
Against the Storm — Achievement Walkthrough
80 achievement guides · Full game page →
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
Every difficulty achievement in this game is worded "(or higher)", so a single win at the top of the ladder pays out the entire ladder beneath it. Settle in the Royal Woodlands, set the difficulty as high as you can actually finish, and win once.
- ✓▢The Queen's Chosen — Win a game on Prestige 20 difficulty (or higher).
- ✓▢Prestigious Expedition — Win a game on Prestige 10 difficulty (or higher).
- ✓▢Against All Odds — Win a game on Viceroy difficulty (or higher).
- ✓▢A Real Challenge — Win a game on Veteran difficulty (or higher).
- ✓▢Overcoming Difficulty — Win a game on Pioneer difficulty (or higher).
- ✓▢First Real Expedition — Win a game in the Royal Woodlands biome, and on Settler difficulty (or higher).
Pure nesting - chase only the biggest number you can survive. First Real Expedition is the reason to do it in the Royal Woodlands specifically: it names that biome and only asks for Settler or higher, so it rides along free. If Prestige 20 is out of reach, the same run at Viceroy still collects everything from Against All Odds down.
These are all "win a game after doing N of a thing" counters and none of them contradict each other, so one sprawling settlement pays out all five. Build clearing throughput early, get a Trading Post up sooner than you normally would, and resolve every glade event, ruin and cache you uncover instead of leaving them parked.
- ✓▢Efficient Explorer — Win a game after completing 25 Glade Events.
- ✓▢Taking Action — Win a game after completing 5 Glade Events.
- ✓▢Ruins — Win a game after taking care of 10 ruins found in glades.
- ✓▢Treasure — Win a game after opening or sending 20 Abandoned Caches to the Citadel.
- ✓▢Trade Baron — Win a game after completing 20 trade routes.
Efficient Explorer (25 Glade Events) contains Taking Action (5), so ignore the small one entirely. Do NOT try to fold Homesick into this run - winning in 5 years or less pulls directly against 25 events, 20 trade routes, 10 ruins and 20 caches. Take Homesick as its own short run.
Paradise asks for every villager need met simultaneously; Higher Needs asks for the Service subset and Feeding The People for the Complex Food subset. Satisfy Paradise and the other two are true at the same instant. Settle exactly three species (Commons do not count toward the requirement), stockpile every service consumable before you go for the window, and then hold it.
- ✓▢Paradise — Fulfill all villagers’ needs simultaneously (requires 3 species; Commons excluded).
- ✓▢Higher Needs — Fulfill all villagers’ Service needs simultaneously (requires 3 species; Commons excluded).
- ✓▢Feeding The People — Ensure all villagers have all their Complex Food needs fulfilled simultaneously.
Strict nesting, so build for Paradise and collect the other two on the way. Three species is a floor for Paradise and Higher Needs but a cost for Feeding The People, which needs a complex food chain per species - three is therefore the right number, not more. None of the three requires you to win, so a stable settlement you are already comfortable in is the ideal place to attempt it.
All three name the Coastal Grove in their own descriptions, so they share a biome and a mechanic. Settle the Coastal Grove, build expedition capacity early, and keep dispatching continuously rather than waiting for each expedition to resolve.
- ✓▢The Coastal Grove — Win a game on the Coastal Grove biome. (Keepers of the Stone)
- ✓▢The Search Continues — Send out 12 expeditions in one game in the Coastal Grove. (Keepers of the Stone)
- ✓▢Feeling Lucky — Obtain the Rainpunk Foundry blueprint from an expedition in the Coastal Grove. (Keepers of the Stone)
The Search Continues says "in one game" (12 expeditions); Feeling Lucky is a blueprint drop, so volume is the only lever. Strider Rider is deliberately NOT in this plan - it wants 100 expeditions and carries no "in one game" wording, so it accumulates across Coastal Grove settlements rather than landing in this one. Every expedition here still feeds it. Requires the Keepers of the Stone DLC.
What the game is asking: Win a game with 0 villagers dying.
Villagers die from unmet needs and from hostile Glade Events, so this is a run you plan defensively from minute one rather than a thing you react to.
- Keep food supply comfortably ahead of population instead of running it lean. Deaths from starvation are the avoidable ones.
- Be slow to open Dangerous Glades. Every one you crack is a chance to take a hit you cannot undo, and nothing in this achievement rewards exploration.
- Take a lower difficulty. The achievement text puts no floor on difficulty, so there is no reason to make this harder than it needs to be.
