Settlement Attitudes

Friendly

Open

Neutral

Suspicious

Frightened

Defensive

Hostile

Improving Attitudes: A particular group of PCs can try to improve a settlement's attitudes. Doing so will shift the settlement's attitude for this party of PCs (not for all PCs generally). There are three main ways to do this:


 * 1) 1. A Gift. The gift could be almost anything - no settlement is in a position to turn away anything of value in the harsh environment of postwar Poland, whether it be food, water, medicine, weapons, fuel or vehicles. Sometimes a settlement will ask for a particular type of goods, but this is treated as a quest (see 3).. A generic (e.g. non-quest related) gift should be worth a minimum of 100 shells for each 5,000 people or part theoreof living in the settlement.
 * 2) A PERSUASION check. It takes three successes on a PERSUASION check to improve a settlement's attitude by one step, and this can only be done once per settlement per party. Fast talk and clever words only get one so far.
 * 3) A Quest. Some settlements will have a quest listed on their wiki page. Otherwise, if the PCs seek to help the settlement, choose a random quest (note - many settlements have no quest to offer, which is reflected in the random table). For settlements of 10,000+ people, use Special:RandomInCategory/Largesettlequest]]. For settlements of less people, use Special:RandomInCategory/Smallsettlequest]]. Settlement quests reset every two weeks.

A settlement's attitude can only be changed once every two weeks.

Degrading Attitudes: If the PCs attack the settlement, its attitude will change to Hostile. If the PCs do not openly attack the settlement but somehow attempt to do something that the settlement does not allow (e.g. sneaking into a Suspicious settlement, or staying too long in a Neutral settlement) then the settlement's attitude will shift to become one worse. This is also true for generally disrespectful or unfriendly behaviour that is not specifically banned according to the settlement's attitude but creates discomfort or danger in the settlement's inhabitants, e.g. stealing, brawling, uncouth behaviour, or passing on an infectious disease.