This page covers everything added to Life in Nature on the twenty-seventh of August: five new places, boats and diving, the bank, carrier companies, cellars, the work board, the bakery, letters and neighbours, and the changes to homes, animals and cars. Every section says where the thing is, which key opens it, what it costs and what you get. The same text is in the game: open village life and choose new places and new work.
shift + enter works whatever you are standing on:
a gate, a jetty, a board, a counter, a cellar. enter on a ladder square climbs it. The object tracking key
finds things near you, and it now finds your cellar as well.shift + enter anywhere on that sand, or simply use the boat from your bag. The harbour menu opens.shift + enter to sail back.If a door, a stall or a plant is on the exact square you are standing on, that takes priority. Step one square clear and press again.
Only with a sailing boat. At the harbour choose take the boat out and fish the deep water. You need a fishing rod in your bag. Tuna, swordfish, grouper, mackerel and sea bass come from out there and from nowhere else; they are large and a knife fillets them like any other fish. There is a minute between casts.
shift + enter and choose dive.You always surface by yourself when the air runs low. Nobody drowns down there.
shift + enter.enter, not shift and enter.The iron gate is at the north of the village: stand on it and press shift + enter.
The memorial stone in the middle names the recent fallen. The book of names by the path lists your own deaths,
what took you, and what was taken from where you fell. The gate at the south wall takes you back.
In the belgrade forest, around a hundred and twenty paces along each side, a path opens between ten at night and five in the morning
and is simply not there in daylight. Stand on it and press shift + enter. Inside are eight empty houses, an old square and a dry well:
stand on the well and press shift + enter to go down it once a day, for old coins, a key, iron, or now and then a silver ring.
Nothing there will hurt you and the broken gate takes you back whenever you want.
In the beautiful forest, around a hundred and fifty paces along each side, an old road opens once a week for two hours.
Everybody in the game is told when it opens. Stand on the road and press shift + enter.
Five buildings can each be searched once per opening: stand in the doorway of the storehouse, the smithy, the granary, the meeting hall
or the healer's house and press shift + enter. When the two hours are up anybody still inside is walked out safely.
shift + enter, picks the goods, how many, and who it is for, and pays the fee there and then.
The money waits on the shipment: it is not yours until the goods are delivered.Carrying pays no wage of its own and does not count towards a trade's day's work. The money always comes out of the customer's pocket, so no amount of shipping between friends makes points appear.
In front of the general store in the village, and in village life under work and money. Pin up what you need, how many, and what you will pay; the money is taken at once and waits on the board. Anybody can fill the notice by choosing it and handing the goods over: the goods reach you wherever you are and the money goes to them, less a five per cent board fee that leaves the game. Three notices each, 50000 points at most, refunded in full if nobody fills it in three days.
To find your cellar again, use the object tracking key: it is in your surroundings scan, and your home menu tells you it is in the building.
A private field is sold in the credit shop for 1000 credits. Use it on open ground and a fenced field with a gate goes up there.
Stand on the gate and press shift + enter to walk in: a plot twenty-five paces square with worked soil, where you may keep
eight more crops than you could outside, with room for a barn and a beehive in the corners. Your husband or wife works it with you,
and anybody you trust may come through the gate.
Village life, your own street food stand, 2000 points, set down where you are standing.
Chalk up dishes you can cook with a price on each. A customer stands on the stand, presses shift + enter and orders;
they pay at once, but the money reaches you only when you cook the dish and hand it over at the stand with both of you there.
One tenth of every sale goes to the town hall of that map. An order not handed over within the hour cancels itself and the customer is refunded.
Take dough to the order counter at the bakery in the village, at the far end of the room, and leave it with the baker. Twenty minutes later collect two loaves for every lump, up to ten lumps at a time. Nobody else can take it: it is your name on the tray.
The first entry in village life is waiting for you: dry plants, letters, orders at your stand, shipments to carry, interest at the bank, a barn not collected from, a house that wants sweeping, all on one screen. The wheel by the notice board gives one free spin a day. Anybody who has been away fifteen days or more comes back to a welcome bag.
From work and jobs you can send one line to everybody working your trade, once every quarter of an hour. The first coffee of the day clears your head. Between ten at night and five in the morning you can walk the night watch round once for a quiet wage.
