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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198020628577</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-18T13:21:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Frogs&amp;diff=8683</id>
		<title>Frogs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Frogs&amp;diff=8683"/>
		<updated>2024-10-12T10:14:52Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Frog-specific buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4}}&lt;br /&gt;
[[File:Frog temp.png|thumb|360px|A Frog]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
{{species link|Frogs|med}} are a dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water. Frogs are great at Masonry and love working with {{Specialization link|Rainwater}}.&lt;br /&gt;
&lt;br /&gt;
Their [[Starting Ability]] is to reveal the location of the nearest [[Ruin]]. Frogs have a base [[Resolve]] of 10, with a [[Break]] interval of 02:30 minutes. Their [[Resilience]] is listed as Medium, while their first [[Resolve Threshold]] is 25. Frogs&#039; [[Decadence]] is 5 and [[Hunger Tolerance]] is 8. With the lowest consumption of all species and reliance on [[Housing Upgrade]]s, Frogs reward investment in {{rl|Pack of Building Materials}} and [[Rainpunk]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frogs are only available as part of the Keepers of the Stone DLC&#039;&#039;&#039;. They are unlocked at [[level]] 13.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&lt;br /&gt;
Like all [[species]], Frogs need to fulfill [[Complex Needs]] to start generating [[Reputation]]. The more [[Complex Needs]] you fulfill, the higher their Resolve will go, up to a maximum of 50. With the exception of the Frog Housing [[need]], every need fulfilled grants an additional effect, like [[Boots]]&#039; increased movement speed. Notably, Frogs need the least amount of goods to keep their increased [[Resolve]], as their [[Break]] interval is 50% longer than {{Species link|Lizards}}&#039;, for example.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=&amp;quot;center&amp;quot; widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
Icon_Resource_Porridge.png | [[Porridge]]&lt;br /&gt;
File:Icon Resource Paste 1.png | [[Paste]]&lt;br /&gt;
Icon_Resource_Pie.png | [[Pie]]&lt;br /&gt;
Icon_Need_Brawling.png | [[Brawling]]&lt;br /&gt;
Icon Service Religion.png | [[Religion]]&lt;br /&gt;
Icon_Need_Luxury.png | [[Luxury]]&lt;br /&gt;
Icon_Need_FrogHousing.png | [[Frog Housing]]&lt;br /&gt;
File:Icon Resource Boots 1.png | [[Boots]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Proficiency &amp;amp; Comfort ==&lt;br /&gt;
&lt;br /&gt;
[[Frogs]]&#039; Proficiency specialization is Masonry. It grants [[Frogs]] a 10% chance to produce twice the amount of [[resources]] when working in the following [[buildings]]:&lt;br /&gt;
* {{bl|Brickyard|med}}&lt;br /&gt;
* {{bl|Clay Pit|med}}&lt;br /&gt;
* {{bl|Kiln|med}}&lt;br /&gt;
* {{bl|Stamping Mill|med}}&lt;br /&gt;
* {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
[[Frogs]]&#039; Comfort specialization is {{Specialization link|Rainwater}}. It grants Frogs 5 [[Resolve]] when working in the following [[buildings]]:&lt;br /&gt;
* {{bl|Advanced Rain Collector|med}}&lt;br /&gt;
* {{bl|Apothecary|med}}&lt;br /&gt;
* {{bl|Bath House|med}}&lt;br /&gt;
* {{bl|Beanery|med}}&lt;br /&gt;
* {{bl|Distillery|med}}&lt;br /&gt;
* {{bl|Geyser Pump|med}}&lt;br /&gt;
* {{bl|Rain Collector|med}}&lt;br /&gt;
* {{bl|Rainpunk Foundry|med}}&lt;br /&gt;
* {{bl|Teahouse|med}}&lt;br /&gt;
&lt;br /&gt;
== Frog-specific buildings ==&lt;br /&gt;
&lt;br /&gt;
These [[Buildings]] appear as [[Reputation]] rewards only when Frogs are on the map. They can still spawn as [[Ruins]].&lt;br /&gt;
&lt;br /&gt;
* {{bl|Cannery|med}}&lt;br /&gt;
* {{bl|Forum|med}}&lt;br /&gt;
* {{bl|Pantry|med}}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|description=Frog}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Frogs are the only [[species]] missing the [[File:Shelter_icon.png|{{ImgS}}]] [[Basic Housing]] [[need]].&lt;br /&gt;
* Frogs are the first species to be added in a DLC.&lt;br /&gt;
* Before [[update]] 1.4, {{Specialization link|Rainwater}} was {{Species link|Foxes}}&#039; Comfort [[specialization]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
 [[Beavers]]&lt;br /&gt;
 [[Foxes]]&lt;br /&gt;
 [[Humans]]&lt;br /&gt;
 [[Harpies]]&lt;br /&gt;
 [[Lizards]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Complex Needs]]&lt;br /&gt;
[[Category:Complex Food]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8682</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8682"/>
		<updated>2024-10-12T10:10:57Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4}}&lt;br /&gt;
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[ #Caravans | Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]&lt;br /&gt;
:&#039;&#039;Main article: [[Resolve]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each villager has a [[Resolve]] stat. Resolve is the main indicator of the villagers’ well-being. Please see [[Resolve]] for more information as it is a complication subject.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
&lt;br /&gt;
Each villager is a member of one of 5 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species and their descriptions&lt;br /&gt;
! Species !!class=unsortable| Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;An adaptable species, but very susceptible to the rain.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Beavers are hardworking and honest, but also quite demanding.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Lizards are a very resilient and distrustful species.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Harpies are a noble and fragile species, yet with a primal, aggressive side.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Foxes are majestic and mysterious creatures deeply bonded with the forest. &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resolve stats ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following stats describing their Resolve:&lt;br /&gt;
&lt;br /&gt;
; Base Resolve : The species&#039;s [[Resolve]] without any positive or negative effects.&lt;br /&gt;
; Resilience : How fast the species&#039; Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.&lt;br /&gt;
; Demand : Also called &#039;&#039;&#039;Resolve Threshold,&#039;&#039;&#039; how much Resolve a species needs before they start generating [[Reputation]] for their viceroy.&lt;br /&gt;
; Decadence : How much their &#039;&#039;&#039;Demand&#039;&#039;&#039; rises after they earn their viceroy a Reputation Point through their own high Resolve.&lt;br /&gt;
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying.&lt;br /&gt;
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; stats related to Resolve&lt;br /&gt;
! Species&lt;br /&gt;
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence&lt;br /&gt;
! Hunger threshold !! Break interval&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|medium}}&lt;br /&gt;
| 15 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 4&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|medium}}&lt;br /&gt;
| 10 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 2&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|medium}}&lt;br /&gt;
| 5 ||data-sort-value=3| &#039;&#039;high&#039;&#039; || 15 || 7&lt;br /&gt;
| 12 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|medium}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 3&lt;br /&gt;
| 4 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|medium}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 5&lt;br /&gt;
| 3 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
| 10 ||data-sort-value=2| &#039;&#039;medium&#039;&#039; || 25 || 5&lt;br /&gt;
| 8 ||data-sort-value=2| 2:30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specializations ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following two types of specializations:&lt;br /&gt;
&lt;br /&gt;
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} &#039;&#039;&#039;Proficiency Specialization&#039;&#039;&#039; grants them +5% working speed on [[Glade Events]].&lt;br /&gt;
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; specializations&lt;br /&gt;
! Species !! Comfort !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|medium}} || {{sl|Brewing|med}} || {{sl|Farming|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|medium}} || {{sl|Engineering|med}} || {{sl|Woodworking|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|medium}} || {{sl|Warmth|med}} || {{sl|Meat production|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|medium}} || {{sl|Tailoring|med}} || {{sl|Alchemy|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|medium}} || Blightrot || {{sl|Forest|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|medium}}  || {{sl|Rainwater|med}} || Masonry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each species has the following needs:&lt;br /&gt;
&lt;br /&gt;
; Shelter Need : Also called &#039;&#039;&#039;Basic Housing&#039;&#039;&#039;, every species but [[Frogs]] needs to have a roof of some kind over their head.&lt;br /&gt;
; Housing Need : Also called &#039;&#039;&#039;Species-specific Housing,&#039;&#039;&#039; their need for the [[Housing Need|comforts of home]] unique to their species.&lt;br /&gt;
; Complex Food Need : Their need for [[Complex Food Need|tasty food]] that isn&#039;t raw, but cooked or made up of several ingredients to their liking.&lt;br /&gt;
; Service Need : Their need for consumption of fine goods related to [[Services Needs|comforts, relaxation, and self-improvement]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; needs&lt;br /&gt;
! Species&lt;br /&gt;
! Housing Need&lt;br /&gt;
!class=unsortable| Complex Food Needs&lt;br /&gt;
! Clothing Needs&lt;br /&gt;
!class=unsortable| Services Needs&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HumanHousing.png|{{ImgM}}]] [[Housing Need|Human Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need beaverHousing.png|{{ImgM}}]] [[Housing Need|Beaver Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Luxury|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need LizardHousing.png|{{ImgM}}]] [[Housing Need|Lizard Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HarpyHousing.png|{{ImgM}}]] [[Housing Need|Harpy Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Paste|med}} &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&amp;lt;br/&amp;gt;{{rl|Boots|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need FoxHousing.png|{{ImgM}}]] [[Housing Need|Fox Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
&lt;br /&gt;
| [[Housing Need|Frog Housing]]&lt;br /&gt;
| {{rl|Porridge|med}} &amp;lt;br/&amp;gt; {{rl|Paste|med}} &amp;lt;br/&amp;gt; {{rl|Pie|med}}&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| {{Service link|Brawling|med}} &amp;lt;br/&amp;gt; {{Service link|Luxury|med}} &amp;lt;br/&amp;gt; {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Workers ==&lt;br /&gt;
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, production [[buildings]], Service buildings, [[Geyser Pumps]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a [[break]] or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.&lt;br /&gt;
&lt;br /&gt;
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Name of Job !! Building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Blight fighter&amp;quot; || [[Blight Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Craftsman&amp;quot; || [[Makeshift Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Druid&amp;quot; || {{bl|Druid&#039;s Hut}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Farmer&amp;quot; || [[List of Buildings#Farms|Farms]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Firekeeper&amp;quot; || [[Hearths]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Gatherer&amp;quot; || [[List of Buildings#Camps|Gathering Camps]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Hauler&amp;quot; || [[Warehouse]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Scout&amp;quot; || [[Glade Events]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Woodcutter&amp;quot; || {{bl|Woodcutters&#039; Camp}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Miner&amp;quot; || {{bl|Mine}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Worker&amp;quot; || Either generically, or the alert may specify &amp;quot;Greenhouse Worker&amp;quot; identifying that the worker was in the {{bl|Greenhouse}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&#039;&#039;Main article: [[Embarking]]&#039;&#039;&lt;br /&gt;
[[File:Caravan.png|thumb|Caravan menu|right]]&lt;br /&gt;
&lt;br /&gt;
The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting [[resources]]. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire &#039;&#039;&#039;Pioneers’ Gate&#039;&#039;&#039; level 5 [[upgrade]]. &lt;br /&gt;
&lt;br /&gt;
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.&lt;br /&gt;
&lt;br /&gt;
Before [[World Events]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;br /&gt;
[[Category:Needs]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8681</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8681"/>
		<updated>2024-10-12T10:08:31Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4}}&lt;br /&gt;
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[ #Caravans | Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]&lt;br /&gt;
:&#039;&#039;Main article: [[Resolve]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each villager has a [[Resolve]] stat. Resolve is the main indicator of the villagers’ well-being. Please see [[Resolve]] for more information as it is a complication subject.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
&lt;br /&gt;
Each villager is a member of one of 5 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species and their descriptions&lt;br /&gt;
! Species !!class=unsortable| Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;An adaptable species, but very susceptible to the rain.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Beavers are hardworking and honest, but also quite demanding.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Lizards are a very resilient and distrustful species.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Harpies are a noble and fragile species, yet with a primal, aggressive side.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Foxes are majestic and mysterious creatures deeply bonded with the forest. &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resolve stats ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following stats describing their Resolve:&lt;br /&gt;
&lt;br /&gt;
; Base Resolve : The species&#039;s [[Resolve]] without any positive or negative effects.&lt;br /&gt;
; Resilience : How fast the species&#039; Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.&lt;br /&gt;
; Demand : Also called &#039;&#039;&#039;Resolve Threshold,&#039;&#039;&#039; how much Resolve a species needs before they start generating [[Reputation]] for their viceroy.&lt;br /&gt;
; Decadence : How much their &#039;&#039;&#039;Demand&#039;&#039;&#039; rises after they earn their viceroy a Reputation Point through their own high Resolve.&lt;br /&gt;
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying.&lt;br /&gt;
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; stats related to Resolve&lt;br /&gt;
! Species&lt;br /&gt;
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence&lt;br /&gt;
! Hunger threshold !! Break interval&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|medium}}&lt;br /&gt;
| 15 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 4&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|medium}}&lt;br /&gt;
| 10 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 2&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|medium}}&lt;br /&gt;
