Save a tracker first, then edit it to add links. There are four kinds:
reactions (change another tracker’s value once on a crossing), disable
locks (freeze another tracker while a condition holds), force links
(force another tracker up or down on a timer while a condition holds), and morale
links (step another tracker’s morale up or down).
Prefer to poke at it?
The examples page
has a fake settlement you can nudge. Nothing is saved.
Reaction links
When the source tracker crosses a trigger value (from either direction),
the target tracker changes by a set amount. "Food crosses 1" could raise
Unrest by 2.
"Crosses" means the value lands on the trigger or jumps past it. Sitting
at the trigger and nudging again doesn't re-fire. Food at 1, decaying
again, won't trigger until it leaves and comes back.
Chains are allowed (A trips B, B trips C). Loops are not. The form blocks
links that would create a cycle.
Disable locks
While the source tracker is at or beyond a threshold, the target
tracker is locked. Level-triggered: they stay on as long as the
condition holds, and they use the same three modes as a manual lock.
-
Hard lock:
no nudges either way.
-
Lock up:
can still go down, but not up.
-
Lock down:
can still go up, but not down.
Set the comparison to "at or below" or "at or above" and pick the
threshold. Example: while Food is at or below 2, hard-lock Labor.
Once Food recovers past 2, Labor unlocks. Lock up would still let
Labor drop. Lock down would still let it rise.
Hard-locked until Food recovers.
Lock down. Can still rise.
Optional lock message. The default depends on the mode, for example
"Labor is locked by Food until it improves" or "Labor can't go up
while locked by Food."
More than one disable lock can sit on the same tracker. If one locks
up and another locks down, the target is fully locked. The
examples page
hard-locks Labor from low Food and from high Unrest.
Force links
While the source tracker meets a comparison (“at or above” or “at or
below” a threshold), the target tracker moves by a signed amount on a
timer you set (hours). Positive amounts raise the target; negative
amounts lower it. The target does
not
need its own Decay/Develop — the link owns the rate. If the target
also has Decay/Develop, both apply on the same schedule.
Add more than one force threshold to the same target for bands. They
do not stack. Among matching
at or above
bands, the
highest
threshold wins. Among matching
at or below
bands, the
lowest
threshold wins (so a 1–2 band can beat a broader 1–4 band). If both
kinds match at once, the closest threshold to the current value wins.
High-end example on a 1–6 source: add
two
Force links to the same target — at or above 3 → +1 / 24h, and at or
above 5 → +2 / 24h (different Values; the higher matching band
replaces the lower one, they do not stack). Low-end example: at or
below 2 → +2 / 24h and at or below 4 → +1 / 24h.
At or above 3. Force uses +1 / 24h.
At or above 5. Highest wins: +2 / 24h.
Scandal
Liability
+1 / 24h
Forced while Heat is 3–4.
Scandal
Liability
+2 / 24h
Forced harder while Heat is 5–6.
Crossing into a force band does not change the target right away.
Force uses the same Eastern clock as decay/develop, so the first push
is the next aligned tick while the condition still holds — that might
be soon after you enter the band, or almost a full interval later.
Leaving the band pauses the clock so idle time doesn’t build a backlog;
re-enter and you wait for the next aligned tick again.
Locks still win. If the target is hard-locked or locked against that
direction, the force tick is skipped. Clocks keep moving so unlocking
later doesn’t dump a backlog.
Use the same interval on each band when you want one steady rate and
only the amount to change. Different intervals per band are allowed
if you need them.
Morale links
When the source tracker crosses a trigger value, the target tracker’s
morale improves or decreases by one step: Low ↔ Medium ↔ High. The
target must have morale tracking turned on.
Example: when Food crosses 1, Labor morale decreases. When Coin crosses
5, Labor morale improves. Already at High and improve does nothing;
already at Low and decrease does nothing.
Like reactions, morale links are edge-triggered. Sitting on the trigger
and nudging again doesn’t re-fire until the value leaves and comes back.
Morale
Low
Morale stepped down from Medium.
General notes on links
- Links are guild-tracker to guild-tracker only.
- You can turn a link off without deleting it.
- Reaction, morale, and force links log a history entry on the target when they change it.
- Disable locks show their message when someone tries a blocked nudge on the locked tracker.
- Force links tick on the same schedule as decay/develop; they do not require Decay/Develop on the target.
- Locks block force ticks in the locked direction; the tracker’s own Decay/Develop still runs.
- Rebound still fires edge-triggered links for both the hit and the snap to the rebound destination.