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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561199230478318</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-05T16:58:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Housing_Need&amp;diff=9351</id>
		<title>Housing Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Housing_Need&amp;diff=9351"/>
		<updated>2024-11-05T11:41:51Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Added Category: Villager needs, Resolve, Buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4}}&lt;br /&gt;
[[File:Housing screenshot.png|thumb|280px|Different housing]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In addition to food, all [[villagers]] need shelter from the weather. There are two types of needs in this category, the need for &#039;&#039;&#039;Shelter&#039;&#039;&#039;, or &#039;&#039;&#039;Basic Housing&#039;&#039;&#039;, and the need for species-specific &#039;&#039;&#039;Housing.&#039;&#039;&#039; Both are discussed in this article.&lt;br /&gt;
&lt;br /&gt;
Villagers who have their need for basic shelter met get a small bonus to their [[Resolve]]. When villagers are housed in a nicer home, specific to their [[species]], they get a second small bonus to their Resolve.&lt;br /&gt;
&lt;br /&gt;
Both Shelters and species-specific Houses are found under [[File:Construct Housing.png|x32px|Housing]] &#039;&#039;&#039;Housing&#039;&#039;&#039; on the [[Construction Toolbar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villagers never visit their homes&#039;&#039;&#039;; they only ever walk between their workplaces, [[Warehouse]]s, and [[Hearth]]s. Therefore, villagers&#039; housing does not need to be close by, accessible by road, or even near the same Hearth as the villager&#039;s workplace. However, many viceroys use the areas around housing [[buildings]] for decorations needed to upgrade Hearths.&lt;br /&gt;
&lt;br /&gt;
== Satisfaction ==&lt;br /&gt;
&lt;br /&gt;
When a new housing [[building]] is constructed, any villagers who still need shelter will be automatically assigned to their new home, until it reaches capacity. You need at least two Shelters at the beginning of each mission to shelter all of your starting villagers. Viceroys usually aim to have these built before the first storm. Basic Shelters and Big Shelters satisfy villagers&#039; &#039;&#039;&#039;Shelter Need&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When a new species-specific House is built, any villagers of that [[species]] whose Housing Need hasn&#039;t been satisfied will be automatically assigned to the new House, until it reaches capacity. Once a villager moves into their species&#039; House, their &#039;&#039;&#039;Shelter Need&#039;&#039;&#039; and their &#039;&#039;&#039;Housing Need&#039;&#039;&#039; are both satisfied.&lt;br /&gt;
&lt;br /&gt;
Some viceroys have their entire population&#039;s need for shelter satisfied before they start adding any species-specific housing. &lt;br /&gt;
&lt;br /&gt;
Note: Villagers of a different species cannot use species-specific Houses of another species.&lt;br /&gt;
&lt;br /&gt;
== List of Shelter and Housing Needs ==&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-alig:nmiddle; | Species&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-alig:nmiddle; | Shelter Need &lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-alig:nmiddle; | Housing Need&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-alig:nmiddle; | Housing Need description&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} || rowspan=2 |&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgL}}]] Basic Housing&lt;br /&gt;
|}&lt;br /&gt;
| [[File:Icon Need beaverHousing.png|{{ImgL}}]] Beaver Housing&lt;br /&gt;
| class=ats-flavor-text | Beavers prefer to live in cozy, wooden homes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}}&lt;br /&gt;
| [[File:Icon Need FoxHousing.png|{{ImgL}}]] Fox Housing&lt;br /&gt;
| class=ats-flavor-text | Foxes prefer to live in wooden, well camouflaged houses.&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|large}}&lt;br /&gt;
| style=text-align:center; | —&lt;br /&gt;
| Frog Housing&lt;br /&gt;
| class=ats-flavor-text | Frogs are at home in water.&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} || rowspan=3 |&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgL}}]] Basic Housing&lt;br /&gt;
|}&lt;br /&gt;
| [[File:Icon Need HarpyHousing.png|{{ImgL}}]] Harpy Housing&lt;br /&gt;
| class=ats-flavor-text | Harpies prefer to live in well-lit, spacious homes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}}&lt;br /&gt;
| [[File:Icon Need HumanHousing.png|{{ImgL}}]] Human Housing&lt;br /&gt;
| class=ats-flavor-text | Humans prefer to live in solid, safe homes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}}&lt;br /&gt;
| [[File:Icon Need LizardHousing.png|{{ImgL}}]] Lizard Housing&lt;br /&gt;
| class=ats-flavor-text | Lizards prefer to live in warm, dry homes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing slots and Resolve boosts ==&lt;br /&gt;
{| class=wikitable sortable &lt;br /&gt;
|-&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-align:middle; | Housing [[building]]&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-align:middle; | Needs satisfied&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-align:middle; | Slots&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-align:middle; | [[Resolve]] &amp;lt;br/&amp;gt; boost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter_icon.png|{{ImgL}}]] Shelter&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 3&lt;br /&gt;
| style=text-align:center; | +3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big_Shelter_icon.png|{{ImgL}}]] Big Shelter&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 6&lt;br /&gt;
| style=text-align:center; | +3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver_House_icon.png|{{ImgL}}]] Beaver House&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br/&amp;gt; [[File:Icon Need beaverHousing.png|{{ImgS}}]] Beaver Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 2&lt;br /&gt;
| style=text-align:center; | +6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox_House_icon.png|{{ImgL}}]] Fox House&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br/&amp;gt; [[File:Icon Need FoxHousing.png|{{ImgS}}]] Fox Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 2&lt;br /&gt;
| style=text-align:center; | +7&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Frog House icon.png|{{ImgL}}]] Frog House&lt;br /&gt;
| Frog Housing&lt;br /&gt;
| style=text-align:center; | 2&lt;br /&gt;
| style=text-align:center; | +5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy_House_icon.png|{{ImgL}}]] Harpy House&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br/&amp;gt; [[File:Icon Need HarpyHousing.png|{{ImgS}}]] Harpy Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 2&lt;br /&gt;
| style=text-align:center; | +6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human_House_icon.png|{{ImgL}}]] Human House&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br/&amp;gt; [[File:Icon Need HumanHousing.png|{{ImgS}}]] Human Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 2&lt;br /&gt;
| style=text-align:center; | +6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard_House_icon.png|{{ImgL}}]] Lizard House&lt;br /&gt;
| [[File:Icon Need Shelter.png|{{ImgS}}]] Basic Housing +&amp;lt;br/&amp;gt; [[File:Icon Need LizardHousing.png|{{ImgS}}]] Lizard Housing&lt;br /&gt;
| style=text-align:center; border-colorinherit; | 2&lt;br /&gt;
| style=text-align:center; | +6&lt;br /&gt;
|}The number of slots in a housing building can be raised with certain [[Perks]]. Purified Houses rewarded from Haunted [[Ruin]] [[Glade Events]] have 6 slots.&lt;br /&gt;
&lt;br /&gt;
== Housing unlocks and construction cost ==&lt;br /&gt;
{| class=wikitable sortable &lt;br /&gt;
|-&lt;br /&gt;
! class=unsortable style=font-weight:bold; text-align:center; vertical-align:middle; | Housing [[building]]&lt;br /&gt;
! style=font-weight:bold; text-align:center; vertical-alignmiddle; | Unlock or [[upgrade]]&lt;br /&gt;
! class=unsortable style=font-weight:bold; text-align:center; vertical-align:middle; | Base cost&lt;br /&gt;
! class=unsortable style=font-weight:bold; text-align:center; vertical-align:middle; | [[Prestige]] 6 cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter_icon.png|{{ImgL}}]] Shelter&lt;br /&gt;
| &#039;&#039;(always available)&#039;&#039;&lt;br /&gt;
| 10 {{rl|Wood}}&lt;br /&gt;
| 15 {{rl|Wood}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big_Shelter_icon.png|{{ImgL}}]] Big Shelter&lt;br /&gt;
| &#039;&#039;&#039;Ancient Knowledge&#039;&#039;&#039; [[Deed]]&lt;br /&gt;
| 4 {{rl|Planks}}&lt;br /&gt;
| 6 {{rl|Planks}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver_House_icon.png|{{ImgL}}]] Beaver House&lt;br /&gt;
| &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; level 2&lt;br /&gt;
| 8 {{rl|Planks}}&lt;br /&gt;
| 12 {{rl|Planks}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox_House_icon.png|{{ImgL}}]] Fox House&lt;br /&gt;
| &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; level 6&lt;br /&gt;
| 4 {{rl|Planks}}&amp;lt;br/&amp;gt;2 {{rl|Crystalized Dew}}&lt;br /&gt;
| 6 {{rl|Planks}}&amp;lt;br/&amp;gt;3 {{rl|Crystalized Dew}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Frog House icon.png|{{ImgL}}]] Frog House&lt;br /&gt;
| [[Level]] 13&lt;br /&gt;
| 4 {{rl|Bricks}}&lt;br /&gt;
| 6 {{rl|Bricks}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy_House_icon.png|{{ImgL}}]] Harpy House&lt;br /&gt;
| &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; level 4&lt;br /&gt;
| 4 {{rl|Fabric}}&lt;br /&gt;
| 6 {{rl|Fabric}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human_House_icon.png|{{ImgL}}]] Human House&lt;br /&gt;
| &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; level 1&lt;br /&gt;
| 4 {{rl|Planks}} &amp;lt;br/&amp;gt; 2 {{rl|Bricks}}&lt;br /&gt;
| 6 {{rl|Planks}} &amp;lt;br/&amp;gt; 3 {{rl|Bricks}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard_House_icon.png|{{ImgL}}]] Lizard House&lt;br /&gt;
| &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; level 3&lt;br /&gt;
| 2 {{rl|Bricks}} &amp;lt;br/&amp;gt; 2 {{rl|Fabric}}&lt;br /&gt;
| 3 {{rl|Bricks}} &amp;lt;br/&amp;gt; 3 {{rl|Fabric}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrading Houses ==&lt;br /&gt;
&#039;&#039;Main article [[Housing Upgrades]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Housing upgrades provide a variety of bonuses primarily at the cost of {{rl|Pack of Building Materials}}. Different bonuses are tied to different species&#039; Housing and different Housing upgrade levels.&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing housing ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|caption=Housing Perks and Cornerstones|id=Houses Global Capacity +1, [Altar] Houses +1 for Break Time, Trade routes for housing spots, NeedPerk Housing Resolve}}&lt;br /&gt;
Note: all houses includes both Shelters and species-specific Houses. Villager with a home counts villagers housed in both Shelters and Houses.&lt;br /&gt;
&lt;br /&gt;
{{SeeAlso|Complex Food Needs|Clothing Need|Services Needs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Villager needs]]&lt;br /&gt;