One death ends the attempt, so if you lose someone early, restart the settlement rather than grinding out a run that cannot pop it.
What the game is asking: Win a game after completing 5 Glade Events.
Glade Events are the encounters you uncover when you clear glades. Completing one means resolving it — paying its cost or meeting its condition — not merely finding it.
Five is a low bar for a full settlement, so the practical approach is simply to keep clearing glades at a normal pace and resolve the cheap Small Glade Events as they appear rather than leaving them parked. Do not stall the run hunting for them; you will hit five naturally on the way to a win.
The achievement only counts on a win, so a settlement where you completed ten events and then lost gives you nothing.
What the game is asking: Win a game in the Royal Woodlands biome, and on Settler difficulty (or higher).
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Royal Woodlands, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Royal Woodlands is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
What the game is asking: Win a game on the The Marshlands biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as The Marshlands, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If The Marshlands is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
What the game is asking: Win a game on the Scarlet Orchard biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Scarlet Orchard, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Scarlet Orchard is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
What the game is asking: Win a game on the Coral Forest biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Coral Forest, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Coral Forest is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
What the game is asking: Win a game on Pioneer difficulty (or higher).
Difficulty is picked on the embark screen, and the achievement explicitly accepts anything at or above Pioneer — so if you are already comfortable higher up, a normal run will unlock this on the way past.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it. At this tier the usual failure modes are running out of food or letting Resolve sag until Impatience outruns your Reputation, so prioritise a working food loop and one early service building over expansion.
Do not stack this with other risky achievement conditions on the same run — win it clean first, then chase the fiddly ones on an easier setting.
What the game is asking: Win a game near the Fertile Grounds modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Fertile Grounds, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Fertile Grounds is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Fertile Grounds does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game in 5 years or less.
A speed achievement. Reputation is what wins the settlement, so the whole run is about generating Reputation points as fast as possible and ignoring anything that does not.
- Take orders and complete them promptly — they are a direct Reputation source.
- Do not over-expand. Every building that is not feeding Reputation is time you do not have.
- Skip optional Glade Events that cost time without moving you toward the win.
A smaller, lower-difficulty map is the friendliest place to attempt this, since fewer complications means fewer detours. If you are past year 3 and still short on Reputation, restart rather than finishing a run that cannot qualify.
What the game is asking: Win a game on Veteran difficulty (or higher).
Difficulty is picked on the embark screen, and the achievement explicitly accepts anything at or above Veteran — so if you are already comfortable higher up, a normal run will unlock this on the way past.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it. At this tier the usual failure modes are running out of food or letting Resolve sag until Impatience outruns your Reputation, so prioritise a working food loop and one early service building over expansion.
Do not stack this with other risky achievement conditions on the same run — win it clean first, then chase the fiddly ones on an easier setting.
What the game is asking: Win a game near the Royal Outpost modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Royal Outpost, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Royal Outpost is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Royal Outpost does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Watchtower modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Watchtower, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Watchtower is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Watchtower does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Monastery of the Holy Flame modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Monastery of the Holy Flame, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Monastery of the Holy Flame is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Monastery of the Holy Flame does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Overgrown Library modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Overgrown Library, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Overgrown Library is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Overgrown Library does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Levitating Monument modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Levitating Monument, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Levitating Monument is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Levitating Monument does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Petrified Necropolis modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Petrified Necropolis, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Petrified Necropolis is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Petrified Necropolis does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Ruins modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Ruins, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Ruins is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Ruins does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game on the Cursed Royal Woodlands biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Cursed Royal Woodlands, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Cursed Royal Woodlands is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
What the game is asking: Win a game near the Ancient Battleground modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Ancient Battleground, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Ancient Battleground is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Ancient Battleground does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Flooded Mines modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Flooded Mines, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Flooded Mines is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Flooded Mines does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Abandoned Settlement modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Abandoned Settlement, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Abandoned Settlement is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Abandoned Settlement does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game after completing 20 trade routes.
Trade routes run out of the Trading Post, so the first requirement is simply having one up early and keeping it staffed. A route completes when the trader returns, which means throughput is limited by how many routes you can afford to send out back to back.
- Get the Trading Post built well before you would normally bother.
- Keep a surplus of a cheap tradeable good so you are never waiting on stock to dispatch the next route.
- Twenty is a lot for a short run, so plan on a longer settlement and do not chase Homesick at the same time.
