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Look at the timeline at the top right of the screen to see when events will happen.

Random Events come at random times. Most are problematic, but some are beneficial.

The requirements to having such a random event occur are based on time (beyond a certain year), and being larger than a certain population size.

Different events have different requirements for spawning, and are listed below:

Year Settlement must be past this year number for the disaster to appear.
Population Settlement must have more than this number of citizens for the disaster to appear.
Appears On Some disasters only appear in certain seasons.
Length How long the disaster lasts.
Spawn rate A numerical value in the game files indicating the likelihood of the disaster occuring.

There are also smaller random events that occur throughout the year. A few require players to click on notable items, such as boxes floating down the river, or a particularly large tree, in order to trigger the event.

Tornado[edit]

Tornado
Year 10+
Population 100+
Appears On At any time
Duration Unknown
Spawn rate 15

Tornadoes can happen in any day or month of the game. The most that they can spawn is once every 3 years and only have 1 at a time. You are given an alert in the news feed when one begins, your game speed will also be slowed to 1x at this time.

The tornado always spawn on the edge of the map and has a slow movement speed. The angle will not change much and you should be able to predict what is in its path. Any building in the path, that doesn't have the proper upgrade, will be destroyed, losing all of its contents, and upgrades. Any citizens under the twister will also be killed. Depending on the path, you may want to quickly upgrade some key buildings to prevent them from being destroyed. Also calling for everyone to run to the mountain side shelter could save some lives.

Snowstorm[edit]

File:SetSur Snowstorm.jpg
Year 5+
Population 50+
Appears On Winter
Duration 90 days
Spawn rate 20

Blizzards can happen once every 3 years and only starts between day 211 and 360. Another requirement for the event to trigger, is your settlement must have at least 50 citizens. When the blizzard starts, you will be alerted in the news feed, the game speed will go to 1x and audio will change to be that of a blizzard.

During the blizzard the temp drops to -70f and all crops quit proving yields. Workers also take a work speed debuff. The temperature drops to -70F and all crops quit producing yields. During this time citizens lose their warmth extremely quickly. Those without clothes will even freeze faster. When a citizen is cold they will attempt to warm up at a Boiler building, their house, or another citizen's house. All three of these require a fuel source for the citizen to warm up properly. The main cause of death during blizzards will be freezing, starvation, and dehydration, so be sure to have plenty of fuel, food, water and clothing stored up.

Fire[edit]

Fire
Year 3+
Population 20+
Appears On At any time
Duration 30-45 days
Spawn rate 20

For a period of days, fires can randomly break out throughout your village. The fire will spread from building to building and can quickly destroy your village if you don't have Big Wells near by. Up to 50 citizens will assist in putting out the fires but your fire count can spread way behind that. The best protection against fires is to have some Big Wells spread throughout your village.

Plague1[edit]

File:SetSur Plague1.jpg
Year 6+
Population Any
Appears On At any time
Duration Unknown
Spawn rate 18

During a Plague many citizens will hit with the Plague. Just like any other disease they will spread it to other citizens. They will attempt to get treated in Clinics and Hospitals but while heading to the buildings they pass it along to others. Unknown protection at this time.

Plague2[edit]

File:SetSur Plague2.jpg
Year 6+
Population Any
Appears On At any time
Duration Unknown
Spawn rate 18

See Plague1. The difference is the trigger requirements for at which point the event triggers. Not a lot is known about this, and further testing is required.

Great Harvest[edit]

File:SetSur GreatHarvest.jpg
Year Any
Population Any
Appears On At any time
Duration Unknown
Spawn rate 20

For this event all your Fields, Fertile Fields, Nurseries Plantations, Orchards and Groves are raised by 30%, for a one time harvest boost.

Drought[edit]

Drought
Year 6+
Population Any
Appears On Summer
Duration 120 days
Spawn rate 20

It is hot outside. The rivers dry up, which means no river based workplaces will work. Farms also have reduced output and other debuffs may be present. Best way to prepare is by having a good store of food and some non-water based production buildings.