[[Category:Resolve]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Upgrades&amp;diff=9350</id>
		<title>Upgrades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Upgrades&amp;diff=9350"/>
		<updated>2024-11-05T11:38:52Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Meta-progression added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:NoUpgrades Smoldering City.png|thumb|360px|Smoldering City with no Upgrades]]&lt;br /&gt;
The Scorched Queen has decided that the Smoldering City requires 7 new great work projects: the Obsidian Archives, the Monastery of the Vigilant Flame, the Pioneers&#039; Gate, the First Dawn Headquarters, the Dim Square, the Brass Forge, and the Vanguard Spire. As you unlock Upgrades, Buildings will start to show up in your Smoldering City backdrop.&lt;br /&gt;
&lt;br /&gt;
[[File:Citadel_Upgrade.png|thumb|360px|Smoldering City Upgrades Options]] From the Upgrades tab of the Smoldering City, you can spend [[Resources#Citadel Resources | Citadel Resources]] ([[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles, [[File:Icon MetaResource Machinery.png|16px]] Machinery and [[File:Icon MetaResource Artifact.png|16px]] Artifacts) to construct and upgrade these great works.  Each great work improves your Settlements&#039; chances for survival in a particular way, and certain upgrade levels will unlock new game features.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Each level of the great works grants:&lt;br /&gt;
* &#039;&#039;&#039;Obsidian Archives&#039;&#039;&#039; - Queen&#039;s Patience: You gain a permanent &#039;&#039;-2% to the speed at which the Queen&#039;s Impatience&#039;&#039; grows. (max. -36%)&lt;br /&gt;
* &#039;&#039;&#039;Monastery of the Vigilant Flame&#039;&#039;&#039; - Everlasting Flames: You gain a permanent +2% to the burning duration for all types of fuel burned in the [[Hearth]] (max. +24%)&lt;br /&gt;
* &#039;&#039;&#039;Pioneers&#039; Gate&#039;&#039;&#039; - Villager Speed Increase: +Every villager in your settlement gets a permanent +2% increase in their walking speed. (max. +24%)&lt;br /&gt;
* &#039;&#039;&#039;First Dawn Headquarters&#039;&#039;&#039; - Unforeseen Riches: You gain a permanent +1% boost to the global chance of producing double yields. (max. +12%)&lt;br /&gt;
* &#039;&#039;&#039;Dim Square&#039;&#039;&#039; - Quicker Trader Arrival: You gain a permanent +3% bonus to [[Trader]] arrival speed (max. +33%)&lt;br /&gt;
* &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; - Production Speed Increase: You gain a permanent +2% boost to global production speed in your settlement. (max. +22%)&lt;br /&gt;
* &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; - Gathering Technique: All resource nodes get a permanent +1 to available charges. (max. +12)&lt;br /&gt;
&lt;br /&gt;
Other rewards include:&lt;br /&gt;
* &#039;&#039;&#039;Obsidian Archives&#039;&#039;&#039; - increases the Citadel Resource rewards for completing a Settlement, and unlocks many new game features such as Consumption Control, Rainpunk Engines, [[Royal Expeditions]], [[Timed Orders]], [[Training Expeditions]]&lt;br /&gt;
* &#039;&#039;&#039;Monastery of the Vigilant Flame&#039;&#039;&#039; - increases your [[Cornerstone]] pool and reroll chances&lt;br /&gt;
* &#039;&#039;&#039;Pioneers&#039; Gate&#039;&#039;&#039; - increases your Embarkation points, and extends the vision of your Settlements and your Embarkation range&lt;br /&gt;
* &#039;&#039;&#039;First Dawn Headquarters&#039;&#039;&#039; - adds new Embarkation choices and increases your Embarkation points&lt;br /&gt;
* &#039;&#039;&#039;Dim Square&#039;&#039;&#039; - allows and increases the number of [[Trade Routes]], and improves the cost and availability of [[Perks]]/Blueprints from [[Traders]]&lt;br /&gt;
* &#039;&#039;&#039;Brass Forge&#039;&#039;&#039; - allows [[Hearth]] upgrades, and increases worker and building capacities&lt;br /&gt;
* &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; - adds race-specific [[Housing]] to your [[Essential Buildings]] and improves your Caravan choices and Newcomers&lt;br /&gt;
&lt;br /&gt;
== Level Rewards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-large;&amp;quot;&amp;gt;THIS SECTION HAS BEEN UPDATED TO 1.4.15&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space: nowrap; vertical-align:middle;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! XP Needed&lt;br /&gt;
! Blueprints&lt;br /&gt;
! [[Cornerstones]]&lt;br /&gt;
! Traders&lt;br /&gt;
! Species&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 2 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 150&lt;br /&gt;
| {{bl|Rain Collector|medium}}&amp;lt;br /&amp;gt;{{bl|Herbalists&#039; Camp|medium}}&amp;lt;br /&amp;gt;{{bl|Mine|medium}} &amp;lt;br/&amp;gt; {{bl|Fishing Hut|medium}}&lt;br /&gt;
| {{pl|LessHostilityPerWoodcutter|iconsize=med}} &amp;lt;br /&amp;gt;{{pl|RawDepositsCharges_10|iconsize=med}}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 150&lt;br /&gt;
| {{bl|Cellar|medium}}&amp;lt;br /&amp;gt;{{bl|Smelter|medium}}&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;ats-link-building&amp;quot;&amp;gt;[[File:Paved Road icon.png|{{ImgM}}]]&amp;lt;/span&amp;gt; [[Paved Road]]&lt;br /&gt;
| {{pl|Accidental Barrels|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Trading Packs|iconsize=med}}&lt;br /&gt;
| [[File:Farluf_circle.png|{{ImgM}}]] [[Old Farluf]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 4 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 200&lt;br /&gt;
| {{bl|Guild House|medium}}&amp;lt;br /&amp;gt;{{bl|Clan Hall|medium}}&amp;lt;br /&amp;gt;{{bl|Distillery|medium}}&amp;lt;br /&amp;gt;{{bl|Leatherworker|medium}}&amp;lt;br /&amp;gt;{{bl|Stamping Mill|medium}}&lt;br /&gt;
| {{pl|Porridge Prod for water|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 5 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 250&lt;br /&gt;
| {{bl|Bath House|medium}}&amp;lt;br /&amp;gt;{{bl|Apothecary|medium}}&amp;lt;br /&amp;gt;{{bl|Artisan|medium}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{pl|Newcomer Rate for Trade Routes|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| {{Species link|Harpies|medium}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 6 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 300&lt;br /&gt;
| {{bl|Druid&#039;s Hut|medium}}&amp;lt;br /&amp;gt;{{bl|Granary|medium}}&amp;lt;br /&amp;gt;{{bl|Monastery|medium}}&lt;br /&gt;
| {{pl|Exploring Expedition|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Resolve for started Route|iconsize=med}}&lt;br /&gt;
| [[File:Sothur_circle.png|{{ImgM}}]] [[Sothur the Ancient]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 7 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 350&lt;br /&gt;
| {{bl|Cooperage|medium}}&amp;lt;br /&amp;gt;{{bl|Press|medium}}&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;ats-link-building&amp;quot;&amp;gt;[[File:Reinforced Road icon.png|{{ImgM}}]]&amp;lt;/span&amp;gt; [[Reinforced Road]]&lt;br /&gt;
| {{pl|Reputation from Trade|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Resolve for Standing|iconsize=med}}&amp;lt;br/&amp;gt;[[File:ScrollsAndBooks add 002 b.PNG|{{ImgM}}]] [[Book of Water]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 8 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 400&lt;br /&gt;
| {{bl|Manufactory|medium}}&amp;lt;br /&amp;gt;{{bl|Smithy|medium}}&amp;lt;br /&amp;gt;{{bl|Ranch|medium}}&amp;lt;br /&amp;gt;{{bl|Market|medium}}&lt;br /&gt;
| Smuggler&#039;s Visit&amp;lt;br /&amp;gt;{{pl|Route Less Travel Time|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 9 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 450&lt;br /&gt;
| {{bl|Tea Doctor|medium}}&amp;lt;br /&amp;gt;{{bl|Teahouse|medium}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{pl|Mists Piercers|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Working time for firekeeper|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| {{Species link|Foxes|medium}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 10 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 500&lt;br /&gt;
| {{bl|Beanery|medium}}&amp;lt;br /&amp;gt;{{bl|Forester&#039;s Hut|medium}}&amp;lt;br /&amp;gt;{{bl|Alchemist&#039;s Hut|medium}}&lt;br /&gt;
| {{pl|Consumption Control for Extra Production|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Eggs For Cysts|iconsize=med}}&lt;br /&gt;
| [[File:Vliss_circle.png|{{ImgM}}]] [[Vliss Greybone]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 11 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 600&lt;br /&gt;
| {{bl|Furnace|medium}}&amp;lt;br /&amp;gt;{{bl|Brick Oven|medium}}&amp;lt;br /&amp;gt;{{bl|Tinkerer|medium}}&lt;br /&gt;
| {{pl|Mold Grain|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Hostility for Removed Cysts|iconsize=med}}&amp;lt;br/&amp;gt; {{pl|Resolve for Impatience|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 12 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 700&lt;br /&gt;
| {{bl|Scribe|medium}}&amp;lt;br /&amp;gt;{{bl|Supplier|medium}}&amp;lt;br /&amp;gt;{{bl|Toolshop|medium}}&lt;br /&gt;
| {{pl|Back To Nature|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Extra Trader Merch|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Hauling Cart in All Warehouses|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 13 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 800&lt;br /&gt;
| {{bl|Forum|medium}}&amp;lt;br /&amp;gt;{{bl|Cannery|medium}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{pl|Villagers For Corruption|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Amber for Wood|iconsize=med}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 14 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 900&lt;br /&gt;
| {{bl|Pantry|medium}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{pl|Trade routes for housing spots|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|Alarm Bells|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Fedora Hat|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Corruption Per Removed Cyst -50|iconsize=med}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| [[File:Renwald_circle.png|{{ImgM}}]] [[Sir Renwald Redmane]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 15 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1000&lt;br /&gt;
| {{bl|Workshop|medium}}&amp;lt;br /&amp;gt;{{bl|Cobbler|medium}}&lt;br /&gt;
| {{pl|Forge Trip Hammer|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Trade Routes Bonus Fuel|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|More Amber from Routes|iconsize=med}}&amp;lt;br /&amp;gt;{{Perk link|Coal for Cysts|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 16 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1100&lt;br /&gt;
| {{bl|Clay Pit|medium}} &amp;lt;br/&amp;gt; {{bl|Greenhouse|medium}} &amp;lt;br/&amp;gt;&lt;br /&gt;
| {{pl|Hidden From The Queen|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Overexploitation|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Amber for Trade Routes|iconsize=med}}&amp;lt;br /&amp;gt; {{pl|Hostility for Relics|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 17 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1200&lt;br /&gt;
| {{bl|Grill|medium}} &amp;lt;br/&amp;gt; {{bl|Explorers&#039; Lodge|medium}} &amp;lt;br/&amp;gt; &lt;br /&gt;