As with all of these, the count only pays out if you win the settlement.
What the game is asking: Win a game near the Statue of the Forefathers modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Statue of the Forefathers, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Statue of the Forefathers is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Statue of the Forefathers does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Corrosive Torrent modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Corrosive Torrent, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Corrosive Torrent is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Corrosive Torrent does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Haunted Forest modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Haunted Forest, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Haunted Forest is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Haunted Forest does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Barren Lands modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Barren Lands, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Barren Lands is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Barren Lands does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Bandit Camp modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Bandit Camp, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Bandit Camp is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Bandit Camp does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Ruined Armory modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Ruined Armory, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Ruined Armory is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Ruined Armory does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Gathering Storm modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Gathering Storm, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Gathering Storm is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Gathering Storm does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game on Viceroy difficulty (or higher).
Difficulty is picked on the embark screen, and the achievement explicitly accepts anything at or above Viceroy — so if you are already comfortable higher up, a normal run will unlock this on the way past.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it. At this tier the usual failure modes are running out of food or letting Resolve sag until Impatience outruns your Reputation, so prioritise a working food loop and one early service building over expansion.
Do not stack this with other risky achievement conditions on the same run — win it clean first, then chase the fiddly ones on an easier setting.
What the game is asking: Win a game near the Frosts modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Frosts, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Frosts is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Frosts does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Sparkdew Crystals modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Sparkdew Crystals, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Sparkdew Crystals is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Sparkdew Crystals does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Ominous Presence modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Ominous Presence, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Ominous Presence is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Ominous Presence does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game without completing any orders.
Orders are one of the main Reputation sources, so refusing them means you have to reach the Reputation threshold entirely through the other routes the game offers — chiefly keeping villager Resolve high enough that it converts into Reputation over time.
- Invest in Resolve early: housing, services and the food variety your species care about.
- Play on a difficulty where Impatience rises slowly, because Resolve-based Reputation is much slower than order-based Reputation and you need the extra clock.
- Be careful not to complete an order by accident. An order that finishes on its own because you happened to produce the goods still counts as completed.
This pairs naturally with Victory Through Prosperity, since both push you toward the Resolve route.
What the game is asking: Win after discovering 2 Dangerous Glades before the end of Year 1, on Pioneer difficulty.
Three conditions, and the timing one is the hard part. Dangerous Glades are expensive to clear, and doing two of them inside the first year means committing your early woodcutters to clearing instead of to setting up the economy.
- Scout early so you know where the Dangerous Glades actually are before you spend labour walking to them.
- Put the bulk of your starting villagers on clearing rather than production for the first year, and accept that your economy will be behind.
- Have a plan for the events you uncover. Two Dangerous Glade Events landing at once in Year 1 is exactly how these runs die.
Difficulty must be Pioneer specifically or higher per the description, and you still have to win the settlement afterwards.
What the game is asking: Win a game near the Land of Greed modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Land of Greed, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Land of Greed is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Land of Greed does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Fishmen Ritual Site modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Fishmen Ritual Site, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Fishmen Ritual Site is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Fishmen Ritual Site does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game near the Dangerous Lands modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Dangerous Lands, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Dangerous Lands is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Dangerous Lands does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win with: 1 x Small Farm, 1 x Brewery, 1 x Tavern, on the difficulty: Veteran.
A production-chain achievement with a difficulty floor attached. All three buildings need to exist when you win, and the difficulty must be Veteran as stated.
- The three form a natural chain, so build them in order and keep the farm supplied with the right seasonal conditions.
- Veteran is the real gate. Play the settlement as a normal Veteran run first and treat the three buildings as a checklist you tick before closing out Reputation.
- Confirm all three are actually built and not just queued before you take the winning Reputation point.
Refinery is the same achievement with a different chain — you can plan both, but they need different production investments, so do not force them into one cramped map.
What the game is asking: Win a game near the Forsaken Gods Temple modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Forsaken Gods Temple, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Forsaken Gods Temple is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Forsaken Gods Temple does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win with: 1 x Mine, 1 x Smelter, 1 x Smithy, on the difficulty: Veteran.
The metalworking counterpart to Serving Ale, and the same rules apply: all three buildings standing at the moment of victory, on Veteran difficulty or the achievement will not fire.
- The Mine is the constraint — you need a site with a deposit to build on, so check the map before committing the run to this.
- Smelter and Smithy are cheap once the ore is flowing; the sequencing matters more than the cost.