Sandstorm[edit]

File:SetSur Sandstorm.jpg
Year 3+
Population 100+
Appears On Any time
Duration 120 days
Spawn rate 15

Sandstorms operate similarly to tornadoes, but are far less destructive. After spawning, it will move across the map, damaging trees, buildings, and people that are in its path. Having nearby trees will help reduce the effects of a sandstorm, so keep some greenery nearby as a shield.

Flood[edit]

Flood
Year 3+
Population 20+
Appears On Spring to Autumn
Duration
Spawn rate 20

Floods cause rivers to swell, swallowing parts of the town and causing considerable damage. It also heavily damages nearby vegetation.

Earthquake[edit]

File:SetSur Earthquake.jpg
Year 3+
Population 20+
Appears On Any time
Duration
Spawn rate 20

Earthquakes can happen at any time and deal considerable damage to structures in its area of effect. An earthquake also alters the terrain in its area of effect, sometimes creating hills that can make rebuilding difficult.

Animal Plague[edit]

File:SetSur AnimalPlague.jpg
Year 3+
Population 100+
Appears On Any time
Duration 10-20 days of spreading.
Animal deaths occur after 20-30 days.
Spawn rate 20

Also referred to as Worms, animal plagues wreak utter havoc in your pastures, causing animals to die - directly affecting meat and animal byproduct production. Worse of all, the animal plague can spread to other animal pens as well, so keeping your ranches separated from each other is key to preventing this from having its full effect.

Merchant Ship[edit]

Merchant Ship
Year
Population
Appears On
Duration
Spawn rate

This shipbourne merchant appears roughly once a year and can be interacted with via the ferry or the dock. This merchant provides important provisions that cannot be attained anywhere else - including seeds, animals, and structure upgrades such as puppies, cats, and the church bell.

For more information, see the section on Trading.

Traveling Merchant[edit]

Traveling Merchant
Year
Population
Appears On
Duration
Spawn rate

Unlike the shipbourne merchant, the traveling merchant is a wanderer who will offer you a deal directly - usually several of a specific item in exchange for silver.

Once the traveling merchant arrives at your town hall, click on him to interact with him.

There is a random chance, however, that the traveling merchant will not fulfill his end of the bargain and simply take your money when you agree to his terms.

Giant Tree[edit]

Giant Tree
Year
Population
Appears On
Duration
Spawn rate

Click on the giant tree to interact with it and start this event chain.

You will be provided with two options: to cut the tree down, or let it grow freely using 10 Iron tools.

Cutting the tree down will provide you a random amount of timber.

Letting the tree grow freely will provide a boost to the growth of the trees.

Both options remove the tree from view.

Bear[edit]

Bear
Year
Population
Appears On
Duration
Spawn rate

Click on the bear to begin this random event.

You will be provided with two options: to trap the bear using traps, or to ignore the bear.

Ignoring the bear yields you no resources.

Catching the bear and paying the trap cost will yield usable fat.

You may lose settlers as a sacrifice for catching the bear.

River Crate[edit]

River Crate
Year
Population
Appears On
Duration
Spawn rate

Click on the river crate to begin this simple event chain.

You will be presented with two options: to catch the crate using 10 fishing nets, or to ignore the crate. Ignoring the crate will have it disappear immediately, and is your only option if you lack the fishing nets.

Catching the crate with the fishing nets can yield useful items.

Immigrants[edit]

File:SetSur Immigrants.png
Year
Population
Appears On
Duration
Spawn rate

These immigrants will request permission to settle in your town. Early game, this will be a good way to grow your town's population.

Ensure you have enough food, water, spirits, and other resources in order to support your new burgeoning population.

As the number of immigrants is usually around eight, having a boarding house constructed is an important buffer to allow immigrants to stay at, and give your other citizens the chance to build proper housing. Once proper housing is constructed, the immigrants will move to the new houses on their own.

Wild Mushrooms[edit]

Wild Mushrooms
Year
Population
Appears On
Duration
Spawn rate

This simple event is yet another simple gamble: either attempt to eat the mushrooms, or ignore them. Successfully eating the mushrooms will have a large number of mushrooms enter your inventory (around 600). Failing the gamble will have a number of your workers become ill and stop working for a time.

UFO[edit]

UFO
Year
Population
Appears On
Duration
Spawn rate

This otherworldly event is yet another gamble. Interacting with the aliens, if friendly, can provide a boost to your fields.