| 5 ||data-sort-value=3| &#039;&#039;high&#039;&#039; || 15 || 7&lt;br /&gt;
| 12 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|medium}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 3&lt;br /&gt;
| 4 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|medium}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 5&lt;br /&gt;
| 3 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
| 10 ||data-sort-value=2| &#039;&#039;medium&#039;&#039; || 25 || 5&lt;br /&gt;
| 8 ||data-sort-value=2| 2:30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specializations ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following two types of specializations:&lt;br /&gt;
&lt;br /&gt;
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} &#039;&#039;&#039;Proficiency Specialization&#039;&#039;&#039; grants them +5% working speed on [[Glade Events]].&lt;br /&gt;
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; specializations&lt;br /&gt;
! Species !! Comfort !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|medium}} || {{sl|Brewing|med}} || {{sl|Farming|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|medium}} || {{sl|Engineering|med}} || {{sl|Woodworking|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|medium}} || {{sl|Warmth|med}} || {{sl|Meat production|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|medium}} || {{sl|Tailoring|med}} || {{sl|Alchemy|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|medium}} || Blightrot || {{sl|Forest|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|medium}}  || {{sl|Rainwater|med}} || Masonry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each species has the following needs:&lt;br /&gt;
&lt;br /&gt;
; Shelter Need : Also called &#039;&#039;&#039;Basic Housing&#039;&#039;&#039;, every species but [[Frogs]] needs to have a roof of some kind over their head.&lt;br /&gt;
; Housing Need : Also called &#039;&#039;&#039;Species-specific Housing,&#039;&#039;&#039; their need for the [[Housing Need|comforts of home]] unique to their species.&lt;br /&gt;
; Complex Food Need : Their need for [[Complex Food Need|tasty food]] that isn&#039;t raw, but cooked or made up of several ingredients to their liking.&lt;br /&gt;
; Service Need : Their need for consumption of fine goods related to [[Services Needs|comforts, relaxation, and self-improvement]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; needs&lt;br /&gt;
! Species&lt;br /&gt;
! Housing Need&lt;br /&gt;
!class=unsortable| Complex Food Needs&lt;br /&gt;
! Clothing Needs&lt;br /&gt;
!class=unsortable| Services Needs&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HumanHousing.png|{{ImgM}}]] [[Housing Need|Human Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need beaverHousing.png|{{ImgM}}]] [[Housing Need|Beaver Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Luxury|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need LizardHousing.png|{{ImgM}}]] [[Housing Need|Lizard Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HarpyHousing.png|{{ImgM}}]] [[Housing Need|Harpy Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Paste|med}} &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&amp;lt;br/&amp;gt;{{rl|Boots|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need FoxHousing.png|{{ImgM}}]] [[Housing Need|Fox Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
&lt;br /&gt;
| [[Housing Need|Frog Housing]]&lt;br /&gt;
| {{rl|Porridge}} &amp;lt;br/&amp;gt; {{rl|Paste|med}} &amp;lt;br/&amp;gt; {{rl|Pie|med}}&lt;br /&gt;
| {{rl|Boots|med}}&lt;br /&gt;
| {{Service link|Brawling|med}} &amp;lt;br/&amp;gt; {{Service link|Luxury|med}} &amp;lt;br/&amp;gt; {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Workers ==&lt;br /&gt;
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, production [[buildings]], Service buildings, [[Geyser Pumps]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a [[break]] or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.&lt;br /&gt;
&lt;br /&gt;
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Name of Job !! Building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Blight fighter&amp;quot; || [[Blight Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Craftsman&amp;quot; || [[Makeshift Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Druid&amp;quot; || {{bl|Druid&#039;s Hut}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Farmer&amp;quot; || [[List of Buildings#Farms|Farms]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Firekeeper&amp;quot; || [[Hearths]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Gatherer&amp;quot; || [[List of Buildings#Camps|Gathering Camps]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Hauler&amp;quot; || [[Warehouse]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Scout&amp;quot; || [[Glade Events]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Woodcutter&amp;quot; || {{bl|Woodcutters&#039; Camp}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Miner&amp;quot; || {{bl|Mine}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Worker&amp;quot; || Either generically, or the alert may specify &amp;quot;Greenhouse Worker&amp;quot; identifying that the worker was in the {{bl|Greenhouse}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&#039;&#039;Main article: [[Embarking]]&#039;&#039;&lt;br /&gt;
[[File:Caravan.png|thumb|Caravan menu|right]]&lt;br /&gt;
&lt;br /&gt;
The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting [[resources]]. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire &#039;&#039;&#039;Pioneers’ Gate&#039;&#039;&#039; level 5 [[upgrade]]. &lt;br /&gt;
&lt;br /&gt;
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.&lt;br /&gt;
&lt;br /&gt;
Before [[World Events]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;br /&gt;
[[Category:Needs]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8641</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=8641"/>
		<updated>2024-10-10T20:39:31Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4}}&lt;br /&gt;
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[ #Caravans | Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]&lt;br /&gt;
:&#039;&#039;Main article: [[Resolve]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each villager has a [[Resolve]] stat. Resolve is the main indicator of the villagers’ well-being. Please see [[Resolve]] for more information as it is a complication subject.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
&lt;br /&gt;
Each villager is a member of one of 5 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species and their descriptions&lt;br /&gt;
! Species !!class=unsortable| Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;An adaptable species, but very susceptible to the rain.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Beavers are hardworking and honest, but also quite demanding.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Lizards are a very resilient and distrustful species.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Harpies are a noble and fragile species, yet with a primal, aggressive side.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;Foxes are majestic and mysterious creatures deeply bonded with the forest. &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  {{Species link|Frogs|huge}}&lt;br /&gt;
|class=ats-flavor-text| &amp;quot;A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resolve stats ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following stats describing their Resolve:&lt;br /&gt;
&lt;br /&gt;
; Base Resolve : The species&#039;s [[Resolve]] without any positive or negative effects.&lt;br /&gt;
; Resilience : How fast the species&#039; Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.&lt;br /&gt;
; Demand : Also called &#039;&#039;&#039;Resolve Threshold,&#039;&#039;&#039; how much Resolve a species needs before they start generating [[Reputation]] for their viceroy.&lt;br /&gt;
; Decadence : How much their &#039;&#039;&#039;Demand&#039;&#039;&#039; rises after they earn their viceroy a Reputation Point through their own high Resolve.&lt;br /&gt;
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying.&lt;br /&gt;
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; stats related to Resolve&lt;br /&gt;
! Species&lt;br /&gt;
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence&lt;br /&gt;
! Hunger threshold !! Break interval&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| 15 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 4&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| 10 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 30 || 2&lt;br /&gt;
| 6 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| 5 ||data-sort-value=3| &#039;&#039;high&#039;&#039; || 15 || 7&lt;br /&gt;
| 12 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 3&lt;br /&gt;
| 4 ||data-sort-value=1.67| 1:40&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| 5 ||data-sort-value=1| &#039;&#039;low&#039;&#039; || 15 || 5&lt;br /&gt;
| 3 ||data-sort-value=2| 2:00&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| 10 ||data-sort-value=1| &#039;&#039;medium&#039;&#039; || 25 || 5&lt;br /&gt;
| 8 ||data-sort-value=2| 2:30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specializations ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following two types of specializations:&lt;br /&gt;
&lt;br /&gt;
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} &#039;&#039;&#039;Proficiency Specialization&#039;&#039;&#039; grants them +5% working speed on [[Glade Events]].&lt;br /&gt;
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; specializations&lt;br /&gt;
! Species !! Comfort !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} || {{sl|Brewing|med}} || {{sl|Farming|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} || {{sl|Engineering|med}} || {{sl|Woodworking|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} || {{sl|Warmth|med}} || {{sl|Meat production|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} || {{sl|Tailoring|med}} || {{sl|Alchemy|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} || Blightrot || {{sl|Forest|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}  || {{sl|Rainwater|med}} || Masonry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each species has the following needs:&lt;br /&gt;
&lt;br /&gt;
; Shelter Need : Also called &#039;&#039;&#039;Basic Housing&#039;&#039;&#039;, every species but [[Frogs]] needs to have a roof of some kind over their head.&lt;br /&gt;
; Housing Need : Also called &#039;&#039;&#039;Species-specific Housing,&#039;&#039;&#039; their need for the [[Housing Need|comforts of home]] unique to their species.&lt;br /&gt;
; Complex Food Need : Their need for [[Complex Food Need|tasty food]] that isn&#039;t raw, but cooked or made up of several ingredients to their liking.&lt;br /&gt;
; Service Need : Their need for consumption of fine goods related to [[Services Needs|comforts, relaxation, and self-improvement]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; needs&lt;br /&gt;
! Species&lt;br /&gt;
! Housing Need&lt;br /&gt;
!class=unsortable| Complex Food Needs&lt;br /&gt;
! Clothing Needs&lt;br /&gt;
!class=unsortable| Services Needs&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HumanHousing.png|{{ImgM}}]] [[Housing Need|Human Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need beaverHousing.png|{{ImgM}}]] [[Housing Need|Beaver Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Biscuits|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Luxury|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need LizardHousing.png|{{ImgM}}]] [[Housing Need|Lizard Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| [[Boots]]&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need HarpyHousing.png|{{ImgM}}]] [[Housing Need|Harpy Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Paste]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|med}}&amp;lt;br/&amp;gt;[[Boots]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
&lt;br /&gt;
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]&amp;lt;br/&amp;gt;[[File:Icon Need FoxHousing.png|{{ImgM}}]] [[Housing Need|Fox Housing]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| [[Boots]]&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
&lt;br /&gt;
| [[Housing Need|Frog Housing]]&lt;br /&gt;
| {{rl|Porridge}} &amp;lt;br/&amp;gt; [[Paste]] &amp;lt;br/&amp;gt; {{rl|Pie}}&lt;br /&gt;
| [[Boots]]&lt;br /&gt;
| {{Service link|Brawling|med}} &amp;lt;br/&amp;gt; {{Service link|Luxury|med}} &amp;lt;br/&amp;gt; {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Workers ==&lt;br /&gt;
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, production [[buildings]], Service buildings, [[Geyser Pumps]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a [[break]] or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.&lt;br /&gt;
&lt;br /&gt;
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Name of Job !! Building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Blight fighter&amp;quot; || [[Blight Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Craftsman&amp;quot; || [[Makeshift Post]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Druid&amp;quot; || {{bl|Druid&#039;s Hut}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Farmer&amp;quot; || [[List of Buildings#Farms|Farms]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Firekeeper&amp;quot; || [[Hearths]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Gatherer&amp;quot; || [[List of Buildings#Camps|Gathering Camps]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Hauler&amp;quot; || [[Warehouse]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Scout&amp;quot; || [[Glade Events]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Woodcutter&amp;quot; || {{bl|Woodcutters&#039; Camp}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Miner&amp;quot; || {{bl|Mine}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Worker&amp;quot; || Either generically, or the alert may specify &amp;quot;Greenhouse Worker&amp;quot; identifying that the worker was in the {{bl|Greenhouse}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&#039;&#039;Main article: [[Embarking]]&#039;&#039;&lt;br /&gt;
[[File:Caravan.png|thumb|Caravan menu|right]]&lt;br /&gt;
&lt;br /&gt;
The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting [[resources]]. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire &#039;&#039;&#039;Pioneers’ Gate&#039;&#039;&#039; level 5 [[upgrade]]. &lt;br /&gt;
&lt;br /&gt;
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.&lt;br /&gt;
&lt;br /&gt;
Before [[World Events]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers. &lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;br /&gt;
[[Category:Needs]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Food_Needs&amp;diff=8596</id>
		<title>Complex Food Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Food_Needs&amp;diff=8596"/>
		<updated>2024-10-09T19:37:26Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Consumption and Satisfaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Species Complex Food Needs.png|thumb|360px|Diagram connecting species with the complex foods they need.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon UI CategoryFood.png|{{ImgH}}|left]] [[Villagers]] prefer to eat complex food, like {{rl|Pie}}, instead of raw food, like {{rl|Roots}}. While this need is satisfied, the villager will get a bonus to their [[Resolve]]. The bonus to Resolve is higher than satisfying their needs for [[Housing Need|Housing]] and [[Clothing Need|Clothing]], but not higher than satisfying their [[Services Needs]].&lt;br /&gt;
&lt;br /&gt;