- Verify all three are built, not queued, before you take the final Reputation point.
As with Serving Ale, treat Veteran as the difficulty of the run and the buildings as a checklist rather than the other way round.
What the game is asking: Win a game near the Forbidden Lands modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Forbidden Lands, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Forbidden Lands is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Forbidden Lands does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game after completing 25 Glade Events.
This is the greedy version of Taking Action and it pulls in the opposite direction from a fast win — 25 events means opening a lot of glades, which means both time and risk.
- Pick a map where you can afford to sprawl, and plan for a long settlement rather than a rush.
- Resolve events rather than banking them. Only completed events count.
- Build the woodcutting and clearing throughput early; the limiting factor is usually how fast you can open glades, not whether you can pay the event costs.
Because a long run raises the odds of a death or a food crisis, do this on a difficulty you can hold comfortably, and do not stack it with No Deaths on the same settlement.
What the game is asking: Win a game near the Untamed Wilds modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Untamed Wilds, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Untamed Wilds is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Untamed Wilds does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
What the game is asking: Win a game after completing 3 timed orders.
Timed orders are the ones that come with a countdown attached, as opposed to open-ended ones. Only those count here.
Pick timed orders whose goods you are already producing rather than ones that would force a new production chain under a clock, and take them when your economy is stable rather than during a storm. Three is a small number over a full settlement, so the main risk is passing over timed orders in favour of easier untimed ones and reaching the win without having taken any.
Check the order board deliberately a few times per year so you do not finish the run one order short.
What the game is asking: Earn 14 Reputation Points through Resolve in a single game.
Resolve converts into Reputation when a species is happy enough for long enough, so this is a needs-and-services run rather than an orders run. Fourteen points is a large share of a settlement total, so plan for a long game.
- Cover housing first, then the service needs each species asks for — Resolve climbs from met needs, and the conversion only ticks while it is high.
- Food variety matters as much as food quantity for Resolve, so build toward a couple of different complex foods rather than one bulk staple.
- Avoid anything that spikes Hostility or drops Resolve late; losing the threshold pauses the conversion.
Because it needs time, take a difficulty where Impatience rises slowly and do not also try to win fast.
What the game is asking: Win a game on the Coastal Grove biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Coastal Grove, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Coastal Grove is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Win a game on the Ashen Thicket biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Ashen Thicket, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Ashen Thicket is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Ensure all villagers have all their Complex Food needs fulfilled simultaneously.
Complex foods are the processed dishes rather than raw ingredients, and different species want different ones. "All villagers, simultaneously" means every species present has to be covered at the same instant — so the fewer species in the settlement, the fewer chains you need running.
- Deliberately keep your species count low if you can choose arrivals. Every extra species adds another complex food to satisfy.
- Build production for each required dish and stockpile a buffer before you go looking for the pop, so a temporary shortage does not break the simultaneous condition.
- Watch the needs panel rather than guessing; it lists exactly which complex foods are outstanding.
This does not require a win, so you can chase it in a settlement you are already comfortable in.
What the game is asking: Win a game with 3 active Blood Flower clones on the map.
This one is tied to a specific Glade Event outcome rather than to normal building, so it depends on the Blood Flower turning up at all in your settlement. All three clones need to be active at the same time when you win.
- Do not remove or resolve the clones once you have them. The condition is a state at the moment of victory, not a lifetime count.
- Because it depends on an event appearing, expect to abandon runs where it never shows.
We have not verified the exact mechanism that produces additional clones from the description alone, and we will not guess at it — if the event appears and the wording of its choices is unclear, check a community guide before you commit to an option.
What the game is asking: Win a game with Frogs on a Wednesday.
A joke achievement keyed to the real-world day, so the only planning involved is timing. Have a Frog settlement in progress and finish it on a Wednesday.
The safest approach is to get the settlement to the brink of victory — Reputation one point short — on Tuesday or earlier, then leave it and claim the win once your system clock rolls over to Wednesday.
The description does not specify a timezone, so if it does not pop, the likeliest explanation is that the game is reading a different clock than you expect rather than that you missed a hidden condition.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Win a game on Prestige 10 difficulty (or higher).
Difficulty is picked on the embark screen, and the achievement explicitly accepts anything at or above Prestige 10 — so if you are already comfortable higher up, a normal run will unlock this on the way past.
