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| They probably have cows. |
I've got enough structure built for the Settlement System to give it a whirl, so let's try an alpha test by starting with a brand new settlement.
A few definitions to navigate what's happening might help. Basic stats are Size (governs the scale of everything), Trade, Culture, and Militia. Each of those except Militia corresponds with a more volatile stat that potentially changes every turn, namely Population, Coin, and Morale. Settlement Turns are how often Income, Events, Projects, and Upkeep happen; I'm using a week per turn, but for a more casual experience a month per turn should work (and probably make more sense).
Settlements have Resource Income, which generate Food, Raw Materials, and Luxury Goods for consumption or trade, with extra Resources persisting between Turns in the Warehouse. Infrastructure tracks settlement buildings and Specialists are notable people in the settlement, and both can impact settlement stats. Projects allow the citizens to build and do things, and Events happen randomly every Turn to help or hinder the settlement's progress.
With all that as prologue, let's follow along as six ex-adventurers found a tiny settlement named Coldwater Bend.