Villagers satisfy their need for complex food when they rest at the [[Hearths]]. When resting, they will eat one of every food item available for every complex food that they can satisfy, and the Resolve bonuses from every need they satisfy stack.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Complex Food Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Paste|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Paste|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Species]] differ in which of the complex foods they want, so you will need to supply more than one type of complex food to satisfy all three species in your settlement. In addition, every species has more than one complex food need, which means they can get more than one [[Resolve]] bonus if you provide enough variety.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if your settlement is running low on food, villagers will eat a complex food that they do not need if there is no other food available to them, including raw food.&lt;br /&gt;
&lt;br /&gt;
Like with raw food and [[Services Needs|services]], access to complex food can be disabled through [[Consumption Control]], and denying a food incurs a Resolve penalty to those villagers who need that particular food.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of complex foods ===&lt;br /&gt;
&lt;br /&gt;
Each complex food can satisfy more than one species. Correspondingly, each of the five species require different combinations of the complex foods available. The following table shows these relationships.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Food_Production_2|food production building]] options are shown for convenience.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Detailed table of all buildings for complex food|See the next section]] for a detailed and highly sortable table of buildings that can help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complex food !! Species !! Production building&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Biscuits|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Jerky|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Paste|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Paste|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Pickled Goods|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Pie|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Porridge|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Skewers|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detailed table of all buildings for complex food ===&lt;br /&gt;
&lt;br /&gt;
This table might help you choose [[Blueprints]] based on the species in your settlement.&lt;br /&gt;
&lt;br /&gt;
For brevity and since they are never Blueprint choices, &#039;&#039;Flawless&#039;&#039; versions of buildings are omitted from this table. Similarly, because it is an &#039;&#039;&#039;Essential Blueprint&#039;&#039;&#039; that your settlement starts out with, the {{bl|Field Kitchen}} is omitted.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Production building !! Efficiency !! Complex food produced !! Species satisfied&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Kiln || {{1Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Kiln || {{1Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Smokehouse || {{3Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Smokehouse || {{3Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{3Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{3Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Distillery || {{2Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Distillery || {{2Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Teahouse || {{2Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Teahouse || {{2Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Skewers || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Skewers || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Grill || {{3Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Grill || {{3Star}} || Skewers || Lizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Based on the species in your settlement, there are obvious choices and options to avoid when seeking to provide complex food. However, most production buildings do not  produce &#039;&#039;only&#039;&#039; food, so you will also need to take into account producing goods for your villagers&#039; [[Services Needs]].&lt;br /&gt;
&lt;br /&gt;
* The {{bl|Cookhouse}} produces both {{rl|Skewers}} and {{rl|Biscuits}}, which satisfy the complex food needs for a mutually exclusive set of species. It is the only building that can produce one complex food that satisfies every species.&lt;br /&gt;
&lt;br /&gt;
* Three buildings produce two complex foods that together can satisfy four out of the five species. The only other building that makes two complex foods is the {{bl|Butcher}}, which satisfies only three species with its products, but has a different advantage.&lt;br /&gt;
** The {{bl|Bakery}} produces both {{rl|Biscuits}} and {{rl|Pie}}; only {{Species link|Foxes}} are not satisfied by something from the Bakery. In addition, {{Species link|Harpies}} need both, making this building a great choice for settlements with Harpies.&lt;br /&gt;
** The {{bl|Beanery}} produces both {{rl|Pickled Goods}} and {{rl|Porridge}}; only {{Species link|Harpies}} are not satisfied by something from the Beanery. In addition, {{Species link|Foxes}} need both, making this a great choice for settlements with them.&lt;br /&gt;
** The {{bl|Cellar}} produces both {{rl|Jerky}} and {{rl|Pickled Goods}}; only {{Species link|Humans}} are not satisfied by something from the Cellar. In addition, {{Species link|Lizards}} need both, making this a great choice for settlements with them.&lt;br /&gt;
&lt;br /&gt;
* The {{bl|Butcher}} produces both {{rl|Jerky}} and {{rl|Skewers}}, which can use as an ingredient the Jerky it produces. If you have {{Species link|Lizards}} in your settlement and either sustain the supply of Jerky or limit the production of Skewers so that you can satisfy both needs, the Butcher can be a great choice.&lt;br /&gt;
&lt;br /&gt;
* {{Species link|Lizards}} are the hardest to completely satisfy with complex foods, since they require four different goods. It is more likely you&#039;ll be able to satisfy their [[Services Needs]] before you are able to produce all four complex foods they need.&lt;br /&gt;
&lt;br /&gt;
* {{Species link|Beavers}}, in contrast, need only two complex foods. However, no single building produces both {{rl|Biscuits}} and {{rl|Pickled Goods}}. This means you will always need at least two buildings to produce complex foods if you intend to satisfy all of your villagers&#039; complex food needs.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Services Needs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Complex Food]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Food_Needs&amp;diff=8595</id>
		<title>Complex Food Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Food_Needs&amp;diff=8595"/>
		<updated>2024-10-09T19:34:14Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Consumption and Satisfaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Species Complex Food Needs.png|thumb|360px|Diagram connecting species with the complex foods they need.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon UI CategoryFood.png|{{ImgH}}|left]] [[Villagers]] prefer to eat complex food, like {{rl|Pie}}, instead of raw food, like {{rl|Roots}}. While this need is satisfied, the villager will get a bonus to their [[Resolve]]. The bonus to Resolve is higher than satisfying their needs for [[Housing Need|Housing]] and [[Clothing Need|Clothing]], but not higher than satisfying their [[Services Needs]].&lt;br /&gt;
&lt;br /&gt;
Villagers satisfy their need for complex food when they rest at the [[Hearths]]. When resting, they will eat one of every food item available for every complex food that they can satisfy, and the Resolve bonuses from every need they satisfy stack.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Complex Food Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Paste|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Paste|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Species]] differ in which of the complex foods they want, so you will need to supply more than one type of complex food to satisfy all three species in your settlement. In addition, every species has more than one complex food need, which means they can get more than one [[Resolve]] bonus if you provide enough variety.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if your settlement is running low on food, villagers will eat a complex food that they do not need if there is no other food available to them, including raw food.&lt;br /&gt;
&lt;br /&gt;
Like with raw food and [[Services Needs|services]], access to complex food can be disabled through [[Consumption Control]], and denying a food incurs a Resolve penalty to those villagers who need that particular food.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of complex foods ===&lt;br /&gt;
&lt;br /&gt;
Each complex food can satisfy more than one species. Correspondingly, each of the five species require different combinations of the complex foods available. The following table shows these relationships.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Food_Production_2|food production building]] options are shown for convenience.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Detailed table of all buildings for complex food|See the next section]] for a detailed and highly sortable table of buildings that can help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complex food !! Species !! Production building&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Biscuits|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Biscuits|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Jerky|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pickled Goods|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Pickled Goods|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Pie|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Porridge|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|med}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|med}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{Recipe|Skewers|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detailed table of all buildings for complex food ===&lt;br /&gt;
&lt;br /&gt;
This table might help you choose [[Blueprints]] based on the species in your settlement.&lt;br /&gt;
&lt;br /&gt;
For brevity and since they are never Blueprint choices, &#039;&#039;Flawless&#039;&#039; versions of buildings are omitted from this table. Similarly, because it is an &#039;&#039;&#039;Essential Blueprint&#039;&#039;&#039; that your settlement starts out with, the {{bl|Field Kitchen}} is omitted.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Production building !! Efficiency !! Complex food produced !! Species satisfied&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Smelter || {{1Star}} || Biscuits || Human&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Kiln || {{1Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Kiln || {{1Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Smokehouse || {{3Star}} || Jerky || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Smokehouse || {{3Star}} || Jerky || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{2Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Brewery || {{1Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Cellar || {{1Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Beaver&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Granary || {{2Star}} || Pickled Goods || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Bakery || {{2Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Brick Oven || {{3Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Human&lt;br /&gt;
|-&lt;br /&gt;
| Furnace || {{2Star}} || Pie || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{3Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Beanery || {{3Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Distillery || {{2Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Distillery || {{2Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Teahouse || {{2Star}} || Porridge || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Teahouse || {{2Star}} || Porridge || Human&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Butcher || {{2Star}} || Skewers || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Cookhouse || {{2Star}} || Skewers || Lizard&lt;br /&gt;
|-&lt;br /&gt;
| Grill || {{3Star}} || Skewers || Fox&lt;br /&gt;
|-&lt;br /&gt;
| Grill || {{3Star}} || Skewers || Lizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Based on the species in your settlement, there are obvious choices and options to avoid when seeking to provide complex food. However, most production buildings do not  produce &#039;&#039;only&#039;&#039; food, so you will also need to take into account producing goods for your villagers&#039; [[Services Needs]].&lt;br /&gt;
&lt;br /&gt;
* The {{bl|Cookhouse}} produces both {{rl|Skewers}} and {{rl|Biscuits}}, which satisfy the complex food needs for a mutually exclusive set of species. It is the only building that can produce one complex food that satisfies every species.&lt;br /&gt;
&lt;br /&gt;
* Three buildings produce two complex foods that together can satisfy four out of the five species. The only other building that makes two complex foods is the {{bl|Butcher}}, which satisfies only three species with its products, but has a different advantage.&lt;br /&gt;
** The {{bl|Bakery}} produces both {{rl|Biscuits}} and {{rl|Pie}}; only {{Species link|Foxes}} are not satisfied by something from the Bakery. In addition, {{Species link|Harpies}} need both, making this building a great choice for settlements with Harpies.&lt;br /&gt;
** The {{bl|Beanery}} produces both {{rl|Pickled Goods}} and {{rl|Porridge}}; only {{Species link|Harpies}} are not satisfied by something from the Beanery. In addition, {{Species link|Foxes}} need both, making this a great choice for settlements with them.&lt;br /&gt;
** The {{bl|Cellar}} produces both {{rl|Jerky}} and {{rl|Pickled Goods}}; only {{Species link|Humans}} are not satisfied by something from the Cellar. In addition, {{Species link|Lizards}} need both, making this a great choice for settlements with them.&lt;br /&gt;
&lt;br /&gt;
* The {{bl|Butcher}} produces both {{rl|Jerky}} and {{rl|Skewers}}, which can use as an ingredient the Jerky it produces. If you have {{Species link|Lizards}} in your settlement and either sustain the supply of Jerky or limit the production of Skewers so that you can satisfy both needs, the Butcher can be a great choice.&lt;br /&gt;
&lt;br /&gt;
* {{Species link|Lizards}} are the hardest to completely satisfy with complex foods, since they require four different goods. It is more likely you&#039;ll be able to satisfy their [[Services Needs]] before you are able to produce all four complex foods they need.&lt;br /&gt;
&lt;br /&gt;
* {{Species link|Beavers}}, in contrast, need only two complex foods. However, no single building produces both {{rl|Biscuits}} and {{rl|Pickled Goods}}. This means you will always need at least two buildings to produce complex foods if you intend to satisfy all of your villagers&#039; complex food needs.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Services Needs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Complex Food]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8594</id>
		<title>Services Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8594"/>
		<updated>2024-10-09T14:39:30Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.11}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need &#039;&#039;&#039;both&#039;&#039;&#039; a Service Building, &#039;&#039;&#039;and&#039;&#039;&#039; the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} &#039;&#039;&#039;and&#039;&#039;&#039; provide {{rl|Ale|small}} for the service need to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Services Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Satisfying Services ===&lt;br /&gt;
To satisfy a Service Need, you need:&lt;br /&gt;