Prestige levels stack modifiers on top of the base difficulty, and each one is a separate opt-in tier. Expect to need a settled build order, a reliable early food chain and confident Glade Event triage before this is realistic. There is no shortcut in the achievement text — it is simply a skill gate.
Do not stack this with other risky achievement conditions on the same run — win it clean first, then chase the fiddly ones on an easier setting.
What the game is asking: Win a game on the Bamboo Flats biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Bamboo Flats, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Bamboo Flats is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game on the Rocky Ravine biome.
Biomes are chosen when you pick a settlement site on the world map, so this is a site-selection achievement more than a skill one. Open the world map, look for a tile flagged as Rocky Ravine, and embark there.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
If Rocky Ravine is not showing on your map yet, it is gated behind world-map progression — keep completing settlements and rebuilding the Citadel cycle until it appears in the rotation. Exact unlock requirements are not stated in the achievement text; if you cannot find the biome, check the in-game world map legend rather than guessing.
Because the requirement is only "win here", play it safe: take a comfortable difficulty, lean on food and Resolve, and do not chase side objectives that could stall the run.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game with 30 Humans, 15 x Human House, 1 x Temple
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Humans living in the settlement
- 15 x Human House built
- 1 x Temple built
The population number is the awkward part. Humans arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Temple early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
What the game is asking: Win a game near the Drylands modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Drylands, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Drylands is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Drylands does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game near the Silent Dominion modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Silent Dominion, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Silent Dominion is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Silent Dominion does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game with 30 Lizards, 15 x Lizard House, 1 x Clan Hall
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Lizards living in the settlement
- 15 x Lizard House built
- 1 x Clan Hall built
The population number is the awkward part. Lizards arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Clan Hall early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
What the game is asking: Win a game with 30 Beavers, 15 x Beaver House, 1 x Guild House
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Beavers living in the settlement
- 15 x Beaver House built
- 1 x Guild House built
The population number is the awkward part. Beavers arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Guild House early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
What the game is asking: Win a game after taking care of 10 ruins found in glades.
Ruins turn up inside glades as you clear them, so the count is gated behind exploration. Ten in one settlement means opening a fair number of glades, which puts this on the long-run side rather than the fast-win side.
- Prioritise clearing throughput early so you are opening glades steadily all game.
- Handle ruins as you find them instead of leaving them sitting; only the ones you actually take care of count.
- Pick a roomy map. A cramped site simply may not contain ten.
Since it needs a lot of glade clearing anyway, this stacks comfortably with the Glade Event counters. Note the trigger is on winning the settlement, so finish the run.
What the game is asking: Win a game on Prestige 20 difficulty (or higher).
Difficulty is picked on the embark screen, and the achievement explicitly accepts anything at or above Prestige 20 — so if you are already comfortable higher up, a normal run will unlock this on the way past.
Prestige levels stack modifiers on top of the base difficulty, and each one is a separate opt-in tier. Expect to need a settled build order, a reliable early food chain and confident Glade Event triage before this is realistic. There is no shortcut in the achievement text — it is simply a skill gate.
Do not stack this with other risky achievement conditions on the same run — win it clean first, then chase the fiddly ones on an easier setting.
What the game is asking: Win a game with 30 Harpies, 15 x Harpy House, 1 x Bath House
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Harpies living in the settlement
- 15 x Harpy House built
- 1 x Bath House built
The population number is the awkward part. Harpies arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Bath House early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
What the game is asking: Fulfill all villagers' Service needs simultaneously (requires 3 species; Commons excluded).
Unlike Feeding The People, this one sets a minimum of three species, so you cannot simplify it by keeping the settlement narrow. Each species asks for different services, and all of them have to be satisfied at the same moment. The description explicitly excludes Commons from the count.
- Get three qualifying species settled first, then work backwards from the needs panel to the list of service buildings you are missing.
- Service buildings consume goods to operate, so the real constraint is usually keeping them all supplied at once rather than building them.
- Stockpile the consumables before you try to run everything simultaneously.
This is the natural stepping stone to Paradise, so set up for that at the same time.
What the game is asking: Win a game near the Riverlands modifier.
World-map tiles list their modifiers before you commit, so this is decided at embark time. Hover tiles until you find one showing Riverlands, then settle it.
A settlement is won by earning enough Reputation before Impatience fills the opposite bar, so every "win a game" achievement is asking you to finish that settlement — not just survive in it.
