# Expeditions How materials, recipes, and trouble enter the game. AFK timer-resolved, no real-time gameplay. ## Mechanic - Pick a destination (zone). - Pick a team (1 minion solo, or up to N for team expeditions). - Set off. Time passes (minutes to hours depending on distance + risk). - They come back with a report — loot, events, possibly injuries or worse. ## Risk tiers - **Safe** — predictable, modest rewards, low variance, no real risk. - **Standard** — some variance, decent rewards, occasional minor injuries. - **Dangerous** — high variance, premium rewards, real injury and (rare) death risk. Riskier missions need better gear, better team comp, and Soldiers as escort. Soft-gating: you *can* send an underprepared team into the Mire, but they'll come back hurt or not at all. ## Team composition - **Soldiers** required for hostile zones, otherwise penalty. - **Beastmasters** can pacify creature zones, reduce hazard rolls. - **Scholars** boost recipe-find rate. - **Gatherers** boost yield by biome subspec. - **Merchants** boost found-coin and trade-route bonuses. Team comp is its own puzzle separate from gear loadout. ## Resolution: procedural event log No LLM, no runtime AI. Templated text snippets with slot fills: ``` [hazard, biome=Mire, severity=medium] "{minion} stumbled into a {creature} nest. {teammate} pulled them out, but {item} was lost in the muck." ``` Selected by zone + risk tier + team composition + trait rolls. Templates have conditional branches (different snippet if a Brave minion is present, etc.). Authoring the template pool is real work but standard work. ## Drops See [14-materials.md](14-materials.md) for the materials taxonomy. - **Raw materials** (primary) — biome-appropriate; ore, wood, botanicals, bone, hide, etc. - **Refined / components** (occasional) — when expeditions encounter abandoned camps, ruins, or merchants - **Recipes** (occasional) — sometimes specific to the zone's flavor - **Trophies & curiosities** (rare) — relics, artifacts, named weapons, lore items - **Trait shifts** (sometimes) — minions return changed by what they saw - **Relationship changes** (always-ish) — who saved whom, who was reckless - **NPC encounters** (very rare) — recruitable adventurers met on the road ## Wounds vs. death Working position: **wounded by default**, true death only on catastrophic failure in the highest-tier zones. - Wounded → infirmary for X hours, can't expedition during that time. - Wounded with Brave trait → shorter recovery, gains scar (cosmetic + flavor). - Death → permanent loss, with a memorial entry in the Library. Reasoning: losing a leveled-up portrait you've grown attached to is brutal. Permadeath everywhere makes players resent the game. Permadeath as the *worst possible outcome of the worst possible expedition* makes it dramatic. ## Open questions - How granular is the destination picker? Region → zone → encounter, or just region → zone? - Do players watch a real-time progress bar, or does the report just appear on completion? - Should expeditions chain (a successful expedition opens a follow-up that's only available for 24h)?