* A Service Building + A Service Good + 1 Villager in the Service Building.&lt;br /&gt;
&lt;br /&gt;
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.&lt;br /&gt;
[[File:ServiceBuildingSettings.png|500px|left]]&lt;br /&gt;
=== Controlling Services ===&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]&lt;br /&gt;
# One worker is assigned. This is enough to enable the Service Need.&lt;br /&gt;
# {{Service link|Leisure|small}} is enabled in this building&lt;br /&gt;
# {{Service link|Luxury|small}} is disabled in this building&lt;br /&gt;
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.&lt;br /&gt;
&lt;br /&gt;
=== Service Buildings and Unique Effects ===&lt;br /&gt;
&lt;br /&gt;
Each Service Building has unique effects when staffed to specification. Services Need &#039;&#039;&#039;do not&#039;&#039;&#039; need to be enabled to gain these effects. &lt;br /&gt;
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.&lt;br /&gt;
&lt;br /&gt;
Effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{bl|Bath House|med}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|med}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|med}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|med}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|med}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|med}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|med}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|med}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|med}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|med}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.&lt;br /&gt;
&lt;br /&gt;
* To gain the perk a Service Building provides, it needs to be fully staffed.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of services needs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Service Buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don&#039;t pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Special Combinations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement&#039;s specific needs, then it is always worth considering if you can assign full workers to it.&lt;br /&gt;
&lt;br /&gt;
* No single Service Building can serve all five Species. This means there is no &amp;quot;always okay&amp;quot; choice.&lt;br /&gt;
&lt;br /&gt;
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.&lt;br /&gt;
** The [[Explorers&#039; Lodge]] serves everyone except [[Humans]].&lt;br /&gt;
** The [[Temple]] serves everyone except [[Fox|Foxes]].&lt;br /&gt;
&lt;br /&gt;
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:&lt;br /&gt;
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tavern]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tea Doctor]] serves [[Fox|Foxes]] both {{Service link|Religion}} and {{Service link|Treatment}}.&lt;br /&gt;
** The [[Clan Hall]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Religion}}. &lt;br /&gt;
** The [[Forum]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Luxury}}. &lt;br /&gt;
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}. &lt;br /&gt;
&lt;br /&gt;
* [[Beaver]]s and [[Frog|Frogs]] each have three Service Needs. Combined, Beavers and Frogshave the same number of Service Needs as the other three Species.&lt;br /&gt;
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers&#039; needed Services.&lt;br /&gt;
** If you do not have [[Frog|Frogs]] in your Settlement, the [[Clan Hall]] and [[Forum]] are less useful, since they both double-down on Foxes&#039; needed Services.&lt;br /&gt;
** If your Settlement has &#039;&#039;&#039;both&#039;&#039;&#039; [[Beaver]]s and [[Fox|Foxes]]:&lt;br /&gt;
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.&lt;br /&gt;
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].&lt;br /&gt;
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Frog|Frogs]].  &lt;br /&gt;
&lt;br /&gt;
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. &#039;&#039;(0/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. &#039;&#039;(1/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. &#039;&#039;(4/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. &#039;&#039;(0/6 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. &#039;&#039;(1/6  your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. &#039;&#039;(1/6 your Service Needs satisfied.))&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8593</id>
		<title>Services Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8593"/>
		<updated>2024-10-09T14:38:49Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.11}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need &#039;&#039;&#039;both&#039;&#039;&#039; a Service Building, &#039;&#039;&#039;and&#039;&#039;&#039; the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} &#039;&#039;&#039;and&#039;&#039;&#039; provide {{rl|Ale|small}} for the service need to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Services Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Satisfying Services ===&lt;br /&gt;
To satisfy a Service Need, you need:&lt;br /&gt;
* A Service Building + A Service Good + 1 Villager in the Service Building.&lt;br /&gt;
&lt;br /&gt;
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.&lt;br /&gt;
[[File:ServiceBuildingSettings.png|500px|left]]&lt;br /&gt;
=== Controlling Services ===&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]&lt;br /&gt;
# One worker is assigned. This is enough to enable the Service Need.&lt;br /&gt;
# {{Service link|Leisure|small}} is enabled in this building&lt;br /&gt;
# {{Service link|Luxury|small}} is disabled in this building&lt;br /&gt;
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.&lt;br /&gt;
&lt;br /&gt;
=== Service Buildings and Unique Effects ===&lt;br /&gt;
&lt;br /&gt;
Each Service Building has unique effects when staffed to specification. Services Need &#039;&#039;&#039;do not&#039;&#039;&#039; need to be enabled to gain these effects. &lt;br /&gt;
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.&lt;br /&gt;
&lt;br /&gt;
Effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{bl|Bath House|med}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|med}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|med}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|med}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|med}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|med}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|med}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|med}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|med}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|med}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.&lt;br /&gt;
&lt;br /&gt;
* To gain the perk a Service Building provides, it needs to be fully staffed.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of services needs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Service Buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don&#039;t pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Special Combinations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement&#039;s specific needs, then it is always worth considering if you can assign full workers to it.&lt;br /&gt;
&lt;br /&gt;
* No single Service Building can serve all five Species. This means there is no &amp;quot;always okay&amp;quot; choice.&lt;br /&gt;
&lt;br /&gt;
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.&lt;br /&gt;
** The [[Explorers&#039; Lodge]] serves everyone except [[Humans]].&lt;br /&gt;
** The [[Temple]] serves everyone except [[Fox|Foxes]].&lt;br /&gt;
&lt;br /&gt;
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:&lt;br /&gt;
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tavern]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tea Doctor]] serves [[Fox|Foxes]] both {{Service link|Religion}} and {{Service link|Treatment}}.&lt;br /&gt;
** The [[Clan Hall]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Religion}}. &lt;br /&gt;
** The [[Forum]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Luxury}}. &lt;br /&gt;
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}. &lt;br /&gt;
&lt;br /&gt;
* [[Beaver]]s and [[Frog|Frogs]] each have three Service Needs. Combined, Beavers and Frogshave the same number of Service Needs as the other three Species.&lt;br /&gt;
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers&#039; needed Services.&lt;br /&gt;
** If you do not have [[Frog|Frogs]] in your Settlement, the [[Clan Hall]] and [[Forum]] are less useful, since they both double-down on Foxes&#039; needed Services.&lt;br /&gt;
** If your Settlement has &#039;&#039;&#039;both&#039;&#039;&#039; [[Beaver]]s and [[Fox|Foxes]]:&lt;br /&gt;
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.&lt;br /&gt;
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].&lt;br /&gt;
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Frog|Frogs]].  &lt;br /&gt;
&lt;br /&gt;
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. &#039;&#039;(0/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. &#039;&#039;(1/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. &#039;&#039;(4/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. &#039;&#039;(0/6 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. &#039;&#039;(1/6  your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. &#039;&#039;(1/6 your Service Needs satisfied.))&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8592</id>
		<title>Services Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8592"/>
		<updated>2024-10-09T14:36:11Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.11}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need &#039;&#039;&#039;both&#039;&#039;&#039; a Service Building, &#039;&#039;&#039;and&#039;&#039;&#039; the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} &#039;&#039;&#039;and&#039;&#039;&#039; provide {{rl|Ale|small}} for the service need to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Services Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Satisfying Services ===&lt;br /&gt;
To satisfy a Service Need, you need:&lt;br /&gt;
* A Service Building + A Service Good + 1 Villager in the Service Building.&lt;br /&gt;
&lt;br /&gt;
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.&lt;br /&gt;
[[File:ServiceBuildingSettings.png|500px|left]]&lt;br /&gt;
=== Controlling Services ===&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]&lt;br /&gt;
# One worker is assigned. This is enough to enable the Service Need.&lt;br /&gt;
# {{Service link|Leisure|small}} is enabled in this building&lt;br /&gt;
# {{Service link|Luxury|small}} is disabled in this building&lt;br /&gt;
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.&lt;br /&gt;
&lt;br /&gt;
=== Service Buildings and Unique Effects ===&lt;br /&gt;
&lt;br /&gt;
Each Service Building has unique effects when staffed to specification. Services Need &#039;&#039;&#039;do not&#039;&#039;&#039; need to be enabled to gain these effects. &lt;br /&gt;
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.&lt;br /&gt;
&lt;br /&gt;
Effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{bl|Bath House|med}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|med}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|med}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|med}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|med}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|med}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|med}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|med}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|med}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|med}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.&lt;br /&gt;
&lt;br /&gt;
* To gain the perk a Service Building provides, it needs to be fully staffed.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of services needs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Service Buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don&#039;t pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Special Combinations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement&#039;s specific needs, then it is always worth considering if you can assign full workers to it.&lt;br /&gt;
&lt;br /&gt;
* No single Service Building can serve all five Species. This means there is no &amp;quot;always okay&amp;quot; choice.&lt;br /&gt;
&lt;br /&gt;
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.&lt;br /&gt;
** The [[Explorers&#039; Lodge]] serves everyone except [[Humans]].&lt;br /&gt;
** The [[Temple]] serves everyone except [[Fox|Foxes]].&lt;br /&gt;
&lt;br /&gt;
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:&lt;br /&gt;
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tavern]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tea Doctor]] serves [[Fox|Foxes]] both {{Service link|Religion}} and {{Service link|Treatment}}.&lt;br /&gt;
** The [[Clan Hall]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Religion}}. &lt;br /&gt;
** The [[Forum]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Luxury}}. &lt;br /&gt;
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}. &lt;br /&gt;
&lt;br /&gt;
* [[Beaver]]s and [[Fox|Foxes]] each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.&lt;br /&gt;
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers&#039; needed Services.&lt;br /&gt;
** If you do not have [[Fox|Foxes]] in your Settlement, the [[Market]] and [[Tea Doctor]] are less useful, since they both double-down on Foxes&#039; needed Services.&lt;br /&gt;
** If your Settlement has &#039;&#039;&#039;both&#039;&#039;&#039; [[Beaver]]s and [[Fox|Foxes]]:&lt;br /&gt;
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.&lt;br /&gt;
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].&lt;br /&gt;
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Fox|Foxes]].  &lt;br /&gt;
&lt;br /&gt;
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. &#039;&#039;(0/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. &#039;&#039;(1/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. &#039;&#039;(4/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. &#039;&#039;(0/6 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. &#039;&#039;(1/6  your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. &#039;&#039;(1/6 your Service Needs satisfied.))&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8591</id>
		<title>Services Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8591"/>
		<updated>2024-10-09T14:31:45Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.11}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need &#039;&#039;&#039;both&#039;&#039;&#039; a Service Building, &#039;&#039;&#039;and&#039;&#039;&#039; the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} &#039;&#039;&#039;and&#039;&#039;&#039; provide {{rl|Ale|small}} for the service need to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Services Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Satisfying Services ===&lt;br /&gt;
To satisfy a Service Need, you need:&lt;br /&gt;
* A Service Building + A Service Good + 1 Villager in the Service Building.&lt;br /&gt;
&lt;br /&gt;
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.&lt;br /&gt;
[[File:ServiceBuildingSettings.png|500px|left]]&lt;br /&gt;
=== Controlling Services ===&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]&lt;br /&gt;
# One worker is assigned. This is enough to enable the Service Need.&lt;br /&gt;
# {{Service link|Leisure|small}} is enabled in this building&lt;br /&gt;
# {{Service link|Luxury|small}} is disabled in this building&lt;br /&gt;
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.&lt;br /&gt;
&lt;br /&gt;
=== Service Buildings and Unique Effects ===&lt;br /&gt;
&lt;br /&gt;
Each Service Building has unique effects when staffed to specification. Services Need &#039;&#039;&#039;do not&#039;&#039;&#039; need to be enabled to gain these effects. &lt;br /&gt;
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.&lt;br /&gt;