Two practical notes. First, modifiers rotate with the map, so if Riverlands is not on the board right now, finish or abandon the current cycle and check again — there is no way to force a specific modifier from inside a settlement. Second, the achievement only cares that you won on that tile; it does not ask you to interact with the modifier, so pick the easiest difficulty you are comfortable with and just close the run out.
The achievement text does not describe what Riverlands does mechanically, and we are not going to invent it — read the tooltip on the tile before you embark so you know what you are signing up for.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game after building at least 40 Fertile Fields in the Bamboo Flats.
Biome-locked to the Bamboo Flats, so you have to be settled there before any of this counts. Forty fields is a lot of placement and a lot of labour, so lean the whole settlement toward farming rather than treating it as a side goal.
- Check that your site actually has room for 40 fields before committing to the run.
- Farming needs the right season to be productive, but the achievement only asks that the fields are built — do not confuse building them with harvesting them.
- Plan a long game and a difficulty you can sit on.
As always, the count is redeemed on the win.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game after opening or sending 20 Abandoned Caches to the Citadel.
The description is generous here — either opening a cache or sending it to the Citadel counts, so you never have to agonise over which choice to take. Just resolve each one you find, whichever way suits the run.
Caches come out of exploration, so the same advice applies as for Ruins: clear glades steadily, take a roomy map, and plan for a longer settlement. Twenty is a high count for one run, so do not combine this with a speed attempt.
The counter only pays out on a win.
What the game is asking: Win a game with 30 Foxes, 15 x Fox House, 1 x Tea Doctor
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Foxes living in the settlement
- 15 x Fox House built
- 1 x Tea Doctor built
The population number is the awkward part. Foxes arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Tea Doctor early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
What the game is asking: Complete 50 transactions on the Black Market.
Note what the description does not say: there is no "in one game" qualifier, unlike The Weakest Link which has one explicitly. That contrast strongly suggests this total carries across settlements. If you find it resetting between runs, treat it as a single-settlement grind instead — but the wording points the other way.
Every buy and every sell is a transaction, so the cheapest way to farm it is many small trades rather than a few large ones whenever the Black Market is available to you.
Run it in the background of settlements you are playing anyway rather than making a dedicated attempt.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Create 20 Experimental Cornerstones in the Ashen Thicket.
Biome-locked to the Ashen Thicket, and tied to that biome's Experimental Cornerstone mechanic specifically. Twenty is a grind, so set up whatever produces them early and keep it running for the whole settlement rather than dabbling.
The description does not state whether the 20 accumulate across settlements or must happen in one, and it lacks the explicit "in one game" phrasing that other achievements in this list use — so plan for one long run in the biome, and treat any carry-over as a bonus.
We have not verified the exact production requirements from the achievement text; read the in-game panel for Experimental Cornerstones before committing a run to it.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Fulfill all villagers' needs simultaneously (requires 3 species; Commons excluded).
The superset of Higher Needs: not just services, but every need category, for at least three species, all true at the same instant. Commons are excluded from the species requirement.
- Do this in a long, stable settlement on a difficulty you can hold indefinitely. You need time to build every chain, not just survive.
- Work off the needs panel as a literal checklist and stockpile every consumable before you go for the simultaneous window. The usual failure is one service building running dry while you finish the last one.
- Keep the species count at exactly three if you can. Every extra species is another full column of needs.
If you are attempting Paradise, Higher Needs and Feeding The People will almost certainly fall out of the same run — set the settlement up once and collect all three.
What the game is asking: Win a game with 40 Frogs, 20 x Frog House, 1 x Forum.
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 40 Frogs living in the settlement
- 20 x Frog House built
- 1 x Forum built
The population number is the awkward part. Frogs arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Forum early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Upgrade 12 Frog Houses to the maximum level in one game.
Twelve maxed houses is a serious materials investment, so build the settlement around it: bias arrivals toward Frogs, put housing down early, and keep the upgrade materials flowing rather than upgrading in one late burst.
- Get the production chains for the upgrade materials online before you start building houses in bulk.
- Spread the upgrades rather than maxing a few and forgetting the rest; the achievement counts fully upgraded houses, not upgrade actions.
- Explicitly "in one game", so this does not accumulate across settlements.
A long, comfortable difficulty is the right setting — you need time and materials, not pressure.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Send out 100 expeditions in the Coastal Grove.
Expeditions are the Coastal Grove's signature mechanic, and 100 is well beyond what a single settlement produces — compare The Search Continues, which asks for 12 and says "in one game". The contrast makes it fairly clear this one is meant to accumulate across Coastal Grove settlements.