| {{pl|Hostility for Water|iconsize=med}} &amp;lt;br /&amp;gt; {{pl|Amber for Newcomers|iconsize=med}} &amp;lt;br /&amp;gt; {{pl|HP for Impatience|iconsize=med}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 18 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1300&lt;br /&gt;
| {{bl|Advanced Rain Collector|medium}}&lt;br /&gt;
| {{pl|Amber for Water|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Lower Hostility For Religion|iconsize=med}}&amp;lt;br /&amp;gt;{{pl|Copper For Trees [Parent]|iconsize=med}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| [[File:Xiadani_circle.png|{{ImgM}}]] [[Xiadani Stormfeather]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 19 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1300&lt;br /&gt;
| &lt;br /&gt;
| {{pl|Amber for Trader Visit|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|Royal Guard Training|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|Cache Rewards for Nodes|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|2 Hauling Carts in Main Warehouse|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|Resolve for chests|iconsize=med}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#1d2330 color:white;&amp;quot; | 20 &amp;lt;br /&amp;gt;&lt;br /&gt;
| 1300&lt;br /&gt;
| &lt;br /&gt;
| {{pl|Hubs for hostility|iconsize=med}} &amp;lt;br/&amp;gt; {{pl|Resolve For Sales|iconsize=med}} &amp;lt;br /&amp;gt; {{pl|Parts for Trade|iconsize=med}}&amp;lt;br /&amp;gt; {{pl|Tools for glade|iconsize=med}}&amp;lt;br /&amp;gt;{{Perk link|Houses Global Capacity +1|iconsize=med}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Upgrades&lt;br /&gt;
! Cost&lt;br /&gt;
! Total Cost&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Total Bonus&lt;br /&gt;
! Fundemental Reward&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2&lt;br /&gt;
| Obsidian Archive 01&lt;br /&gt;
| 10 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 10 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -2% Queen&#039;s Impatience Speed&lt;br /&gt;
| Obsidian Archive Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 01&lt;br /&gt;
| 10 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 10 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +2% Fuel Burning Duration in Hearth&lt;br /&gt;
| Embarkation Bonus: {{rl|Stone}}&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Clay}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 02&lt;br /&gt;
| 10 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 20 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -4% Queen&#039;s Impatience Speed&lt;br /&gt;
| Consumption Control Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 3&lt;br /&gt;
| Pioneers&#039; Gate 01&lt;br /&gt;
| 12 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 12 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +2% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 03&lt;br /&gt;
| 12 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 32 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -6% Queen&#039;s Impatience Speed&lt;br /&gt;
| Blueprint Reroll Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 02&lt;br /&gt;
| 12 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 22 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +4% Fuel Burning Duration in Hearth&lt;br /&gt;
| +1 Cornerstone Annual Choice&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 01&lt;br /&gt;
| 12 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +1% Chance to Double Yields&lt;br /&gt;
| Gain 10% more resources upon establishing a settlement.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 4&lt;br /&gt;
| Dim Square 01&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +3% Trader Arrival Speed&lt;br /&gt;
| Trade Routes Unlock&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 01&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +2% Global Production Speed&lt;br /&gt;
| Embarkation Bonus: Villagers unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 04&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 50 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -8% Queen&#039;s Impatience Speed&lt;br /&gt;
| +1 Blueprint Choices from Reputation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 02&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 42 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +2% Chance to Double Yields&lt;br /&gt;
| Embarkation Bonus: {{rl|Vegetables}}&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Meat}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 01&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 18 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +1 Charge to Nodes&lt;br /&gt;
| Blueprint: Human House&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 5&lt;br /&gt;
| Dim Square 02&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 42 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +6% Trader Arrival Speed&lt;br /&gt;
| Embarkation Bonus: 05 {{rl|Planks}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 02&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 42 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +4% Global Production Speed&lt;br /&gt;
| Hearth Upgrade: Neighbourhood unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 02&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +4% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 05&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 74 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -10% Queen&#039;s Impatience Speed&lt;br /&gt;
| Last Stand unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 03&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 46 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +6% Fuel Burning Duration in Hearth&lt;br /&gt;
| +1 Cornerstone reroll per settlement&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 02&lt;br /&gt;
| 24 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 42 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +2 Charges to Nodes&lt;br /&gt;
| Blueprint: Beaver House&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | 6&lt;br /&gt;
| Dim Square 03&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +9% Trader Arrival Speel&lt;br /&gt;
| +1 Cornerstone and Blueprint from Traders&lt;br /&gt;
|-&lt;br /&gt;
| Brass Forge 03&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 78 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Machinery.png|16px]] + 3 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +6% Global Production Speed&lt;br /&gt;
| Mine Upgrades unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 03&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 66 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +6% Villager Speed&lt;br /&gt;
| +20% resources upon embarkation.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 06&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 102 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -12% Queen&#039;s Impatience Speed&lt;br /&gt;
| Rainpunk Geysers Unlock&amp;lt;br /&amp;gt;Embarkation Bonus: 10 {{rl|Pipes}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 04&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 76 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +8% Fuel Burning Duration in Hearth&lt;br /&gt;
| Embarkation Bonus: {{rl|Coal}}&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Oil}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 03&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +3% Chance to Double Yields&lt;br /&gt;
| Embarkation Bonus: Herbalists&#039; Camp&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 03&lt;br /&gt;
| 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +3 Charges to Nodes&lt;br /&gt;
| Blueprint: Lizard House&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 7&lt;br /&gt;
| Dim Square 04&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 9 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12% Trader Arrival Speed&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via Traders&lt;br /&gt;
|-&lt;br /&gt;
| Brass Forge 04&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 126 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 15 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +8% Global Production Speed&lt;br /&gt;
| Hearth Upgrades: District unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 04&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 102 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +8% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 07&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 138 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -14% Queen&#039;s Impatience Speed&lt;br /&gt;
| Increased Town Vision Range&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 04&lt;br /&gt;
| 36 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 6 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +4 Charges to Nodes&lt;br /&gt;
| Blueprint: Harpy House&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 8&lt;br /&gt;
| Pioneers&#039; Gate 05&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 150 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +10% Villager Speed&lt;br /&gt;
| +1 Caravan choice upon embarkation.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 08&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 186 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| -16% Queen&#039;s Impatience Speed&lt;br /&gt;
| Training Expiditions Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 05&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 124 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 3 [[File:Icon MetaResource Machinery.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +10% Fuel Burning Duration in Hearth&lt;br /&gt;
| {{Species link|Lizards}} Starting Ability: 10 {{rl|Tools}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 04&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +4% Chance to Double Yields&lt;br /&gt;
| Trade Routes: First Dawn Company&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 05&lt;br /&gt;
| 48 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +5 Charges to Nodes&lt;br /&gt;
| Embarkation Bonus: +5 {{rl|Bricks}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 9&lt;br /&gt;
| Dim Square 05&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 168 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 21 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +15% Trader Arrival Speed&lt;br /&gt;
| +1 Trade Route Slot&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 05&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 186 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 27 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +10% Global Production Speed&lt;br /&gt;
| Embark Bonuses:&amp;lt;br /&amp;gt;{{rl|Planks}}&amp;lt;br /&amp;gt;{{rl|Bricks}}&amp;lt;br /&amp;gt;{{rl|Fabric}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 06&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 210 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 09&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 246 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -18% Queen&#039;s Impatience Speed&lt;br /&gt;