&lt;br /&gt;
Effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{bl|Bath House|med}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|med}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|med}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|med}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|med}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|med}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|med}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|med}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|med}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|med}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.&lt;br /&gt;
&lt;br /&gt;
* To gain the perk a Service Building provides, it needs to be fully staffed.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of services needs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Service Buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don&#039;t pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Frog]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Special Combinations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement&#039;s specific needs, then it is always worth considering if you can assign full workers to it.&lt;br /&gt;
&lt;br /&gt;
* No single Service Building can serve all five Species. This means there is no &amp;quot;always okay&amp;quot; choice.&lt;br /&gt;
&lt;br /&gt;
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.&lt;br /&gt;
** The [[Explorers&#039; Lodge]] serves everyone except [[Humans]].&lt;br /&gt;
** The [[Temple]] serves everyone except [[Fox|Foxes]].&lt;br /&gt;
&lt;br /&gt;
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:&lt;br /&gt;
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tavern]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Market]] serves [[Fox|Foxes]] both {{Service link|Luxury}} and {{Service link|Treatment}}.&lt;br /&gt;
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}. &lt;br /&gt;
&lt;br /&gt;
* [[Beaver]]s and [[Fox|Foxes]] each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.&lt;br /&gt;
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers&#039; needed Services.&lt;br /&gt;
** If you do not have [[Fox|Foxes]] in your Settlement, the [[Market]] and [[Tea Doctor]] are less useful, since they both double-down on Foxes&#039; needed Services.&lt;br /&gt;
** If your Settlement has &#039;&#039;&#039;both&#039;&#039;&#039; [[Beaver]]s and [[Fox|Foxes]]:&lt;br /&gt;
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.&lt;br /&gt;
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].&lt;br /&gt;
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Fox|Foxes]].  &lt;br /&gt;
&lt;br /&gt;
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. &#039;&#039;(0/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. &#039;&#039;(1/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. &#039;&#039;(4/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. &#039;&#039;(0/6 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. &#039;&#039;(1/6  your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. &#039;&#039;(1/6 your Service Needs satisfied.))&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8590</id>
		<title>Services Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=8590"/>
		<updated>2024-10-09T14:26:32Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.11}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need &#039;&#039;&#039;both&#039;&#039;&#039; a Service Building, &#039;&#039;&#039;and&#039;&#039;&#039; the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} &#039;&#039;&#039;and&#039;&#039;&#039; provide {{rl|Ale|small}} for the service need to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Species !! Services Needed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|med}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} ||&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|med}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Satisfying Services ===&lt;br /&gt;
To satisfy a Service Need, you need:&lt;br /&gt;
* A Service Building + A Service Good + 1 Villager in the Service Building.&lt;br /&gt;
&lt;br /&gt;
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.&lt;br /&gt;
[[File:ServiceBuildingSettings.png|500px|left]]&lt;br /&gt;
=== Controlling Services ===&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]&lt;br /&gt;
# One worker is assigned. This is enough to enable the Service Need.&lt;br /&gt;
# {{Service link|Leisure|small}} is enabled in this building&lt;br /&gt;
# {{Service link|Luxury|small}} is disabled in this building&lt;br /&gt;
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.&lt;br /&gt;
&lt;br /&gt;
=== Service Buildings and Unique Effects ===&lt;br /&gt;
&lt;br /&gt;
Each Service Building has unique effects when staffed to specification. Services Need &#039;&#039;&#039;do not&#039;&#039;&#039; need to be enabled to gain these effects. &lt;br /&gt;
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.&lt;br /&gt;
&lt;br /&gt;
Effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{bl|Bath House|med}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|med}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|med}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|med}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|med}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|med}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|med}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|med}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|med}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|med}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.&lt;br /&gt;
&lt;br /&gt;
* To gain the perk a Service Building provides, it needs to be fully staffed.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== List of services needs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.&lt;br /&gt;
&lt;br /&gt;
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|med}}&lt;br /&gt;
| {{Species link|Lizards|med}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Beavers|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Frogs|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|med}}&lt;br /&gt;
| {{Species link|Humans|med}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Foxes|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|med}}&lt;br /&gt;
| {{Species link|Harpies|med}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Service Buildings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don&#039;t pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bath House]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clan Hall]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Explorers&#039; Lodge]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forum]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild House]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Market]] [[Holy Market|(or Holy Market)]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Leisure]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tavern]]&lt;br /&gt;
| [[Luxury]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Wine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Training Gear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea Doctor]]&lt;br /&gt;
| [[Treatment]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Tea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Holy Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Education]]&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[Scrolls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Temple]] [[Temple|(or Holy Temple)]]&lt;br /&gt;
| [[Religion]]&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[Incense]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy and Special Combinations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement&#039;s specific needs, then it is always worth considering if you can assign full workers to it.&lt;br /&gt;
&lt;br /&gt;
* No single Service Building can serve all five Species. This means there is no &amp;quot;always okay&amp;quot; choice.&lt;br /&gt;
&lt;br /&gt;
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.&lt;br /&gt;
** The [[Explorers&#039; Lodge]] serves everyone except [[Humans]].&lt;br /&gt;
** The [[Temple]] serves everyone except [[Fox|Foxes]].&lt;br /&gt;
&lt;br /&gt;
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:&lt;br /&gt;
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Tavern]] &#039;&#039;&#039;also&#039;&#039;&#039; serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.&lt;br /&gt;
** The [[Market]] serves [[Fox|Foxes]] both {{Service link|Luxury}} and {{Service link|Treatment}}.&lt;br /&gt;
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}. &lt;br /&gt;
&lt;br /&gt;
* [[Beaver]]s and [[Fox|Foxes]] each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.&lt;br /&gt;
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers&#039; needed Services.&lt;br /&gt;
** If you do not have [[Fox|Foxes]] in your Settlement, the [[Market]] and [[Tea Doctor]] are less useful, since they both double-down on Foxes&#039; needed Services.&lt;br /&gt;
** If your Settlement has &#039;&#039;&#039;both&#039;&#039;&#039; [[Beaver]]s and [[Fox|Foxes]]:&lt;br /&gt;
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. &#039;&#039;(4/8 your Service Needs satisfied by one Building.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.&lt;br /&gt;
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].&lt;br /&gt;
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Fox|Foxes]].  &lt;br /&gt;
&lt;br /&gt;
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. &#039;&#039;(0/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. &#039;&#039;(1/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. &#039;&#039;(4/7 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:&lt;br /&gt;
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. &#039;&#039;(0/6 your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. &#039;&#039;(1/6  your Service Needs satisfied.)&#039;&#039;&lt;br /&gt;
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. &#039;&#039;(1/6 your Service Needs satisfied.))&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Breaks&amp;diff=8589</id>
		<title>Breaks</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Breaks&amp;diff=8589"/>
		<updated>2024-10-09T14:20:37Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:Villagers.png|thumb|220px|Villagers taking a break at the Hearth]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby [[Hearth]] for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.&lt;br /&gt;
&lt;br /&gt;
There are two worker status icons used for villager breaks:&lt;br /&gt;
* [[File:Cup.png|x12px]] = walking to the Hearth for a break&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
&lt;br /&gt;
== Break Intervals ==&lt;br /&gt;
Break Intervals show how much time each [[species]] has between breaks. Longer intervals translate to more time spent doing tasks.&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|Frogs|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;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:30&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;
== Break mechanics ==&lt;br /&gt;
; Duration : Base break duration is 6 seconds. That does not include travel time, only the time spent at the [[Hearth]]. Due to breaks&#039; low duration, travel time to and from the Hearth usually takes up most of the time dedicated to a break. Accessible Hearths and efficient [[building]] layout are essential if you want to minimize time your workers spend on breaks.&lt;br /&gt;
&lt;br /&gt;
; Cycle timer : The Break Interval is reset when a villager finishes their break.[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] Travel time from the [[Hearth]] to their task after a break is &#039;&#039;&#039;not&#039;&#039;&#039; excluded. Newcomers that arrive in your settlement go straight to the Hearth for a break after they appear.&lt;br /&gt;
&lt;br /&gt;
; Place : [[Villagers]] will always take breaks at the closest [[Hearth]]. Shelters or houses they are assigned to have no effect on their Hearth choice. A break does not involve a visit to [[Housing]], [[Warehouses]] or Service [[buildings]].&lt;br /&gt;
&lt;br /&gt;
; Interruptions : &#039;&#039;&#039;Villagers will never interrupt their current task to go for a break&#039;&#039;&#039;, i.e. if they are 3 seconds into a 126-second production cycle when it&#039;s time for their break, they will finish the cycle before walking to the Hearth. Hauling one stack of resources to and from a [[Warehouse]], completing a production cycle, erecting a [[building]], and [[Glade Event]] solving are all examples of singular tasks that breaks cannot interrupt. Similarly, once a villager has decided to go on a break, there is no way to alter their decision.&lt;br /&gt;
&lt;br /&gt;
; Consumption : All consumption happens at the [[Hearth]] during a break. That includes raw food, [[Complex Food]], Clothing and Service Needs. [[Shelter]] and [[Housing]] Needs are fulfilled as soon as Shelters and Species Housing are constructed. All [[Resources]] are consumed at the end of the break, when villagers are about to leave. The amount of goods consumed is subject to modifiers, the most prominent of which are &#039;&#039;&#039;Parasites&#039;&#039;&#039; and &#039;&#039;&#039;Consumerism&#039;&#039;&#039; from [[Prestige]] 7 and 8 respectively.&lt;br /&gt;
; : During a break, [[villagers]] will consume food with the following priority (note that all options equally leave them full until the next break): &lt;br /&gt;
# One of each available preferred Complex Food (each will contribute to a [[Resolve]] boost).&lt;br /&gt;
# One random raw food.&lt;br /&gt;
# One available Complex Food they don&#039;t like.&lt;br /&gt;
; : While {{rl|Coats}} will be consumed by villagers to satisfy the [[Clothing Need]] as long as you have some in storage, Service Goods have to be stocked in Service [[buildings]] to be consumed.&lt;br /&gt;
; : You can modify villagers&#039; consumption behavior using [[Consumption Control]].&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries influencing breaks ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Mystery&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Activation&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Prevention&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Cold_Snap.PNG}}&amp;lt;br /&amp;gt;Cold Snap&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +50% chance of affected [[villager]] eating double during break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
| 1x Complex Food&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Downpour.jpg}}&amp;lt;br /&amp;gt;Downpour&lt;br /&gt;
| +50% chance of affected [[villager]] eating double during break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 5&lt;br /&gt;
| 1x Housing&amp;lt;br /&amp;gt;1x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|Red|File:Eclipse.PNG}}&amp;lt;br /&amp;gt;Eclipse&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | -33% time between breaks for affected [[villagers]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 6&lt;br /&gt;
| 2x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Insatiable_Hunger.PNG}}&amp;lt;br /&amp;gt;Insatiable Hunger&lt;br /&gt;
| +10% chance per [[Hostility]] level for villagers to consume double the amount of food on break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|Red|File:Nauseating_Spores.png}}&amp;lt;br /&amp;gt;Nauseating Spores&lt;br /&gt;
| -33% time between breaks for affected [[villagers]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| 1x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Vanishing_Goods.png}}&amp;lt;br /&amp;gt;Vanishing Goods&lt;br /&gt;
