand is not thrown straight back into the cold. It never rises above where a fresh newcomer would stand.

Marshal Voss
Marshal Voss: Field order
The tide's kindness has a clock on it. Your first settling and your first raids are the cheapest they will ever be, so spend the favor while it is strong rather than saving your boldness for later.

Reference

How much favor at each stage, and when does it fade?4 levels over 14 days

Favor is measured in levels, from 4 at a fresh landing down to 0. One level is shed every 3.5 days. Each level works a little harder on your first missions. "Raid loot relief" is how much of the picked-over depletion is set aside; "withdrawal spared" is how much of the return-trip loss is avoided; "settling boost" is added to your first colony's odds.

Days since first landingLevelRaid loot reliefWithdrawal sparedSettling boost
0 to 3.54100%100%+30%
3.5 to 7375%75%+20%
7 to 10.5250%50%+10%
10.5 to 14125%25%+10%
14+0   

A return after 7 or more days away lifts a lapsed Governor back to level 2, never higher, and never above their current level.

Common questions

Can Newcomer's Favor help me beat another player?

No. It only applies against unclaimed shores. Any mission aimed at a living realm sails with no favor at all, so it can never decide a fight between Governors.

Is the favor an item I can stockpile or trade?

No. It is not a good at all — there is nothing to hold, sell, or send. It is worked straight into the outcome of a qualifying mission and named on the report. Think of it as a tide, not a treasury.

Why did my raid on a much-raided island still pay well?

That is the favor at work. A picked-over shore pays little to a seasoned raider, but while your favor holds it sets that depletion aside so your first raids stay worth the voyage. Your report will say when it helped.

What happens when it runs out?

Nothing punishing. The help simply stops once you have had about 14 days to find your feet. If you drift away and come back later, some of the favor is restored to ease your return.