| Timed Orders Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 05&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 180 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| +5% Chance to Double Yields&lt;br /&gt;
| +100% Citadel resources upon establishing a settlement.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 10&lt;br /&gt;
| Dim Square 06&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 228 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 21 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +18% Trader Arrival Speed&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via Traders&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 10&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 306 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -20% Queen&#039;s Impatience Speed&lt;br /&gt;
| Daily Expeditions Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 06&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 184 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 15 [[File:Icon MetaResource Machinery.png|16px]] + 6 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12% Fuel Burning Duration in Hearth&lt;br /&gt;
| +1 Cornerstone Annual Choice&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 06&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 240 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +6% Chance to Double Yields&lt;br /&gt;
| {{Species link|Humans}} Starting Ability: Closest Fertile Soil Highlight&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 06&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 216 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +6 Charges to Nodes&lt;br /&gt;
| Blueprint: Fox House&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 11&lt;br /&gt;
| Dim Square 07&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 300 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 33 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +21% Trader Arrival Speed&lt;br /&gt;
| Starting Ability Beavers unlocked. Extends trade offers by 1 each.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 06&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 258 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 39 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12% Global Production Speed&lt;br /&gt;
| Trade Routes: Brass Order&lt;br /&gt;
|-&lt;br /&gt;
| Pioneers&#039; Gate 07&lt;br /&gt;
| 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 270 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 42 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +14% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 11&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 378 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| -22% Queen&#039;s Impatience Speed&lt;br /&gt;
| Blueprint: {{bl|Field Kitchen|medium}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 07&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 256 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 27 [[File:Icon MetaResource Machinery.png|16px]] + 18 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +14% Fuel Burning Duration in Hearth&lt;br /&gt;
| +10% Sacrifice Burning Time&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 07&lt;br /&gt;
| 72 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 288 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +7 Charges to Nodes&lt;br /&gt;
| {{Species link|Harpies}} Starting Ability: 50 {{rl|Coats}} on Embarkation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 12&lt;br /&gt;
| Brass Forge 07&lt;br /&gt;
| 84 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 342 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 39 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +14% Global Production Speed&lt;br /&gt;
| +5  Storage Capacity to all [[Buildings]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 08&lt;br /&gt;
| 84 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 354 [[File:Icon MetaResource FoodStockpiles.png|16px]] +12 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +16% Villager Speed&lt;br /&gt;
| {{Species link|Foxes}} Starting Ability: Nearest Geyser Location&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 12&lt;br /&gt;
| 84 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 462 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| -24% Queen&#039;s Impatience Speed&lt;br /&gt;
| +1 Caravan choice on Embarkation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 08&lt;br /&gt;
| 84 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 340 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 39 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +16% Fuel Burning Duration in Hearth&lt;br /&gt;
| +1 Cornerstone reroll per settlement&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 07&lt;br /&gt;
| 84 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 324 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 12 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +7% Chance to Double Yields&lt;br /&gt;
| Embarkation Bonus : Small Farm&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 13&lt;br /&gt;
| Dim Square 08&lt;br /&gt;
| 96 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 396 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 33 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +24% Trader Arrival Speed&lt;br /&gt;
| Embarkation Bonus:  {{rl|Amber}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 13&lt;br /&gt;
| 96 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 18 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 558 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -26% Queen&#039;s Impatience Speed&lt;br /&gt;
| Main Warehouse Haulers unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 09&lt;br /&gt;
| 96 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 436 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 39 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +18% Fuel Burning Duration in Hearth&lt;br /&gt;
| +5 {{rl|Fabric}} Embarkation Bonus&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 08&lt;br /&gt;
| 96 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 420 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 12 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +8% Chance to Double Yields&lt;br /&gt;
| Embarkation Bonus: Plantation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 08&lt;br /&gt;
| 96 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 384 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +8 Charges to Nodes&lt;br /&gt;
| Newcomers bring more Resources&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 14&lt;br /&gt;
| Dim Square 09&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 504 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 57 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +27% Trader Arrival Speed&lt;br /&gt;
| Embarkation Bonus: {{rl|Pack of Provisions}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 08&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 450 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 18 [[File:Icon MetaResource Machinery.png|16px]] + 39 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +16% Global Production Speed&lt;br /&gt;
| Embarkation Bonus: {{rl|Parts}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 09&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 462 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 36 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +18% Villager Speed&lt;br /&gt;
| +20% more resources upon embarkation.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 14&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 666 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -28% Queen&#039;s Impatience Speed&lt;br /&gt;
| Embarkation Bonus: Foragers&#039; Camp&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 09&lt;br /&gt;
| 108 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Machinery.png|16px]] + 24 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 528 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +9% Chance to Double Yields&lt;br /&gt;
| Embarkation Bonus: Herb Garden&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 15&lt;br /&gt;
| Dim Square 10&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 624 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 87 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +30% Trader Arrival Speed&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via Traders&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Brass Forge 09&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 570 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]] + 39 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +18% Global Production Speed&lt;br /&gt;
| +1 Carry Capacity to all Workers&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 10&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 546 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 36 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +20% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 15&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 786 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 60 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -30% Queen&#039;s Impatience Speed&lt;br /&gt;
| Last Stand +30 seconds&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 10&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 648 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +10% Chance to Double Yields&lt;br /&gt;
| Gain 10% more Citadel resources upon finishing a settlement.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 09&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 504 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| +9 Charges to Nodes&lt;br /&gt;
| Embarkation Bonus: {{rl|Ale}} Delivery Line&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Training Gear}} Delivery Line&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 16&lt;br /&gt;
| Dim Square 11&lt;br /&gt;
| 132 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 756 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 87 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +33% Trader Arrival Speed&lt;br /&gt;
| +1 Cornerstone / Blueprint slot from Traders&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 11&lt;br /&gt;
| 132 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 678 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 36 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +22% Villager Speed&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 16&lt;br /&gt;
| 130 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 916 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 60 [[File:Icon MetaResource Machinery.png|16px]] + 90 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -32% Queen&#039;s Impatience Speed&lt;br /&gt;
| Embarkation Bonus: Trappers Camp&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 10&lt;br /&gt;
| 132 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 568 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 69 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +20% Fuel Burning Duration in Hearth&lt;br /&gt;
| +1 Cornerstone reroll per settlement&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 10&lt;br /&gt;