- Note the wording: expeditions must be sent out, not necessarily completed successfully.
- Build expedition capacity early in every Coastal Grove run and keep dispatching rather than batching.
- Treat it as a long-term background goal, not a session target.
Doing The Search Continues, Feeling Lucky and this one in the same biome run is the efficient play.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Send out 12 expeditions in one game in the Coastal Grove.
Explicitly single-settlement. Twelve is achievable in one normal Coastal Grove run provided you build for it: get expedition capacity online early and keep dispatching continuously instead of waiting for each one to resolve before sending the next.
The requirement is to send, not to succeed, so do not hold back a dispatch because the odds look poor.
This is the natural companion to Strider Rider — every expedition you send here also feeds that cumulative count.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Obtain the Rainpunk Foundry blueprint from an expedition in the Coastal Grove.
As the name says, this is a drop. The blueprint has to come specifically from an expedition reward in the Coastal Grove, so obtaining the Rainpunk Foundry any other way will not satisfy it.
The only real strategy is volume: send as many expeditions as you can afford, in as many Coastal Grove settlements as it takes. That makes it a free rider on Strider Rider and The Search Continues — run all three together and this one will land eventually.
We have not verified whether particular expedition types or lengths improve the odds, so we are not going to claim they do.
⚠️ Requires the Keepers of the Stone DLC (the tag is in the achievement description itself).
What the game is asking: Exile 15 villagers in the Manorial Court in one game.
Explicitly single-settlement, so you need the Manorial Court built and 15 exiles processed before the run ends. That is a meaningful chunk of your population, so plan for a settlement with a healthy inflow of villagers rather than a lean one.
- Build the Manorial Court early; nothing counts until it exists.
- Exiling costs you workers, so keep production simple and do not run a build order that depends on a large workforce.
- Time exiles for after arrivals rather than before, so you are not crippling the settlement mid-year.
The wording does not require you to win, but finishing the run is the safe assumption.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Exile 50 villagers in the Manorial Court.
Compare this with The Weakest Link, which says "in one game" outright. The absence of that phrase here suggests Exiled is a lifetime total across settlements — which also makes 50 a reasonable number rather than a punishing one.
Build the Manorial Court as a matter of routine in settlements where you can spare the slot, and process exiles whenever a villager is genuinely surplus. The Weakest Link run will contribute 15 of these on its own.
If you find the count resetting between settlements, treat it as single-run instead — but the wording points to cumulative.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Buy goods worth 500 Amber on credit on the Black Market.
The key word is on credit — goods bought outright with Amber you already hold will not count. You have to use the credit option specifically, and the 500 is measured in Amber value of the goods, not in the number of purchases.
As with Shady Dealings, the description carries no "in one game" qualifier, which suggests it accumulates across settlements. Buy on credit whenever you would have bought anyway and it will come in over normal play.
Credit has a cost attached in-game, so do not bankrupt an otherwise good run chasing the number.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Win a game with 30 Bats, 15 x Bat House, 1 x Academy
Three conditions have to be true at the moment you win, so treat this as a checklist you tick off before pressing on with the final Reputation point:
- 30 Bats living in the settlement
- 15 x Bat House built
- 1 x Academy built
The population number is the awkward part. Bats arrive from the Citadel between years and from some events, so bias every arrival choice toward them and avoid sending them out on anything that removes them from the settlement. Housing them is what lets the population grow, which is why the house count is bundled in.
Build the Academy early rather than last — it is a single structure and easy to forget while you are counting heads. Once all three lines are satisfied, close out the Reputation bar and win.
Deliberately overshoot the population target by a couple of villagers so a late death does not drop you under the line on the winning tick.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).
What the game is asking: Keep the Fluffbeak's well-being at 75% or higher for at least 20 minutes.
A sustained-state achievement rather than a milestone: the clock only runs while the bar is above the line, so a dip partway through is the thing to avoid. Twenty minutes is real time inside the settlement, so consider slowing the game speed rather than running it fast, which gives you more chances to react if well-being starts sliding.
Get whatever the Fluffbeak's well-being depends on stocked and stable before you start watching the clock, and then leave it alone.
The description does not spell out which inputs drive that well-being bar, and we are not going to invent them — check the Fluffbeak's own in-game panel, which lists what it wants.
⚠️ Requires the Nightwatchers DLC (the tag is in the achievement description itself).