| +10% chance per [[Hostility]] level for [[villagers]] to consume twice the amount of goods when using [[Services]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|LimeGreen|File:SGI_95.png}}&amp;lt;br /&amp;gt; Inspiring View&lt;br /&gt;
| The astonishingly beautiful view motivates [[villagers]] to work. The time interval between breaks is increased by +25%.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Drizzle&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing breaks ==&lt;br /&gt;
{{Perks|caption=Break-related Perks and Cornerstones|id=[Altar] Houses +1 for Break Time, Resolve for consumption, [Altar] Resolve for consumption, Hauler Break Interval, Extra Prod for consumption, NeedPerk Coats Breaks}}&lt;br /&gt;
	&lt;br /&gt;
== Plagues influencing breaks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Plague&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot;|{{Perk|#cccaac|File:Plagueofmalady.png}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Plague of Malady&#039;&#039;&#039;&lt;br /&gt;
| The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take +50% longer rests and have a +100% higher chance of consuming twice as much food during a break.&lt;br /&gt;
|}&lt;br /&gt;
== References ==&lt;br /&gt;
Break time counter start was tested by Discord user die_die.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8588</id>
		<title>Hearths</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8588"/>
		<updated>2024-10-09T14:20:04Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.3}}&lt;br /&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 [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the &#039;&#039;&#039;City Buildings&#039;&#039;&#039; menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Hearth Types ==&lt;br /&gt;
&lt;br /&gt;
; Ancient Hearths :&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. &#039;&#039;&#039;No Hope&#039;&#039;&#039; [[Resolve]] effect: -20 Resolve.&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 | Firekeeper bonus]] and you cannot [[#Sacrificing | 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;
== Fuel ==&lt;br /&gt;
[[File:Allowed fuel.png|right|300px]]&lt;br /&gt;
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.&lt;br /&gt;
&lt;br /&gt;
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the &#039;&#039;Allowed Fuel&#039;&#039; menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel burn time&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Fuel&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Base burn time&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With all [[Upgrades]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With Beaver Firekeeper&amp;lt;br/&amp;gt;and all Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Sea Marrow|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Oil|med}}&lt;br /&gt;
| 25 seconds&lt;br /&gt;
| 31 seconds&lt;br /&gt;
| 32 seconds&lt;br /&gt;
| 44 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Wood|med}}&lt;br /&gt;
| 12 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 21 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Firekeeper bonus ==&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an [[#Hearth Types | 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 | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. &#039;&#039;&#039;Small Hearth Firekeepers don&#039;t provide any bonuses&#039;&#039;&#039;.&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;width:70px; font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Pragmatic Frugality&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Forest Affinity&#039;&#039;&#039;&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|Frogs|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Frog.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Amphibian Leadership&#039;&#039;&#039;&lt;br /&gt;
| Newcomers will arrive 50% quicker&lt;br /&gt;
| &#039;&#039;Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Light as a Feather&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}&amp;lt;/br&amp;gt; &#039;&#039;&#039;Beacon&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Sacred Pyre&#039;&#039;&#039;&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;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&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;
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; respectively. &lt;br /&gt;
&lt;br /&gt;
Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the &#039;&#039;Upgrade Requirements&#039;&#039; section, we still need 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations and 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations before the Hearth upgrades to level 2.&lt;br /&gt;
&lt;br /&gt;
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.&lt;br /&gt;
* The Hearth upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.&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;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Upgrades&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Requirements&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 [[Hostility]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br/&amp;gt;Level I&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Encampment&lt;br /&gt;
| 8 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neighborhood&lt;br /&gt;
| 14 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#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;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|  +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +10% global production speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | District&lt;br /&gt;
| 20 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 Service [[building]]&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt;  Decorations&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | +10% global double production chance&lt;br /&gt;
|-&lt;br /&gt;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Harmony&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Villager breaks ==&lt;br /&gt;
: &#039;&#039;Main article: [[Breaks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.&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|Frogs|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;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:30&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;
== Sacrificing ==&lt;br /&gt;
:&#039;&#039;Main article: [[Sacrificing]]&#039;&#039;&lt;br /&gt;
[[File:Sac menu.png|right|300px]]&lt;br /&gt;
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
:&#039;&#039;Main article: [[Blightrot#Corruption]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Hearths ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}&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 &#039;&#039;&#039;Land of Greed&#039;&#039;&#039; 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;
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don&#039;t offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8587</id>
		<title>Hearths</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8587"/>
		<updated>2024-10-09T14:19:06Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.3}}&lt;br /&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 [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the &#039;&#039;&#039;City Buildings&#039;&#039;&#039; menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Hearth Types ==&lt;br /&gt;
&lt;br /&gt;
; Ancient Hearths :&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. &#039;&#039;&#039;No Hope&#039;&#039;&#039; [[Resolve]] effect: -20 Resolve.&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 | Firekeeper bonus]] and you cannot [[#Sacrificing | 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;
== Fuel ==&lt;br /&gt;
[[File:Allowed fuel.png|right|300px]]&lt;br /&gt;
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.&lt;br /&gt;
&lt;br /&gt;
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the &#039;&#039;Allowed Fuel&#039;&#039; menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel burn time&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Fuel&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Base burn time&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With all [[Upgrades]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With Beaver Firekeeper&amp;lt;br/&amp;gt;and all Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Sea Marrow|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Oil|med}}&lt;br /&gt;
| 25 seconds&lt;br /&gt;
| 31 seconds&lt;br /&gt;
| 32 seconds&lt;br /&gt;
| 44 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Wood|med}}&lt;br /&gt;
| 12 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 21 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Firekeeper bonus ==&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an [[#Hearth Types | 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 | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. &#039;&#039;&#039;Small Hearth Firekeepers don&#039;t provide any bonuses&#039;&#039;&#039;.&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;width:70px; font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Pragmatic Frugality&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Forest Affinity&#039;&#039;&#039;&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|Frogs|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Frog.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Amphibian Leadership&#039;&#039;&#039;&lt;br /&gt;
| Newcomers will arrive 50% quicker&lt;br /&gt;
| &#039;&#039;Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Light as a Feather&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}&amp;lt;/br&amp;gt; &#039;&#039;&#039;Beacon&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Sacred Pyre&#039;&#039;&#039;&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;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&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;
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; respectively. &lt;br /&gt;
&lt;br /&gt;
Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the &#039;&#039;Upgrade Requirements&#039;&#039; section, we still need 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations and 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations before the Hearth upgrades to level 2.&lt;br /&gt;
&lt;br /&gt;
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.&lt;br /&gt;
* The Hearth upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.&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;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Upgrades&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Requirements&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 [[Hostility]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br/&amp;gt;Level I&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Encampment&lt;br /&gt;
| 8 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neighborhood&lt;br /&gt;
| 14 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#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;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|  +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +10% global production speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | District&lt;br /&gt;
| 20 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 Service [[building]]&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt;  Decorations&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | +10% global double production chance&lt;br /&gt;
|-&lt;br /&gt;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Harmony&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Villager breaks ==&lt;br /&gt;
: &#039;&#039;Main article: [[Breaks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.&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;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Frogs|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;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sacrificing ==&lt;br /&gt;
:&#039;&#039;Main article: [[Sacrificing]]&#039;&#039;&lt;br /&gt;
[[File:Sac menu.png|right|300px]]&lt;br /&gt;
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
:&#039;&#039;Main article: [[Blightrot#Corruption]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Hearths ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}&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 &#039;&#039;&#039;Land of Greed&#039;&#039;&#039; 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;
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don&#039;t offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8586</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8586"/>
		<updated>2024-10-09T14:18:12Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Resolve Data per Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Complex Foods&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste |none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Boots|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +6 &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Frogs|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8585</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8585"/>
		<updated>2024-10-09T14:15:46Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Resolve Data per Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Complex Foods&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste |none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Boots|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +6 &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
! {{Species link|Frogs|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8584</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8584"/>
		<updated>2024-10-09T14:14:15Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Complex Foods&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste |none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Boots|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +6 &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
! {{Species link|Frogs|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Luxury&amp;diff=8583</id>
		<title>Luxury</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Luxury&amp;diff=8583"/>
		<updated>2024-10-09T12:39:59Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Luxury]] is a [[Service]] for {{Species link|Beavers}} and {{Species link|Frogs}}. The Service Buildings retrieve and consume {{rl|Wine}} to satisfy the villagers&#039; need for Luxury.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes for {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|{{PAGENAME}} }}&lt;br /&gt;
=== Recipes for Wine ===&lt;br /&gt;
{{Recipe|Wine}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
Currently there are no [[Perks]] or [[Cornerstones]] affecting [[Luxury]].&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8582</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8582"/>
		<updated>2024-10-09T12:39:09Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Religion]] is a [[Service]] for {{Species link|Humans}}, {{Species link|Foxes}} and {{Species link|Frogs}}. The Service Buildings retrieve and consume {{rl|Incense}} to satisfy the villagers&#039; need for Religion.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes for {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|{{PAGENAME}} }}&lt;br /&gt;
=== Recipes for Incense===&lt;br /&gt;
{{Recipe|Incense}}&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Religion}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Brawling&amp;diff=8581</id>
		<title>Brawling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Brawling&amp;diff=8581"/>
		<updated>2024-10-09T12:37:56Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Brawling]] is a [[Service]] for {{Species link|Frogs}} and {{Species link|Lizards}}. The Service Buildings retrieve and consume {{rl|Training Gear}} to satisfy the villagers&#039; need for Brawling.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes for {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|{{PAGENAME}} }}&lt;br /&gt;
