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Journal & quests

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

The JOURNAL is your to-do list. It opens as a dock on the right of the map and holds everything that's waiting on you: demands and offers from other outfits with their clocks, what the locals want from you, and which bosses have a reason to come after you. Nothing in the game interrupts you twice. If you let a quick text go by, the thing behind it is here.

How you use it

  1. Click JOURNAL on the bottom bar. The tabs across the top filter it: ALL, ASKS, DEALS, THREATS and DONE, each with a count.
  2. Under ON THE TABLE, press ANSWER to open the conversation for a demand, offer or call. The one due soonest is listed first.
  3. Under WHAT THE LOCALS WANT, each local has a plate. PIN marks him on the map, SHOW centres the map on his target, and TALK opens his scene. TALK lights up once you can give him what he wants.
  4. Under WHO HAS A REASON TO HIT YOU, click a face to open that boss's card.

How it works

The sections

Section Tab What's in it
ON THE TABLE DEALS Demands made of you, counters to your demands, offers, calls to war and road tolls. Each shows who's asking, what they want and a clock pill like "ANSWER IN 6 DAYS · SILENCE IS A NO"
WHAT THE LOCALS WANT ASKS One plate per local with an open ask: his face, his name and town, the goal, where the target is, a progress bar and what finishing pays
WHO HAS A REASON TO HIT YOU THREATS Every boss whose wrongs against you give him a reason for war, with the wrongs listed and his strength next to yours, like "1.6× you"
DONE DONE Locals who joined you. It sits collapsed at the bottom of ALL

When nothing is open the page reads "Nothing open right now."

Clocks

A demand made of you has a clock. If you haven't answered by the time it runs out, that counts as refusing, and refusing gives the asker a grievance against you. A call to war works the same way: silence means you stay out. An offer to you stays open for its own time and then lapses. The clock pill turns red for demands and counters, and orange for everything else.

A local's ask

A local in ground you've taken wants one thing before he'll join you. Finish it and he joins, and you get the reward on his plate.

What he asks What finishing means
Pay him Have the cash in hand, then hand it over in his scene
Bring him an item Have one of the right quality in your bag, then hand it over
Beat a crew Win a fight against the roaming crew he names. The plate tracks where the crew was last seen and how many days' march away it is
Build or raise a building Get the building he wants up, or to the level he names, in his town
Research something Finish the research he names
Hear his story No ask. Play his scene through to the end

If you leave his first scene with Later, he's pinned on your map until he's done or gone. If he dies, the ask fails. If his town changes hands, his ask goes with it.

Pins

A pinned ask shows on the map so you can find it. Pin or unpin it from its plate. Walking away from a local's scene pins him for you.

Numbers (all TEMP)

Number Value Where
Reward for finishing an ask +30 Respect, +10 Influence, he joins locals.quest_respect, locals.quest_influence
Reward for finishing a story +10 Respect, he joins locals.rp_respect
"Pay him" ask $2,500 locals.pay_cash
Chance a local has a story instead of an ask 34% locals.rp_chance
Demand clock 10 days diplomacy_m2.demand_clock_days
An offer stays open 14 days from when you see it diplomacy_m2.offer_open_days
A boss has a reason to hit you 10 or more points of wrongs diplomacy_m2.beef_justifies

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
The journal holds what's waiting on you, by section A single NOW objective in the sandbox (that's the tutorial's)
Silence on a demand counts as refusing Demands that wait for ever
Locals are won by doing what they ask, never by a fee Paying a signing fee to recruit a local
Contracts and Victory bookmarks still sit on the rail, but contracts and victory are paused in the sandbox Contracts and victory as live sandbox features

Sources

src/ui/tabs/journal_tab.gd, src/ui/quest_pins.gd, src/systems/locals.gd, src/systems/demands.gd, src/systems/diplomacy.gd, data/config.json (locals, diplomacy_m2), data/campaigns/sandbox.json