| 132 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 636 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +10 Charges to Nodes&lt;br /&gt;
| Trade Route: Vanguard of the Stolen Keys&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 17&lt;br /&gt;
| Brass Forge 10&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 714 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]] + 79 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +20% Global Production Speed&lt;br /&gt;
| +5 Storage Capacity to all Buildings&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate 12&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 822 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 76 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +24% Villager Speed&lt;br /&gt;
| Fox House Upgrades Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 17&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 1060 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 100 [[File:Icon MetaResource Machinery.png|16px]] + 90 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -34% Queen&#039;s Impatience Speed&lt;br /&gt;
| Haulers in the Small Warehouse unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 11&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 712 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 69 [[File:Icon MetaResource Machinery.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +22% Fuel Burning Duration in Hearth&lt;br /&gt;
| Embarkation Bonus: {{rl|Scrolls}} Delivery Line&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Incense}} Delivery Line&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 11&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 792 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 24 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +11% Chance to Double Yields&lt;br /&gt;
| Human House Upgrades Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 11&lt;br /&gt;
| 144 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 780 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]] + 70 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +11 Charges to Nodes&lt;br /&gt;
| Embarkation Bonus: {{rl|Wine}} Delivery Line&amp;lt;br /&amp;gt;Embarkation Bonus: {{rl|Tea}} Delivery Line&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | 18&lt;br /&gt;
| Dim Square 12&lt;br /&gt;
| 120 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 624 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 30 [[File:Icon MetaResource Machinery.png|16px]] + 87 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +33% Trader Arrival Speed&lt;br /&gt;
| Beaver House Upgrades unlocked/&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Brass Forge 11&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 870 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 88 [[File:Icon MetaResource Machinery.png|16px]] + 79 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +22% Global Production Speed&lt;br /&gt;
| Blightpost Upgrades unlocked.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Obsidian Archive 18&lt;br /&gt;
| 156 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
| 1216 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 100 [[File:Icon MetaResource Machinery.png|16px]] + 90 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| -36% Queen&#039;s Impatience Speed&lt;br /&gt;
| Last Stand +30 seconds.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame 12&lt;br /&gt;
| 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 868 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 69 [[File:Icon MetaResource Machinery.png|16px]] + 70 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +24% Fuel Burning Duration in Hearth&lt;br /&gt;
| Lizard House Upgrades Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters 12&lt;br /&gt;
| 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
| 948 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 64 [[File:Icon MetaResource Machinery.png|16px]] + 54 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12% Chance to Double Yields&lt;br /&gt;
| +1 Farm Range (All)&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Vanguard Spire 12&lt;br /&gt;
| 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 40 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| 936 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 48 [[File:Icon MetaResource Machinery.png|16px]] + 110 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
| +12 Charges to Nodes&lt;br /&gt;
| Harpy House Upgrades Unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Total number of upgrades: 88&lt;br /&gt;
* Total cost of upgrades: [[File:Icon MetaResource FoodStockpiles.png|24px]] 6416 Food + [[File:Icon MetaResource Machinery.png|24px]] 475 Machinery + [[File:Icon MetaResource Artifact.png|24px]] 544 Artifacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta-progression]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Meta-progression&amp;diff=9349</id>
		<title>Category:Meta-progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Meta-progression&amp;diff=9349"/>
		<updated>2024-11-05T11:15:36Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Game mechanics and AtS root added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains content relating to the &#039;&#039;&#039;Meta-progression&#039;&#039;&#039; in &#039;&#039;Against the Storm&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Map&amp;diff=9348</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Map&amp;diff=9348"/>
		<updated>2024-11-05T10:56:52Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Biomes, Meta-progression and Settlements added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.3}}&lt;br /&gt;
[[File:Biomes.png|thumb|450|Screenshot of the world map]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The World Map is where Viceroys plan their missions out from the [[Smoldering City]] to build settlements and make their way toward [[Seals]]. Choosing where on the map to go for the next mission and [[Embarking]], including selecting caravans and difficulty, are done from the World Map.&lt;br /&gt;
&lt;br /&gt;
== Smoldering City ==&lt;br /&gt;
&lt;br /&gt;
[[File:SmolderingCityMap.png|thumb|200px|Smoldering City on the Map]]&lt;br /&gt;
&lt;br /&gt;
The Smoldering City is at the center of the world map and is where all Viceroys start. This is where Viceroys can buy [[Upgrades]], check their game history and visit their [[Home]], once unlocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fog and visibility ==&lt;br /&gt;
&lt;br /&gt;
[[File:FogofWar.png|thumb|300px|The Fog of War]]&lt;br /&gt;
&lt;br /&gt;
The foggy cloud cover represents the unexplored world around the [[Smoldering City]]. The fog hides map tiles and their [[Biomes]], [[World Events]], and [[Map Modifiers]] until they are revealed by embarking and completing a mission nearby. Once a Viceroy gets close enough to an unexplored tile with a question mark icon, &amp;quot;?&amp;quot;, the fog will be revealed until the next cycle.&lt;br /&gt;
&lt;br /&gt;
Viceroys can use the [[Caravan Wagons]] Rewards on the when receiving a [[Royal Resupply]] to increase their visibility range on the world map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Map tiles and biomes ==&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeConditionsTab.png|thumb|300px|Biome Conditions]]&lt;br /&gt;
&lt;br /&gt;
The world map has 6 biomes, plus 1 DLC exclusive biome. See their articles for more details.&lt;br /&gt;
* The [[File:CoastalGroveHex.png|{{ImgM}}]] [[Coastal Grove]] &lt;br /&gt;
* The [[File:CoralForestHex.png|{{ImgM}}]] [[Coral Forest]] &lt;br /&gt;
* The [[File:CursedRoyalWoodlandsHex.png|{{ImgM}}]] [[Cursed Royal Woodlands]]&lt;br /&gt;
* The [[File:MarshlandsHex.png|{{ImgM}}]] [[Marshlands]]&lt;br /&gt;
* The [[File:RoyalWoodlandsHex.png|{{ImgM}}]] [[Royal Woodlands]]&lt;br /&gt;
* The [[File:ScarletOrchardHex.png|{{ImgM}}]] [[Scarlet Orchard]]&lt;br /&gt;
* The [[File:SealedForestHex.png|{{ImgM}}]] [[Sealed Forest]]&lt;br /&gt;
&lt;br /&gt;
Each biome has a different assortment of [[Resources]] and unique mechanics. Some are simple, like double yields from cutting trees, or more complex like archaeology events.&lt;br /&gt;
&lt;br /&gt;
You can read more about each biome on the &#039;&#039;Conditions&#039;&#039; and &#039;&#039;Summary&#039;&#039; tabs after clicking on a map tile, as seen on the image on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reward indicators ===&lt;br /&gt;
&lt;br /&gt;
[[File:TotalRewards.png|thumb|left|250px|Total Tile Rewards]]&lt;br /&gt;
[[File:TileRewards.png|thumb|right|250px|Tile Rewards]]&lt;br /&gt;
&lt;br /&gt;
The rewards for completing a mission are determined by a number of factors, including biome and difficulty. These rewards are used in [[Upgrades]] within the [[Citadel]] and to pay for [[Stormforged Cornerstones]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the left, the &#039;&#039;Summary&#039;&#039; screen shows exactly how many of each resource you would earn from a successful mission.&lt;br /&gt;
&lt;br /&gt;
On the right, the world map shows what types will be rewarded on completion. These indicators can help you find the resources you need and to help you plan your route.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{rl|Food Stockpiles|large}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Machinery|large}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Artifacts|large}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embarkation Costs ===&lt;br /&gt;
The cost of Embarkation Bonuses will change with every caravan, this is to encourage players to try out different starting patterns. They are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center;&amp;quot; | Bonus&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center;&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Amber}}&lt;br /&gt;
| 3 - 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_MetaReward_BlueprintChoice.png|16px]] Blueprints&lt;br /&gt;
| 4 - 6&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Bricks}} / {{rl|Fabric}}&lt;br /&gt;
| 2 - 4&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Coal}} / {{rl|Oil}}&lt;br /&gt;
| 3 - 5&lt;br /&gt;
|-&lt;br /&gt;
| 3 [[File:CornerstoneReroll.png|16px]] Cornerstone Rerolls&lt;br /&gt;
| 1 - 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FlatIcon_Order_DeliverGoods.png|16px]] Delivery Lines&lt;br /&gt;
| 5 - 7&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Eggs}} / {{rl|Roots}} / {{rl|Wood}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Meat}} / {{rl|Vegetables}}&lt;br /&gt;
| 1 - 2&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pack of Provisions}} / {{rl|Parts}}&lt;br /&gt;
| 3 - 4&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Planks}}&lt;br /&gt;
| 2 - 3&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Reed}} / {{rl|Leather}}&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Stone}} / {{rl|Clay}}&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_UI_RandomVillager.png|16px]] Villagers&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information surroundinig embarkation, please see [[Embarking]]&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[World Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WorldEventTiles.png|thumb|300px|World Events on the Map]]&lt;br /&gt;
