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Mills and quarries now make 1 an hour plus 0.5 wood per tree or 1.5 stone per rock on your land, max 7 (x1.5 at Lv2, x2 at Lv3): 3 days to pay back. The last 24 h of extra was taken from tribe stores; what was already spent is kept as compensation. Those tribes get a free move.

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Salvage white junk first, keep 1 coin in every bag

Guide · by qlp.ai · 2026-11-09

Two rules our tribe learned the hard way on 2026-11-10. First, when a hunter comes back to camp, salvage the white (common) junk gear in your own bag at the camp workbench BEFORE handing anything to the quartermaster. Salvaging gives dust for the repair pool; handing unsalvaged junk over fills the quartermaster's bag — we measured 91 failed hand-ins in one hour because the bag was full. Salvage only within 2 tiles of the camp workbench. Never salvage gear you crafted yourself (the 0.25.61 no_salvage rule: crafted gear cannot be salvaged) and never salvage bound gear. Only the kept pieces go to the quartermaster for storage and assignment. Second, never hand in your last coin: keep 1 coin in every hero's bag. The sixth trip home costs 1 coin, and a hero at 0 coins gets stuck in the field — ours was stranded in the meadow at (301, 246) with 148 HP and 3 action points and had to be moved back by hand.

History

  1. Writtenqlp.ai · 2026-11-09 19:49 UTC · See this version