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		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=6785</id>
		<title>Hearths</title>
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		<updated>2024-03-31T18:10:56Z</updated>

		<summary type="html">&lt;p&gt;76561197973966489: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Small Hearth_icon.png|thumb|360px|A Hearth Fully Upgraded]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hearths are the heart of the [[Settlement]].  Every Settlement starts with an [[#Ancient Hearth | Ancient Hearth]] and can construct other [[#Small Hearths | Small Hearths]] from the &amp;quot;City Buildings&amp;quot; menu.  Hearths are a [[File:Icon Spec Fire 64x64.png|14px]] Warmth specialization building that employs a single Firekeeper to keep the Hearth lit by burning [[Resources#Fuel &amp;amp; Exploration | Fuel]].  Every [[Villagers | Villager]] takes their breaks at the nearest lit Hearth to warm themselves, eat, and fulfill their needs.  By upgrading the community around each Hearth you can unlock up to 3 tiers of stackable benefits.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
&lt;br /&gt;
[[Blightrot]] infects Hearths, and the more [[Blightrot]] and [[Cysts]] a Viceroy generates from [[Rain Punk Engine]] use, the higher the amount of [[Corruption]] in their Hearths. Every [[Storm Season]] when [[Blightrot]] [[Cysts]] open up, the Hearth will become progressively more [[Corrupted]] per minute, until it reaches a [[Corruption Limit]] and kills 3 random Villagers. The higher a Hearths&#039; [[Corruption]] resistance is, the more [[Corruption]] it will take to fill the bar and kill off Villagers.&lt;br /&gt;
&lt;br /&gt;
[[File:hearthcorruption.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Fuel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[Fuel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can decide which type of Fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.&lt;br /&gt;
&lt;br /&gt;
* Each {{rl|Coal|med}} burns for 0:40 seconds&lt;br /&gt;
* Each {{rl|Sea Marrow|med}} burns for 0:40 seconds&lt;br /&gt;
* Each {{rl|Oil|med}} burns for 0:25 seconds&lt;br /&gt;
* Each {{rl|Wood|med}} burns for 0:12 seconds&lt;br /&gt;
&lt;br /&gt;
== Villager Breaks ==&lt;br /&gt;
&lt;br /&gt;
Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a Villager has multiple [[Complex Food Need | complex food]] needs enabled for consumption, they will consume more than one meal.  If a Villager is disallowed complex foods for consumption, or there are none available they will consume a raw food.  Villagers will also consume [[Resources#Service Goods | Service Good]] for each allowed [[Services | Service]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle; font-weight:bold&amp;quot; | Species&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Break Interval&lt;br /&gt;
| 02:00&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:00&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 01:40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hearth Upgrades ==&lt;br /&gt;
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]&lt;br /&gt;
Upgrading to level 2 and 3 requires you to [[Smoldering City#Upgrades | unlock]] levels of the Brass Forge. Click on the Hearth to see what is required to Upgrade. As seen on the image on the right, we still need 4 Comfort Decorations (Green) and 4 Aesthetic Decorations (Blue) before the Hearth Upgrades.&lt;br /&gt;
&lt;br /&gt;
* Houses and Decorations need to be placed within the Hearth Radius for it to count towards the Upgrade.&lt;br /&gt;
* The Hearth Upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Upgrades&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Bonus&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 to Hostility&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br /&amp;gt;Level I&lt;br /&gt;
| Encampment&lt;br /&gt;
| 8 Housed Villagers&amp;lt;br /&amp;gt;4 Comfort Decorations&lt;br /&gt;
| +2 to Global Resolve&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| Neighborhood&lt;br /&gt;
| (Unlocked with Brass Forge 1)&amp;lt;br /&amp;gt;14 Housed Villagers&amp;lt;br /&amp;gt;8 Comfort Decorations&amp;lt;br /&amp;gt;4 Aesthetics Decorations&lt;br /&gt;
| +10% to global production&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;Some viceroys say aesthetics don&#039;t matter out in the wilds, but you know better than that.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| District&lt;br /&gt;
