Wiki / Updated 2026-08-20
Missions and Objectives
Read objectives as dependency checks rather than isolated errands.
Before spending resources on a mission, identify its unlock, exact stock, placement condition and completion trigger. Treat livelihood, production, administration, defense and expansion objectives as dependency gates, and keep a reserve so the mission does not collapse the settlement economy.

Route
Do this in order
- 1
Read every objective line and record the exact item, quantity, location and prerequisite.
- 2
Confirm the required building, policy, retainer or production chain is actually unlocked.
- 3
Prepare materials, labor, storage and transport before committing.
- 4
Create a save before a policy, diplomacy or battle branch.
- 5
After acting, wait for delivery, day or season triggers before demolishing or rebuilding.
Protect the city before committing
An objective can be technically affordable and still be strategically premature. Keep food, fuel and hauling above the level needed for ordinary operation.
- Materials are at the required destination, not only somewhere in the city.
- Mission labor does not empty farms or transport.
- The next season remains funded.
- A branch save exists before irreversible choices.
Lookup
Objective dependency table
| Phase | Prerequisite | Commitment | Completion trigger | Recovery |
|---|---|---|---|---|
| Livelihood | Water, housing and food access | Construction materials and labor | Required buildings are connected and supplied | Check exact placement, delivery completion and the next day/season tick |
| Production | Recipe and upstream resource unlocked | Workers, inputs and output storage | The requested item reaches its destination | Trace the named item from objective back through each handoff |
| Administration | Command and relevant policy/retainer access | Upgrade items or decision cost | Panel updates after delivery or decision resolution | Reload the pre-decision save if the branch is mutually exclusive |
| Defense | Military goods, troops and connected defenses | Workers, food, gear and transport headroom | The stated defense or battle objective completes | Restore supply first; more units do not fix an empty armory |
| Expansion | Stable seasonal reserve and route capacity | Longer hauling routes and construction stock | New district operates without emergency transfers | Pause the newest district and restore the oldest broken loop |
If it does not work
If an objective does not advance, verify the exact item variant, placement area, full delivery rather than global stock, and whether the game requires the next day or season tick. Restore the oldest broken dependency before repeating an expensive step.
Completion signal
The mission panel updates, the reward or next task appears, and the city can replace the resources consumed by the objective.
Next moves