=== Recipes for Training Gear===&lt;br /&gt;
{{Recipe|Training Gear}}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Brawling}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8580</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8580"/>
		<updated>2024-10-09T12:37:35Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Religion]] is a [[Service]] for {{Species link|Humans}} and {{Species link|Frogs}}. The Service Buildings retrieve and consume {{rl|Incense}} to satisfy the villagers&#039; need for Religion.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes for {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|{{PAGENAME}} }}&lt;br /&gt;
=== Recipes for Incense===&lt;br /&gt;
{{Recipe|Incense}}&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Religion}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8579</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Religion&amp;diff=8579"/>
		<updated>2024-10-09T12:36:12Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.1.4}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Religion]] is a [[Service]] for {{Species link|Humans}}, {{Species link|Lizards}} and {{Species link|Frogs}}. The Service Buildings retrieve and consume {{rl|Incense}} to satisfy the villagers&#039; need for Religion.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes for {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|{{PAGENAME}} }}&lt;br /&gt;
=== Recipes for Incense===&lt;br /&gt;
{{Recipe|Incense}}&lt;br /&gt;
== Perks and Cornerstones ==&lt;br /&gt;
{{PerkSearch|search=Religion}}&lt;br /&gt;
== Strategies ==&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8578</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8578"/>
		<updated>2024-10-09T12:34:45Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Resolve Data per Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Complex Foods&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste |none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Boots|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +6 &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
! {{Species link|Frogs|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8577</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8577"/>
		<updated>2024-10-09T12:25:47Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Resolve Data per Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Complex Foods&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Icon Resource Paste 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Paste |none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Resource Boots 1.png|54px]]&amp;lt;br /&amp;gt;{{rl|Boots|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +6 &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +6&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8576</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=8576"/>
		<updated>2024-10-09T10:20:00Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: /* Resilience, Demand, Decadence, and Hunger Tolerance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences.&lt;br /&gt;
&lt;br /&gt;
Positive influences can be:&lt;br /&gt;
&lt;br /&gt;
* Meeting their [[Service Need]]s.&lt;br /&gt;
* Providing [[Complex Food]] options.&lt;br /&gt;
* Having [[Complex Housing]].&lt;br /&gt;
* Fulfilling their [[Clothing Need]]s.&lt;br /&gt;
* Assigning workers to Buildings that provide [[Comfort]].&lt;br /&gt;
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].&lt;br /&gt;
&lt;br /&gt;
Other Positives:&lt;br /&gt;
* Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled.&lt;br /&gt;
* Lowering [[Hostility]].&lt;br /&gt;
* Certain [[Perks and Cornerstones]].&lt;br /&gt;
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]].&lt;br /&gt;
&lt;br /&gt;
Negative Influences can be:&lt;br /&gt;
* Starvation.&lt;br /&gt;
* Consumption Control of available Foods / Services.&lt;br /&gt;
* Homelessness.&lt;br /&gt;
* [[Hostility]].&lt;br /&gt;
* Negative [[Forest Mysteries]].&lt;br /&gt;
* The [[Storm Season]].&lt;br /&gt;
* Certain [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Resolve&#039;&#039;&#039; reflects the current resolve of a specific species, while &#039;&#039;&#039;Future Resolve&#039;&#039;&#039; is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.&lt;br /&gt;
&lt;br /&gt;
== Resilience, Demand, Decadence, and Hunger Tolerance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; align:centre; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | Species&lt;br /&gt;
! Base Resolve&lt;br /&gt;
! Break Interval&lt;br /&gt;
! Resilience&lt;br /&gt;
! Demand&lt;br /&gt;
! Decadence&lt;br /&gt;
! Hunger Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Humans|large}}&lt;br /&gt;
| 15&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Beavers|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Lizards|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| High&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Harpies|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 01:40&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Foxes|large}}&lt;br /&gt;
| 5&lt;br /&gt;
| 02:00&lt;br /&gt;
| Low&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; text-align:left;&amp;quot; | {{Species link|Frogs|large}}&lt;br /&gt;
| 10&lt;br /&gt;
| 02:30&lt;br /&gt;
| Medium&lt;br /&gt;
| 25&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Resolve ===&lt;br /&gt;
This is the base level of Resolve a species starts with in each settlement, before any modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Resilience===&lt;br /&gt;
Resilience refers to how quickly the species&#039; Resolve drops. &lt;br /&gt;
&lt;br /&gt;
{{Species link|Lizards}} are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than {{Species link|Lizards}}.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]].&lt;br /&gt;
&lt;br /&gt;
===Decadence===&lt;br /&gt;
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a [[Reputation]] point through Resolve from a specific species. &lt;br /&gt;
&lt;br /&gt;
For example, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point.&lt;br /&gt;
&lt;br /&gt;
=== Hunger Tolerance ===&lt;br /&gt;
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don&#039;t have anything to eat by the time of their next break, they will die.&lt;br /&gt;
&lt;br /&gt;
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.&lt;br /&gt;
&lt;br /&gt;
== Gaining Reputation Points through Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[Reputation]] points by raising [[Villagers]]&#039; resolve to reach the &amp;quot;Reputation Threshold&amp;quot;. Once a Villager&#039;s portrait turns blue, they will start generating [[Reputation]]. The more [[Villager]]s that reach the threshold, the more [[Reputation]] is gained.&lt;br /&gt;
&lt;br /&gt;
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The rate of Reputation generation per species per second is estimated by:&lt;br /&gt;
&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1800 for Humans and Beavers&lt;br /&gt;
  (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes&lt;br /&gt;
&lt;br /&gt;
The actual[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] formula is:&lt;br /&gt;
  (Species&#039; Resolve to Reputation Ratio x Species&#039; Resolve) x (Species&#039; Population to Reputation Ratio x Species&#039; Population) x [Sum of All Modifiers]&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}.&lt;br /&gt;
* Species&#039; Population to Reputation Ratio is 0.7 for every species.&lt;br /&gt;
* Sum of All Modifiers is 1 by default.&lt;br /&gt;
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).&lt;br /&gt;
&lt;br /&gt;
== Interpreting Species Panels ==&lt;br /&gt;
[[File:ResolveTray.png|right]]&lt;br /&gt;
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable &amp;quot;Species Panel Open by Default&amp;quot; to always have the panels expanded when starting a settlement.&lt;br /&gt;
&lt;br /&gt;
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve.&lt;br /&gt;
&lt;br /&gt;
# Basic Shelter, +3 Resolve per Villager (Bottom right)&lt;br /&gt;
# Species Specific Shelter, +3 Resolve per Villager (Top left &amp;quot;6&amp;quot; means how many empty spaces are available)&lt;br /&gt;
# Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)&lt;br /&gt;
# Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.)&lt;br /&gt;
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)&lt;br /&gt;
# Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.)&lt;br /&gt;
# +4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources.&lt;br /&gt;
# Expand or Close this panel.&lt;br /&gt;
# Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement.&lt;br /&gt;
&lt;br /&gt;
== Leaving ==&lt;br /&gt;
&lt;br /&gt;
When your [[villagers]]&#039; Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}&#039; high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Leave Rate[[#References|&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Leave Rate&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Before [[Prestige]] 5&lt;br /&gt;
! 100%&lt;br /&gt;
! 150%&lt;br /&gt;
! 200%&lt;br /&gt;
! 300%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Prestige]] 5 and higher&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 400%&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Current Resolve&lt;br /&gt;
| 0 to -4&lt;br /&gt;
| -5 to -14&lt;br /&gt;
| -15 to -24&lt;br /&gt;
| -25 and lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species Resolve Data ==&lt;br /&gt;
For more information, please see [[Complex Needs]]&lt;br /&gt;
== Resolve Data per Species ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; ! style=&amp;quot;width:100px&amp;quot; | Species &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Complex Foods&lt;br /&gt;
! Clothing&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Services&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | Complex&amp;lt;br /&amp;gt;Foods&lt;br /&gt;
| [[File:Jerky.png|54px]]&amp;lt;br /&amp;gt;{{rl|Jerky|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Porridge.png|54px]]&amp;lt;br /&amp;gt;{{rl|Porridge|none}}&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Skewers.png|54px]]&amp;lt;br /&amp;gt;{{rl|Skewers|none}}&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biscuits.png|54px]]&amp;lt;br /&amp;gt;{{rl|Biscuits|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pie.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pie|none}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Resource PickledGoods.png|54px]]&amp;lt;br /&amp;gt;{{rl|Pickled Goods|none}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Clothing&lt;br /&gt;
| [[File:Coats.png|54px]]&amp;lt;br /&amp;gt;{{rl|Coats|none}}&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Services&lt;br /&gt;
| [[File:Icon Service Leisure.png|54px]]&amp;lt;br /&amp;gt;[[Leisure]]&lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Brawling.png|54px]]&amp;lt;br /&amp;gt;[[Brawling]]&lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Need Religion.png|54px]]&amp;lt;br /&amp;gt;[[Religion]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Education.png|54px]]&amp;lt;br /&amp;gt;[[Education]]&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Luxury.png|54px]]&amp;lt;br /&amp;gt;[[Luxury]]&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Service Treatment.png|54px]]&amp;lt;br /&amp;gt;[[Treatment]]&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks influencing Resolve ==&lt;br /&gt;
{{Perks|description=Resolve}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Species&#039; Resolve is a resource to be spent or conserved, just like goods. Just like it&#039;s useful to stockpile goods by [[Consumption Control|limiting consumption]], it&#039;s useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species&#039; Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Similarly, there is no advantage gained by increasing a species&#039;s Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies&#039; Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies&#039; Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[[#References|&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Starting with [[Complex Food]] early is vital on some missions. Getting villagers sheltered, favored, and starting to eat [[Complex Food]] can earn viceroys early Reputation and Blueprints.&lt;br /&gt;
&lt;br /&gt;
* Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.&lt;br /&gt;
&lt;br /&gt;
* In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
1. A Steam Community post by Leisurely Luke, one of the developers,&lt;br /&gt;
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337&lt;br /&gt;
&lt;br /&gt;
2. Leave Rate was tested by Discord user Jhazrun&lt;br /&gt;
&lt;br /&gt;
3. u/Frozenstep, who contributed to &amp;quot;A compilation of tips for new players,&amp;quot; https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8575</id>
		<title>Hearths</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8575"/>
		<updated>2024-10-09T10:12:29Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.3}}&lt;br /&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 [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the &#039;&#039;&#039;City Buildings&#039;&#039;&#039; menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Hearth Types ==&lt;br /&gt;
&lt;br /&gt;
; Ancient Hearths :&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. &#039;&#039;&#039;No Hope&#039;&#039;&#039; [[Resolve]] effect: -20 Resolve.&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 | Firekeeper bonus]] and you cannot [[#Sacrificing | 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;
== Fuel ==&lt;br /&gt;
[[File:Allowed fuel.png|right|300px]]&lt;br /&gt;
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.&lt;br /&gt;
&lt;br /&gt;
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the &#039;&#039;Allowed Fuel&#039;&#039; menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel burn time&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Fuel&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Base burn time&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With all [[Upgrades]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With Beaver Firekeeper&amp;lt;br/&amp;gt;and all Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Sea Marrow|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Oil|med}}&lt;br /&gt;
| 25 seconds&lt;br /&gt;
| 31 seconds&lt;br /&gt;
| 32 seconds&lt;br /&gt;
| 44 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Wood|med}}&lt;br /&gt;
| 12 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 21 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Firekeeper bonus ==&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an [[#Hearth Types | 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 | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. &#039;&#039;&#039;Small Hearth Firekeepers don&#039;t provide any bonuses&#039;&#039;&#039;.&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;width:70px; font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Pragmatic Frugality&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Forest Affinity&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Light as a Feather&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}&amp;lt;/br&amp;gt; &#039;&#039;&#039;Beacon&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Sacred Pyre&#039;&#039;&#039;&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;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Frog.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Amphibian Leadership&#039;&#039;&#039;&lt;br /&gt;
| Newcomers will arrive 50% quicker&lt;br /&gt;
| &#039;&#039;Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.&#039;&#039;&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;