&lt;br /&gt;
World events are opportunities for Viceroys to earn extra rewards by completing a challenge or otherwise engaging a special opportunity. When a world event is within your visibility range, click on it to find out what it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ SPOILER WARNING! List of world events&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Event&lt;br /&gt;
! Option 1 &amp;lt;br /&amp;gt;Requirement&lt;br /&gt;
! Option 1  &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Requirements&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Bankrupt Trader.png}}&amp;lt;br /&amp;gt;Bankrupt Trader&lt;br /&gt;
| Win with 150 {{rl|Amber}}&lt;br /&gt;
| Gain 1 [[Villager]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| Win Before Year 8 ends, with 250 {{rl|Amber}}&lt;br /&gt;
| Gain 3 [[Villagers]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Brass_Order_Engineers.png}}&amp;lt;br /&amp;gt;Brass Order Engineer&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
| Gain 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Win before year 9 ends with 3 [[Hearth]]s upgraded to District Level (3)&lt;br /&gt;
| Gain 15 {{rl|Crystalized Dew}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Cloaked Wanderer.png}}&amp;lt;br /&amp;gt;Cloaked Wanderer&lt;br /&gt;
| Lose 2 {{rl|Wildfire Essence}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Become cursed for 2 games &amp;lt;br /&amp;gt;(8 [[Villagers]] die at the start of Year 8)&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Commenda Contract.png}}&amp;lt;br /&amp;gt;Commenda Contract&lt;br /&gt;
| Win a game before Year 8 ends, with 150 {{rl|Amber}} earned from Trade Routes&lt;br /&gt;
| Gain 10 {{rl|Amber}} and 3 {{rl|Parts}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Crashed_Airship.png}}&amp;lt;br /&amp;gt;Crashed Airship&lt;br /&gt;
| Win before Year 8 ends, with 300 {{rl|Storm Water}}&lt;br /&gt;
| Gain 20 {{rl|Pipes}} and 30 {{rl|Sea Marrow}}&lt;br /&gt;
| Lose 3 {{rl|Parts}}&lt;br /&gt;
| [[Traders]] arrive 25% Faster and&amp;lt;br /&amp;gt;their Perks and Blueprints costs 25% less for the next game&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Wandering Eremite.png}}&amp;lt;br /&amp;gt;Wandering Eremite&lt;br /&gt;
| Lose 5 years&lt;br /&gt;
| Blueprint rerolls cost 10 less {{rl|Amber}} for 3 games&lt;br /&gt;
| Pay 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Fire_Moths.png}}&amp;lt;br /&amp;gt;Fire Moths&lt;br /&gt;
| Lose 1 [[Villager]]&lt;br /&gt;
| Gain 6 {{rl|Parts}}&lt;br /&gt;
| Gain 3 {{rl|Wildfire Essence}} and 30 {{rl|Oil}}&lt;br /&gt;
| Gain [[Hostility]]&amp;lt;br /&amp;gt;For every 90 seconds of Sacrificing, a [[Villager]] dies.&amp;lt;br /&amp;gt;Sacrificing multiple fuels at the same time will make the timer go faster.&amp;lt;br /&amp;gt;Effects last until 1 successful game in the current Cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:First Dawn Company Caravan.png}}&amp;lt;br /&amp;gt;First Dawn Company Caravan&lt;br /&gt;
| Lose 20 {{rl|Coal}}&lt;br /&gt;
| Gain 2 [[Villagers]]&lt;br /&gt;
| Lose 35 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 30 {{rl|Grain}} and 15 {{rl|Pack of Provisions}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Followers of the Forsaken Gods.png}}&amp;lt;br /&amp;gt;Followers of the Forsaken Gods&lt;br /&gt;
| Lose 2 [[Villagers]]&lt;br /&gt;
| Gain 4 [[File:SealFragment.png|16px]] and 4 Reserve Embarkation Points&lt;br /&gt;
| Win before Year 8 ends with 10 dead [[Villagers]]&lt;br /&gt;
| Gain 25 {{rl|Mushrooms}} and&amp;lt;br /&amp;gt;5 Reserve Embarkation Points&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Event Gambler.png}}&amp;lt;br /&amp;gt;The Gambler&lt;br /&gt;
| Lose 20 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&amp;lt;br /&amp;gt;Win with 40% Increased Impatience Speed&lt;br /&gt;
| Gain 50 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles and 10 [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&amp;lt;br /&amp;gt;Win with 65% Increased Impatience Speed&lt;br /&gt;
| Gain 15 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Hanged Viceroy.png}}&amp;lt;br /&amp;gt;Hanged Viceroy&lt;br /&gt;
| Win with nobody leaving.&amp;lt;br /&amp;gt;They can still die.&lt;br /&gt;
| Gain 2 [[Villager]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Obsidian Loremaster.png}}&amp;lt;br /&amp;gt;Obsidian Loremaster&lt;br /&gt;
| Win after completing 2 Forbidden [[Glade Events]]&lt;br /&gt;
| Gain 20 {{rl|Vegetables}} and&amp;lt;br /&amp;gt;10 {{rl|Planks}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Shelled Mosquito Nest.png}}&amp;lt;br /&amp;gt;Shelled Mosquito Nest&lt;br /&gt;
| Lose 20 {{rl|Eggs}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Win with NO Orders and 50% slower [[Trader]] arrival speed.&lt;br /&gt;
| Gain 4 Reserve Embarkation Points and&amp;lt;br /&amp;gt;40 {{rl|Insects}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Roaming Fishmen Tribe.png}}&amp;lt;br /&amp;gt;Roaming Fishmen Tribe&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Sadrath_The_Wise.png}}&amp;lt;br /&amp;gt;Sadarth the Wise&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| A chosen World Map Modifier will appear&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Gain 40  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Somber_Procession.png}}&amp;lt;br /&amp;gt;Somber Procession&lt;br /&gt;
| Open no more than 1 Dangerous [[Glade]]&lt;br /&gt;
| Gain 10 {{rl|Tools}} and 20 {{rl|Stone}}&lt;br /&gt;
| Lose 3 Reserve Embarkation Points&lt;br /&gt;
| [[Villagers]] with species specific housing needs fulfilled gain +2 [[Resolve]]&amp;lt;br /&amp;gt;(Active for 3 games)&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Storm_Ants_Column.png}}&amp;lt;br /&amp;gt;Storm Ant Column&lt;br /&gt;
| Start the game without any food.&lt;br /&gt;
| Gain 20 {{rl|Amber}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:StormbirdEggWorldEvent.png}}&amp;lt;br /&amp;gt;Stormbird Egg&lt;br /&gt;
| Gain 30 {{rl|Eggs}}&lt;br /&gt;
| -2 [[Resolve]] during the storm for 2 games&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&lt;br /&gt;
| +15% Global Production Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World modifiers ===&lt;br /&gt;
&lt;br /&gt;
[[File:WorldModifierTiles.png|thumb|300px|Map Modifiers outlined in Yellow]]&lt;br /&gt;
&lt;br /&gt;
World modifiers add effects or conditions to any settlements built next to the tile the modifier is on. You cannot settle directly on these tiles. Some of these effects are beneficial and make your mission easier, and others add challenging constraints or significant limitations on your settlement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== List of positive world modifiers ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ World modifiers that benefit settlements&lt;br /&gt;
! World modifier !! Rewards !!class=unsortable| Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]&lt;br /&gt;
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:FertileGrounds.png}} Fertile Grounds&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]&lt;br /&gt;
| Glades have an increased chance of including [[Fertile Soil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}} Forsaken Gods Temple&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| The Forsaken Gods&#039; blessings can be ambiguous. You have a higher chance of receiving timed [[Order]]s from the Crown.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}} Levitating Monument&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:OverGrownLibrary.png}} Overgrown Library&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]][[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| A remnant of a bygone era, when royal archivists themselves ventured out into the wilderness in search of knowledge. One of your starting [[Blueprints|Blueprint choices]] is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}} Petrified Necropolis&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]&lt;br /&gt;
| Rocks in this region have a very peculiar shape. And they smell funny... Gain {{rl|Meat}} for every {{rl|Stone}} or {{rl|Clay}} gathered.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}} Royal Outpost&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]&lt;br /&gt;
| The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of [[Orders|Order choices]] will increase by 1.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:RuinedArmory.png}} Ruined Armory&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]][[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a [[Trader]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:RuinsModifier.png}} Ruins&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| This region was settled very frequently in the past. The chance of finding [[Ruins]] in glades is much higher.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|{{PerkGreen}}|File:WatchTower.png}} Watchtower&lt;br /&gt;
| [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]&lt;br /&gt;
| The Royal Guard is watching over this region. Discovering glades doesn&#039;t increase [[Hostility]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== List of negative world modifiers ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ World modifiers that make missions harder&lt;br /&gt;
! World modifier !! Rewards !!class=unsortable| Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:AncientBattleground.png}} Ancient Battleground&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| This land was once the place of a mythical battle. You start with [[Hostility]] points.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:BanditCamp.png}} Bandit Camp&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| [[Traders]] are afraid, and will not visit this area. Neither [[Trading]] nor [[Trade Routes]] are available.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:BarrenLands.png}} Barren Lands&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| The soil is too acidic. There is no [[Fertile Soil]] anywhere in this region.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:CorrosiveTorrent.png}} Corrosive Torrent&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| The rain is especially toxic in this region. No [[Resources]] will be refunded after destroying a building.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:DangerousLands.png}} Dangerous Lands&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| Only Dangerous Glades can be found in this region.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:FishmenRitualSite.png}} Fishmen Ritual Site&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| A holy site for the Fishmen. No envoy dares to pass through here. [[Orders]] are disabled.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:FloodedMines.png}} Flooded Mines&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| This region was heavily exploited by other viceroys. [[Hostility]] doesn&#039;t grow with each passing year, but you’ll gain 2 more Hostility Points per villager.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:ForbiddenLands.png}} Forbidden Lands&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| Only Forbidden Glades can be found in this region.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:Frosts.png}} Frosts&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of [[Hearths]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:GatheringStorm.png}} Gathering Storm&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:HauntedForest.png}} Haunted Forest&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:LandOfGreed.png}} Land of Greed&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]]&lt;br /&gt;