Everything below was added on the twenty-eighth of August. As before, every section says where the thing is, which key opens it, what it costs and what you get. The same text is in the game: open village life and choose new places and new work.
Village life, people, village games. Whoever opens a game sets a stake in points, or none at all. The winners share nine tenths of what is put in and the last tenth leaves the game. Ninety seconds to join, at least two must be in, and everybody must be on the same map.
shift + enter, and you are carrying it. Carry it to your own flag and press
shift + enter again: that is a capture, and three wins. Your own flag must be on its post for a capture to count,
and if anybody from the other team comes within a pace of you while you are carrying, you drop it where you stand.Village life, your standing. Standing is not money and it cannot be bought. It comes only from what other people do for you or because of you: somebody thanking you, a notice on the work board filled, a shipment carried, an apprentice taught. Being arrested takes it away again. You may thank any one person once a week, and only while they are standing beside you, so that a thank you means something. Standing gives you a title and a place on the board. It never gives you points.
Four days: two to enter and two to vote. You enter wearing whatever you have on at that moment, and what you were wearing is written down, so changing afterwards changes nothing. It costs 3000 points to enter, everybody may vote once and never for themselves, and the winner takes nine tenths of the entry money and is named the best dressed in the town.
Village life, your standing, your money book. Every sum of any size that came to you or went from you, newest last, with a total at the bottom: wages, sales, shipments, the bank, the shops and the games. Small change from picking things up is not written down.
If you are married, the same menu holds your album: a book the two of you keep together, either of you writing in it and both of you reading it.
Five illnesses go about here: a chill from cold water, an upset stomach from going too long without food or drink, a dusty cough from the deep caves, a fever, and a bad back from working past the end of your strength. None of them is dangerous, none lasts more than a few hours, and none takes anything from you.
To be rid of one at once: drink a herb remedy, or a herbal salve for a bad back, or ask a doctor to see you from village life, kitchen and health. Your name goes on a list every doctor in the game can read. A doctor charges what they like; that is between the two of you.
The season follows the real calendar and is the same for everybody.
The first five days of every season are the turn of the season, and the daily gift is doubled while it lasts. Each season also has one piece of work of its own, done once, and it pays six or seven thousand points.
Work and money, the market, my stall. Chalk a line on the board over your stall and anybody who opens it hears it. Put one thing in the window and passers-by hear it named before they open the stall at all. For 4000 points the town crier calls your stall round the whole town, once an hour at most. That money leaves the game; nobody receives it.
An officer is a constable, then a sergeant after five arrests, then a chief inspector after twenty. Rank changes nothing but the title and what the round pays, so nobody has any reason to arrest unfairly for it.
Every day there are three points to be seen at on your own map. Walk to each and choose to report in from the work menu. All three done and the town pays you 800 to 1500 points depending on your rank, once a day, and it counts as a day's police work.
Getting about, taxis. Your last thirty rides are written down: when, who drove, where from and to, how far, what it came to, what you paid and what went on the tab. The drivers' board shows who has driven most, what they earned by it and what their passengers thought of them.
From your own car's menu you can change the horn between three sounds and put a plate of up to eight letters on it. The plate shows when anybody looks the car over. Neither changes anything about how the car drives.
Village life, the arena book. While a fight is on you may put between 500 and 50000 points on one of the fighters, so long as you are not fighting yourself and there are three or more in it. Everything staked goes into one pot; whoever backed the winner shares it in proportion to what they put in, less a twentieth that leaves the game. If nobody backed the winner, every stake is handed straight back. For cards, dice, roulette and the wheel, the Golden Acorn casino has its own table games.
Family, the paper and learning a trade, settling up. When a marriage ends the joint chest is counted out and halved on the spot, and a written settlement is drawn up for both of you listing what each keeps: the home, the cars, the barns and animals, the stall, the stand, the cellar and the bank. If either of you thinks that unfair, you may offer the other a sum of points to settle it, and it passes over only if they take it. Nothing is taken by the town.
Village life, the town book. Every penny that goes into or out of a town's treasury is written down and any resident of that map may read it. The mayor may also put a question to the town: any player with a home on that map may answer yes or no, the vote runs a day, and the result is announced and written into the book.