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; respectively. &lt;br /&gt;
&lt;br /&gt;
Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the &#039;&#039;Upgrade Requirements&#039;&#039; section, we still need 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations and 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations before the Hearth upgrades to level 2.&lt;br /&gt;
&lt;br /&gt;
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.&lt;br /&gt;
* The Hearth upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.&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;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Upgrades&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Requirements&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 [[Hostility]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br/&amp;gt;Level I&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Encampment&lt;br /&gt;
| 8 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neighborhood&lt;br /&gt;
| 14 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#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;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|  +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +10% global production speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | District&lt;br /&gt;
| 20 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 Service [[building]]&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt;  Decorations&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | +10% global double production chance&lt;br /&gt;
|-&lt;br /&gt;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Harmony&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Villager breaks ==&lt;br /&gt;
: &#039;&#039;Main article: [[Breaks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.&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;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Frogs|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;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sacrificing ==&lt;br /&gt;
:&#039;&#039;Main article: [[Sacrificing]]&#039;&#039;&lt;br /&gt;
[[File:Sac menu.png|right|300px]]&lt;br /&gt;
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
:&#039;&#039;Main article: [[Blightrot#Corruption]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Hearths ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}&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 &#039;&#039;&#039;Land of Greed&#039;&#039;&#039; 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;
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don&#039;t offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8500</id>
		<title>Hearths</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=8500"/>
		<updated>2024-10-08T21:42:25Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.3}}&lt;br /&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 [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the &#039;&#039;&#039;City Buildings&#039;&#039;&#039; menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Hearth Types ==&lt;br /&gt;
&lt;br /&gt;
; Ancient Hearths :&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. &#039;&#039;&#039;No Hope&#039;&#039;&#039; [[Resolve]] effect: -20 Resolve.&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 | Firekeeper bonus]] and you cannot [[#Sacrificing | 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;
== Fuel ==&lt;br /&gt;
[[File:Allowed fuel.png|right|300px]]&lt;br /&gt;
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.&lt;br /&gt;
&lt;br /&gt;
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the &#039;&#039;Allowed Fuel&#039;&#039; menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel burn time&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Fuel&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Base burn time&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With all [[Upgrades]]&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | With Beaver Firekeeper&amp;lt;br/&amp;gt;and all Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Sea Marrow|med}}&lt;br /&gt;
| 40 seconds&lt;br /&gt;
| 50 seconds&lt;br /&gt;
| 52 seconds&lt;br /&gt;
| 71 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Oil|med}}&lt;br /&gt;
| 25 seconds&lt;br /&gt;
| 31 seconds&lt;br /&gt;
| 32 seconds&lt;br /&gt;
| 44 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Wood|med}}&lt;br /&gt;
| 12 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| 21 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Firekeeper bonus ==&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an [[#Hearth Types | 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 | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. &#039;&#039;&#039;Small Hearth Firekeepers don&#039;t provide any bonuses&#039;&#039;&#039;.&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;width:70px; font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Pragmatic Frugality&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Forest Affinity&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Light as a Feather&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}&amp;lt;/br&amp;gt; &#039;&#039;&#039;Beacon&#039;&#039;&#039;&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;
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Sacred Pyre&#039;&#039;&#039;&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;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| {{Perk|LimeGreen|File:Firekeeper Bonus Frog.png|64px}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Amphibian Leadership&#039;&#039;&#039;&lt;br /&gt;
| Newcomers will arrive 50% quicker&lt;br /&gt;
| &#039;&#039;Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.&#039;&#039;&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;
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; respectively. &lt;br /&gt;
&lt;br /&gt;
Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the &#039;&#039;Upgrade Requirements&#039;&#039; section, we still need 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations and 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations before the Hearth upgrades to level 2.&lt;br /&gt;
&lt;br /&gt;
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.&lt;br /&gt;
* The Hearth upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.&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;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Upgrades&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Requirements&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 [[Hostility]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br/&amp;gt;Level I&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Encampment&lt;br /&gt;
| 8 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neighborhood&lt;br /&gt;
| 14 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#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;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|  +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
| +10% global production speed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | District&lt;br /&gt;
| 20 Housed [[villagers]]&lt;br /&gt;
| +1 Global [[Resolve]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 Service [[building]]&lt;br /&gt;
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 &amp;lt;span style=&amp;quot;color: {{PerkGreen}}&amp;quot;&amp;gt;Comfort&amp;lt;/span&amp;gt;  Decorations&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | +10% global double production chance&lt;br /&gt;
|-&lt;br /&gt;
| 8 &amp;lt;span style=&amp;quot;color: {{PerkBlue}}&amp;quot;&amp;gt;Aesthetics&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|-&lt;br /&gt;
| 4 &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Harmony&amp;lt;/span&amp;gt; Decorations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Villager breaks ==&lt;br /&gt;
: &#039;&#039;Main article: [[Breaks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.&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;
== Sacrificing ==&lt;br /&gt;
:&#039;&#039;Main article: [[Sacrificing]]&#039;&#039;&lt;br /&gt;
[[File:Sac menu.png|right|300px]]&lt;br /&gt;
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
:&#039;&#039;Main article: [[Blightrot#Corruption]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Hearths ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}&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 &#039;&#039;&#039;Land of Greed&#039;&#039;&#039; 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;
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don&#039;t offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Breaks&amp;diff=8496</id>
		<title>Breaks</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Breaks&amp;diff=8496"/>
		<updated>2024-10-08T20:06:52Z</updated>

		<summary type="html">&lt;p&gt;76561198020628577: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:Villagers.png|thumb|220px|Villagers taking a break at the Hearth]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
Every few minutes [[villagers]] have to return to a nearby [[Hearth]] for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.&lt;br /&gt;
&lt;br /&gt;
There are two worker status icons used for villager breaks:&lt;br /&gt;
* [[File:Cup.png|x12px]] = walking to the Hearth for a break&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
&lt;br /&gt;
== Break Intervals ==&lt;br /&gt;
Break Intervals show how much time each [[species]] has between breaks. Longer intervals translate to more time spent doing tasks.&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;
! style=&amp;quot;width:70px&amp;quot; | {{Species link|Frogs|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;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:30&lt;br /&gt;
|}&lt;br /&gt;
== Break mechanics ==&lt;br /&gt;
; Duration : Base break duration is 6 seconds. That does not include travel time, only the time spent at the [[Hearth]]. Due to breaks&#039; low duration, travel time to and from the Hearth usually takes up most of the time dedicated to a break. Accessible Hearths and efficient [[building]] layout are essential if you want to minimize time your workers spend on breaks.&lt;br /&gt;
&lt;br /&gt;
; Cycle timer : The Break Interval is reset when a villager finishes their break.[[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]] Travel time from the [[Hearth]] to their task after a break is &#039;&#039;&#039;not&#039;&#039;&#039; excluded. Newcomers that arrive in your settlement go straight to the Hearth for a break after they appear.&lt;br /&gt;
&lt;br /&gt;
; Place : [[Villagers]] will always take breaks at the closest [[Hearth]]. Shelters or houses they are assigned to have no effect on their Hearth choice. A break does not involve a visit to [[Housing]], [[Warehouses]] or Service [[buildings]].&lt;br /&gt;
&lt;br /&gt;
; Interruptions : &#039;&#039;&#039;Villagers will never interrupt their current task to go for a break&#039;&#039;&#039;, i.e. if they are 3 seconds into a 126-second production cycle when it&#039;s time for their break, they will finish the cycle before walking to the Hearth. Hauling one stack of resources to and from a [[Warehouse]], completing a production cycle, erecting a [[building]], and [[Glade Event]] solving are all examples of singular tasks that breaks cannot interrupt. Similarly, once a villager has decided to go on a break, there is no way to alter their decision.&lt;br /&gt;
&lt;br /&gt;
; Consumption : All consumption happens at the [[Hearth]] during a break. That includes raw food, [[Complex Food]], Clothing and Service Needs. [[Shelter]] and [[Housing]] Needs are fulfilled as soon as Shelters and Species Housing are constructed. All [[Resources]] are consumed at the end of the break, when villagers are about to leave. The amount of goods consumed is subject to modifiers, the most prominent of which are &#039;&#039;&#039;Parasites&#039;&#039;&#039; and &#039;&#039;&#039;Consumerism&#039;&#039;&#039; from [[Prestige]] 7 and 8 respectively.&lt;br /&gt;
; : During a break, [[villagers]] will consume food with the following priority (note that all options equally leave them full until the next break): &lt;br /&gt;
# One of each available preferred Complex Food (each will contribute to a [[Resolve]] boost).&lt;br /&gt;
# One random raw food.&lt;br /&gt;
# One available Complex Food they don&#039;t like.&lt;br /&gt;
; : While {{rl|Coats}} will be consumed by villagers to satisfy the [[Clothing Need]] as long as you have some in storage, Service Goods have to be stocked in Service [[buildings]] to be consumed.&lt;br /&gt;
; : You can modify villagers&#039; consumption behavior using [[Consumption Control]].&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries influencing breaks ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Mystery&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Activation&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Prevention&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Cold_Snap.PNG}}&amp;lt;br /&amp;gt;Cold Snap&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +50% chance of affected [[villager]] eating double during break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
| 1x Complex Food&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Downpour.jpg}}&amp;lt;br /&amp;gt;Downpour&lt;br /&gt;
| +50% chance of affected [[villager]] eating double during break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 5&lt;br /&gt;
| 1x Housing&amp;lt;br /&amp;gt;1x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|Red|File:Eclipse.PNG}}&amp;lt;br /&amp;gt;Eclipse&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | -33% time between breaks for affected [[villagers]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 6&lt;br /&gt;
| 2x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Insatiable_Hunger.PNG}}&amp;lt;br /&amp;gt;Insatiable Hunger&lt;br /&gt;
| +10% chance per [[Hostility]] level for villagers to consume double the amount of food on break.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|Red|File:Nauseating_Spores.png}}&amp;lt;br /&amp;gt;Nauseating Spores&lt;br /&gt;
| -33% time between breaks for affected [[villagers]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| 1x Services&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Vanishing_Goods.png}}&amp;lt;br /&amp;gt;Vanishing Goods&lt;br /&gt;
| +10% chance per [[Hostility]] level for [[villagers]] to consume twice the amount of goods when using [[Services]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;text-align:center;&amp;quot; | {{Perk|LimeGreen|File:SGI_95.png}}&amp;lt;br /&amp;gt; Inspiring View&lt;br /&gt;
| The astonishingly beautiful view motivates [[villagers]] to work. The time interval between breaks is increased by +25%.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Drizzle&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing breaks ==&lt;br /&gt;
{{Perks|caption=Break-related Perks and Cornerstones|id=[Altar] Houses +1 for Break Time, Resolve for consumption, [Altar] Resolve for consumption, Hauler Break Interval, Extra Prod for consumption, NeedPerk Coats Breaks}}&lt;br /&gt;
	&lt;br /&gt;
== Plagues influencing breaks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Plague&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot;|{{Perk|#cccaac|File:Plagueofmalady.png}} &amp;lt;/br&amp;gt;&#039;&#039;&#039;Plague of Malady&#039;&#039;&#039;&lt;br /&gt;
| The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take +50% longer rests and have a +100% higher chance of consuming twice as much food during a break.&lt;br /&gt;
|}&lt;br /&gt;
== References ==&lt;br /&gt;
Break time counter start was tested by Discord user die_die.&lt;/div&gt;</summary>
		<author><name>76561198020628577</name></author>
	</entry>
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