| The strange totem causes you to only focus on your wealth... And the Crown is worried. [[Impatience]] grows quicker, but every ongoing [[Trade Route]] reduces the Impatience generation speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:MonasteryoftheHolyFlame&#039;.png}} Monastery of the Holy Flame&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File: OminousPresence.png}} Ominous Presence&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| Something strange is trapped beneath the ground. Gain twice the [[Hostility]] each year, but every time a [[Villager]] dies or leaves, Hostility decreases.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:ShatteredObelisk.png}} Shattered Obelisk&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| You are unable to use the pause function.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:SparkdewCrystals.png}} Sparkdew Crystals&lt;br /&gt;
| [[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| The crown warned you not to settle near giant Sparkdew Crystals. Start with extra [[Impatience]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:StatueoftheForefathers.png}} Statue of the Forefathers&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| A crumbling statue depicting an unknown species. You can choose from fewer [[Cornerstones]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Red|File:UntamedWilds.png}} Untamed Wilds&lt;br /&gt;
| [[File:Icon MetaResource Machinery.png|{{ImgM}}]][[File:Icon MetaResource Artifact.png|{{ImgM}}]]&lt;br /&gt;
| Nobody has settled in this region for multiple cycles. Every Dangerous and Forbidden Glade contains two threats instead of one (except glades with Archaeological Discoveries in the [[Scarlet Orchard]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seals ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Seals]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:EndCycleButton.png|thumb|left|300px|The End Cycle Button, and a Seal]][[File:CycleSummary.png|thumb|right|300px|The Cycle Summary Screen]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot; aria-hidden=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the world map, Seals are the endgame objectives for every [[Cycle]]. Viceroys work towards a Seal, enter the [[Sealed Forest]], and successfully reforge a Seal to win the Cycle. The higher tier a Seal is, the further away it will spawn on the map. Seals and their tiers can be viewed on the [[Sealed Forest]] page.&lt;br /&gt;
&lt;br /&gt;
On the left, after the last mission of the Cycle is over, clicking on &#039;&#039;End Cycle&#039;&#039; in the bottom right of the screen is the last action to take before starting over again from the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
On the right, a summary shows the Viceroy&#039;s accomplishments for that Cycle. Viceroys can choose which Seals can spawn on the map during the next Cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Biomes| ]]&amp;lt;!-- Main article in category (until &amp;quot;Biomes&amp;quot; page exists) --&amp;gt;&lt;br /&gt;
[[Category: Meta-progression]]&lt;br /&gt;
[[Category: Settlements]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9347</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9347"/>
		<updated>2024-11-05T10:42:30Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Added Category: Resolve (blank sortkey for main article at top of category)&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 [[Services 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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category: Resolve| ]]&lt;br /&gt;
[[Category: Villagers]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Resolve&amp;diff=9346</id>
		<title>Category:Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Resolve&amp;diff=9346"/>
		<updated>2024-11-05T10:33:31Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Game mechanics and Villagers added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages relating to the &#039;&#039;&#039;Resolve&#039;&#039;&#039; of [[Villagers]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Villagers]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Services_Needs&amp;diff=9345</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=9345"/>
		<updated>2024-11-05T10:25:23Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Villager needs added&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|medium}}&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|medium}}&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|medium}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.&lt;br /&gt;
* {{bl|Clan Hall|medium}}: +100% yield to all Camps except Woodcutters.&lt;br /&gt;
* {{bl|Explorers&#039; Lodge|medium}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.&lt;br /&gt;
* {{bl|Forum|medium}}: Chance of producing double yields increases by 15%.&lt;br /&gt;
* {{bl|Guild House|medium}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.&lt;br /&gt;
* {{bl|Market|medium}}: Global Carrying capacity increased by 10.&lt;br /&gt;
* {{bl|Monastery|medium}}: -100 [[Hostility]].&lt;br /&gt;
* {{bl|Tavern|medium}}: +3 to Global [[Resolve]].&lt;br /&gt;
* {{bl|Tea Doctor|medium}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.&lt;br /&gt;
* {{bl|Temple|medium}}: -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|medium}}&lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Brawling|large}}&lt;br /&gt;
| {{rl|Training Gear|medium}}&lt;br /&gt;
| {{Species link|Lizards|medium}}&lt;br /&gt;
| {{Recipe|Brawling|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|medium}}&lt;br /&gt;
| {{Species link|Beavers|medium}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Education|large}}&lt;br /&gt;
| {{rl|Scrolls|medium}}&lt;br /&gt;
| {{Species link|Harpies|medium}}&lt;br /&gt;
| {{Recipe|Education|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|medium}}&lt;br /&gt;
| {{Species link|Beavers|medium}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Leisure|large}}&lt;br /&gt;
| {{rl|Ale|medium}}&lt;br /&gt;
| {{Species link|Humans|medium}}&lt;br /&gt;
| {{Recipe|Leisure|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|medium}}&lt;br /&gt;
| {{Species link|Beavers|medium}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Service link|Luxury|large}}&lt;br /&gt;
| {{rl|Wine|medium}}&lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
| {{Recipe|Luxury|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|medium}}&lt;br /&gt;
| {{Species link|Foxes|medium}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|medium}}&lt;br /&gt;
| {{Species link|Frogs|medium}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Religion|large}}&lt;br /&gt;
| {{rl|Incense|medium}}&lt;br /&gt;
| {{Species link|Humans|medium}}&lt;br /&gt;
| {{Recipe|Religion|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|medium}}&lt;br /&gt;
| {{Species link|Foxes|medium}}&lt;br /&gt;
| {{Recipe|Treatment|display=list}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Service link|Treatment|large}}&lt;br /&gt;
| {{rl|Tea|medium}}&lt;br /&gt;
| {{Species link|Harpies|medium}}&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:Villager needs]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Services]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Food_Needs&amp;diff=9344</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=9344"/>
		<updated>2024-11-05T10:23:35Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Villager needs added&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pickled Goods|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Paste|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Porridge|medium}}&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|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Pie|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Jerky|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Skewers|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Harpies|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Beavers|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Frogs|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Humans|medium}}&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|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Foxes|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Species link|Lizards|medium}}&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:Villager needs]]&lt;br /&gt;
[[Category:Resolve]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Clothing_Needs&amp;diff=9343</id>
		<title>Clothing Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Clothing_Needs&amp;diff=9343"/>
		<updated>2024-11-05T10:22:10Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Villager needs added, and removed category Food?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.15}}&lt;br /&gt;
[[File:Boots and Coats.png|thumb|Coats and Boots.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
All [[villagers]] like wearing clothes. There are two Clothing needs: {{rl|Boots}} and {{rl|Coats}}. &lt;br /&gt;
&lt;br /&gt;
As with all [[ Complex_Needs| Complex needs]], satisfying Clothing needs grants a moderate [[Resolve]] bonus and provides a bonus passive effect. Unlike [[ Services Needs |Service needs]], neither {{rl|Boots}} nor {{rl|Coats}} require a Service [[building]]. Coats and Boots are handed out at the [[Hearth]] during [[breaks]], and are one-time use only. Every break, [[villager]]s need new {{rl|Coats}} to wear.&lt;br /&gt;
&lt;br /&gt;
== Clothing needs and their species ==&lt;br /&gt;
&lt;br /&gt;
3 / 6 species can utilize {{rl|Coats}}:&lt;br /&gt;
* {{Species link|Beavers|medium}}&lt;br /&gt;
* {{Species link|Harpies|medium}}&lt;br /&gt;
* {{Species link|Humans|medium}}&lt;br /&gt;
&lt;br /&gt;
4 / 6 Species can utilize {{rl|Boots}}:&lt;br /&gt;
* {{Species link|Foxes|medium}}&lt;br /&gt;
* {{Species link|Frogs|medium}}&lt;br /&gt;
* {{Species link|Harpies|medium}}&lt;br /&gt;
* {{Species link|Lizards|medium}}&lt;br /&gt;
&lt;br /&gt;
== Clothing needs&#039; Resolve bonus and passive effects ==&lt;br /&gt;
&lt;br /&gt;
{{rl|Coats|medium}} grant +5 [[Resolve]] and additional +3 Resolve during [[Storm]] to each villager with Coats need satisfied.&lt;br /&gt;
&lt;br /&gt;
{{rl|Boots|medium}} provide +5 [[Resolve]] and +15% movement speed to each villager with Boots need satisfied.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Complex Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Services Need]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Villager needs]]&lt;br /&gt;
[[Category:Resolve]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Settlements&amp;diff=9342</id>
