Contracts are missions that can be accepted in Settlements. You may only have one active contract at a time. Completing a contract will reward your company with crowns, Renown, and better Relations with the settlement or the noble house that offered the contract. However, failing to fulfill a contract lowers your company's local Relations and the company's Renown.
The crowns reward increases with your company's Renown. Some contracts, such as the noble houses contracts, are only available with a certain level of Renown.
Contract targets can be identified with a golden coin on the Global Map.
Before taking a contract it is possible to haggle for better pay. Everyone expects a little haggling but insist on too good a price and there is a chance the contract giver will refuse your company the contract.
You can determine if they will refuse based on their answers. It's probably best not to push your luck with an angry client if you need the money.
As well as getting your crowns when you finish your mission the contract giver may decide to pay you a portion of the fee in advance; including a possible bonus for each enemy head collected (price per kill).
Beware when haggling for better payment when more than one type of payment is offered. It may result in your other type of payment being slightly reduced.
Contracts will ask for more or less the same tasks to be completed. However when, where and who you fight may vary widely.
Contract difficultly is measured with skulls. More skulls means more danger, but a better pay.
Contract types that involve destroying a location replace existing enemy forces for the new one scaled to the contract difficulty. For example coven full of Necrosavants can have them replaced by Ancient Auxiliary if the contract difficulty is low.
One or two skull contracts can overwrite Named Items that a location may be holding.
Defend Settlement Bandits
Defend a settlement against a single or multiple waves of enemies raiding their Attached Locations.
You will face either Brigands or Zombies, whichever has a closer distance to the settlement.
20% chance: A kidnapping takes place and you are expected to go after them.
20% chance: The local militia wants to take your orders while defending the settlement.
20% chance: You can choose to fight the whole camp or agree to an 1vs1 duel. (Barbarian Duel)
After winning the duel, barbarians will leave, completing the contract.
After losing the duel you can choose to leave the camp for extra moral reputation, but you fail the contract or destroy their camp to finish the contract, but you will lose moral reputaion.
20% chance: The barbarians attack you and want to raid the settlement that gave you the contract afterwards. You get double payment and extra reputation if you win. You will lose a large amount of reputation and the settlement will get the raided settlement situation for 3 days if you lose this fight.
10% chance: You can choose to hire the 1 barbarian that survived the attack. (Barbarian Survivor)
10% chance: The lindwurms are attacking a caravan. If less than 5 caravans are destroyed you get an extra reward. You get 3 extra caravan hands for the fight. The reward is that an undead location is revealed that will contain a named item. (Merchant in Distress)
Company of soldiers is dispatched at the start of the contract. They move to reinforce settlement defenses. You could take advantage of it as they engage any greenskin forces they meet on their way to the besieged settlement.
You usually destroy 2-3 raiding parties and 1-2 siege engine camps.
The player can resupply in besieged settlement without a problem.
Destroy any greenskin parties and camps to lure out their warlord. Kill the orc warlord.
If the envoy is killed during a battle, the contract will fail.
Once the destination is reached, the envoy will leave the party for several hours, then join back.
The envoy must be escorted back to the settlement where the contract was accepted.
10% chance: After meeting a shady man your envoy may get attacked by brigands and you can choose a side. Defending the envoy simply continues the contract, taking the bandit deal will get you the bribe money instead and you get flagged as a betrayer by that noble house. (Shady Deal)
Patrol two settlements, then come back to where the contract was accepted.
You are paid for up to 20-35 heads you bring back. The heads can be from any enemy. (resurrected enemies, war dogs, goblin wolves, spider eggs and lindwurm tails dont give heads on kill) You have 7 days time to collect them. The closest bandit, orc and goblin camps will spawn a roaming party while you are on this contract.
10% chance: You get a scouting report about a crucified man. (Crucified)
33% chance: The settlement you patrol gets the safe roads settlement situation.
Travel to the lands of noble house x, raid and burn down places, destroy any caravans or patrols and return after 5 days.