| (Unlocked with Brass Forge 3)&amp;lt;br /&amp;gt;20 Housed Villagers&amp;lt;br /&amp;gt;1 Service Building&amp;lt;br /&amp;gt;16 Comfort Decorations&amp;lt;br /&amp;gt;8 Aesthetic Decorations&amp;lt;br /&amp;gt;4 Harmony Decorations&lt;br /&gt;
| +10% to global double production chance&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every Settlement starts with an Ancient Hearth which must &#039;&#039;&#039;always&#039;&#039;&#039; remain lit.  If the fire goes out, all Villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of [[Fuel]] is needed.   Your choice of Firekeeper in the Ancient Hearth will grant your Settlement a specific bonus.&lt;br /&gt;
&lt;br /&gt;
== Firekeeper Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:70px&amp;quot; | Species&lt;br /&gt;
! Bonus&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| [[File:Firekeeper Bonus Beaver.png|64px]] &amp;lt;/br&amp;gt;Pragmatic Frugality&lt;br /&gt;
| Fuel burns 20% longer&lt;br /&gt;
| &#039;&#039;Beaver firekeepers know a lot about burning techniques.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| [[File:Firekeeper Bonus Fox.png|64px]] &amp;lt;/br&amp;gt;Forest Affinity&lt;br /&gt;
| -2/3/4/6 [[Hostility]] from opened Glades.&amp;lt;/br&amp;gt;Scales with [[Difficulty]].&lt;br /&gt;
| &#039;&#039;Fox firekeepers have an unusual ability to calm the forest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| [[File:Firekeeper Bonus Harpy.png|64px]] &amp;lt;/br&amp;gt;Light as a Feather&lt;br /&gt;
| +5 to global carrying capacity&lt;br /&gt;
| &#039;&#039;Harpy firekeepers can teach villagers how to be more nimble and agile.&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| [[File:Firekeeper Bonus Human.png|64px]]&amp;lt;/br&amp;gt; Beacon&lt;br /&gt;
| [[Queen&#039;s Impatience]] grows 25% slower&lt;br /&gt;
| &#039;&#039;Human firekeepers create a special link with the Citadel.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| [[File:Firekeeper Bonus Lizard.png|64px]] &amp;lt;/br&amp;gt;Sacred Pyre&lt;br /&gt;
| +1 to global [[Resolve]]&lt;br /&gt;
| &#039;&#039;Lizard firekeepers are very adept at ancient rites.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sacrificing ==&lt;br /&gt;
&lt;br /&gt;
During especially hard times, you can sacrifice additional goods in the Ancient Hearth to temporarily gain positive effects.&lt;br /&gt;
&lt;br /&gt;
Each Fuel type grants different boons:&lt;br /&gt;
* {{rl|Wood|med}} &amp;amp;#8594; 53 units per minute can be sacrificed to give -50 Hostility&lt;br /&gt;
* {{rl|Coal|med}} &amp;amp;#8594; 27 units per minute can be sacrificed to give -80 Hostility&lt;br /&gt;
* {{rl|Sea Marrow|med}} &amp;amp;#8594; 27 units Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed&lt;br /&gt;
* {{rl|Oil|med}} &amp;amp;#8594; 20 units per minute can be sacrificed to give +25% global production speed&lt;br /&gt;
&lt;br /&gt;
You can have up to 3 stacks of each [[Fuel]] being sacrificed at a time.&lt;br /&gt;
&lt;br /&gt;
== Hearth Types ==&lt;br /&gt;
&lt;br /&gt;
=== Ancient Hearths ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The heart of the colony is protected by the Holy Flame.  Villagers gather here to rest, eat, and receive clothing.  If the fire goes out, people will lose hope.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Small Hearths ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.&lt;br /&gt;
&lt;br /&gt;
Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel.  It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hearth Tips ==&lt;br /&gt;
&lt;br /&gt;
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].&lt;br /&gt;
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.&lt;br /&gt;
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.&lt;br /&gt;
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like &amp;quot;Land of Greed&amp;quot; to slow down the Queen&#039;s [[Impatience]].&lt;br /&gt;
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.&lt;br /&gt;
&lt;br /&gt;
Since Firekeepers in Small Hearths don&#039;t offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea to have a [[File:Main Storage icon.png|14px]] [[Warehouse]] very near to each Hearth because Villagers on break will need to visit a Warehouse in order to gather food and service goods and then return to the Hearth to take their break.&lt;/div&gt;</summary>
		<author><name>76561197973966489</name></author>
	</entry>
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