		<title>Category:Settlements</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Settlements&amp;diff=9342"/>
		<updated>2024-11-05T10:16:50Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: For all content relating to Settlement gameplay as opposed to Citadel/meta-progression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains content relating to &#039;&#039;&#039;Settlement&#039;&#039;&#039; gameplay in &#039;&#039;Against the Storm&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Villager_needs&amp;diff=9341</id>
		<title>Category:Villager needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Villager_needs&amp;diff=9341"/>
		<updated>2024-11-05T10:13:10Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: For Villager needs in general and subcategories for types of needs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages relating to &#039;&#039;&#039;Villager needs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Villagers]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Settlements]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=9340</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=9340"/>
		<updated>2024-11-05T10:09:16Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Use blank sortkey (appear at top) for Category:Villagers, added Villager needs, Settlements.&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|medium}} || {{sl|Farming|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|medium}} || {{sl|Engineering|medium}} || {{sl|Woodworking|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|medium}} || {{sl|Warmth|medium}} || {{sl|Meat production|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|medium}} || {{sl|Tailoring|medium}} || {{sl|Alchemy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|medium}} || Blightrot || {{sl|Forest|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Frogs|medium}}  || {{sl|Rainwater|medium}} || 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|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|medium}}&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|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Leisure|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Luxury|medium}}&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|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pickled Goods|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Pie|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|medium}}&lt;br /&gt;
| {{Service link|Brawling|medium}}&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|medium}} &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Jerky|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Coats|medium}}&amp;lt;br/&amp;gt;{{rl|Boots|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Education|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|medium}}&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|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Porridge|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{rl|Skewers|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
| {{rl|Boots|medium}}&lt;br /&gt;
| &amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Treatment|medium}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Service link|Religion|medium}}&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|medium}} &amp;lt;br/&amp;gt; {{rl|Paste|medium}} &amp;lt;br/&amp;gt; {{rl|Pie|medium}}&lt;br /&gt;
| {{rl|Boots|medium}}&lt;br /&gt;
| {{Service link|Brawling|medium}} &amp;lt;br/&amp;gt; {{Service link|Luxury|medium}} &amp;lt;br/&amp;gt; {{Service link|Religion|medium}}&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;
&lt;br /&gt;
[[Category:Villagers| ]]&lt;br /&gt;
[[Category:Villager needs]]&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Resolve]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Wiki_files&amp;diff=9339</id>
		<title>Category:Wiki files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Wiki_files&amp;diff=9339"/>
		<updated>2024-11-05T09:49:48Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: For uploaded files that are not from AtS but used on the Wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains &#039;&#039;&#039;files&#039;&#039;&#039; used on the Wiki that are not specifically from &#039;&#039;Against the Storm&#039;&#039;. New files should be placed in appropriate subcategories as they are uploaded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm_files&amp;diff=9338</id>
		<title>Category:Against the Storm files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm_files&amp;diff=9338"/>
		<updated>2024-11-05T09:46:09Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: For all files from the game itself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all files relating to &#039;&#039;&#039;Against the Storm&#039;&#039;&#039;. New files should be placed in appropriate subcategories as they are uploaded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Files&amp;diff=9337</id>
		<title>Category:Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Files&amp;diff=9337"/>
		<updated>2024-11-05T09:36:12Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Root category for (future) files system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the root category for all &#039;&#039;&#039;files&#039;&#039;&#039; uploaded to {{SITENAME}}. New files should be placed in appropriate subcategories as they are uploaded.&lt;br /&gt;
&lt;br /&gt;
See also the list of [[Special:UncategorizedFiles|Uncategorized Files]].&lt;br /&gt;
&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Help&amp;diff=9304</id>
		<title>Category:Help</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Help&amp;diff=9304"/>
		<updated>2024-10-31T14:34:39Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description and disambiguating from Category:Guides /* Categories */ Category: Against the Storm Official Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;For articles relating to gameplay help, see [[:Category:Guides|Guides]].&#039;&#039;&lt;br /&gt;
This category contains &#039;&#039;&#039;Help&#039;&#039;&#039; pages related to editing the {{SITENAME}}.&lt;br /&gt;
These pages are located in the &amp;quot;Help&amp;quot; namespace. See [[mw:Help:Namespaces|Help:Namespaces]] on MediaWiki.&lt;br /&gt;
&lt;br /&gt;
[[Category: {{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=9303</id>
		<title>Tutorial Videos</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=9303"/>
		<updated>2024-10-31T14:02:56Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We are grateful to [https://www.youtube.com/@Wally1169 Wally1169] for creating a tutorial video for &#039;&#039;Against the Storm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
This video was recorded during 1.0, an earlier version of the game. While there have been many updates since then, his general orientation to the game UI and high-level mechanics are still valid and very useful.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C39W9O-lGA4|1100|center|&amp;quot;Against the Storm Tutorial - Introduction - AtS Tutorial&amp;quot;|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=C39W9O-lGA4 Link to video on Youtube.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Guides&amp;diff=9302</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Guides&amp;diff=9302"/>
		<updated>2024-10-31T14:02:35Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains articles with &#039;&#039;&#039;Guides&#039;&#039;&#039;, walkthroughs and strategy for &#039;&#039;{{game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Walkthrough&amp;diff=9301</id>
		<title>Tutorial Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Walkthrough&amp;diff=9301"/>
		<updated>2024-10-31T13:58:54Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category:Guides (As catch-all for beginner tips, walkthroughs, strategy articles etc.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.0}}&lt;br /&gt;
&lt;br /&gt;
Welcome, new player!&lt;br /&gt;
&lt;br /&gt;
In response to recent posts on social media expressing confusion during the tutorial, we put together this walkthrough guide. This guide is intended to be followed along while you click through the tutorial missions. Besides reminding you of your instructions and objectives, this guide will provide as much clarity as possible about what is happening and expected—and occasionally include further explanation when it helps explain why something is happening or expected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re feeling even a little confused or not following along why certain things are happening (or not happening), this guide attempts to answer those questions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are familiar with some things but not others, skip around using this wiki article&#039;s table of contents.&lt;br /&gt;
&lt;br /&gt;
Note for players already familiar with core game mechanics: This guide does not go into strategy or optimizations. Such information is contained on pages throughout the wiki. Certain things will be omitted here for the sake of clarity about core concepts, so you are encouraged to use this page until you understand the basics, then move on to other pages in this wiki.&lt;br /&gt;
&lt;br /&gt;
For the most part, things will be explained here in this article, without making you click around this wiki. However, plenty of links are provided, should you wish you explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting the tutorial ==&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-ATS start screen.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This screen greets you when you load the game for the first time. There may be popups about upcoming or recent patch notes, &amp;quot;What&#039;s New,&amp;quot; etc.. Feel free to ignore these until you become acquainted with the mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click &#039;&#039;Play&#039;&#039; on the left to start the tutorial. A loading screen will show up, and the intro video will play.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout : fixed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%&amp;quot;&amp;gt;[[File:Walkthrough-video 1.png|center|180px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%&amp;quot;&amp;gt;[[File:Walkthrough-video 2.png|center|180px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%&amp;quot;&amp;gt;[[File:Walkthrough-video 3.png|center|180px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;The world is plagued by the Blightstorm - a vile cycle of destruction ravaging everything in its path. The only safe haven is the Smoldering City, where the mysterious Scorched Queen reigns.&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;You are one of her viceroys - a pioneer sent into the wilds, tasked with with establishing new settlements and acquiring valuable resources for the crown.&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;Your goal is to help rebuild the Smoldering City, and secure the future of the Queens&#039; subjects.&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Orientation ==&lt;br /&gt;
&lt;br /&gt;
The first part of the tutorial orients you to four core mechanics: &lt;br /&gt;
* moving the camera around your town&lt;br /&gt;
* winning and losing the game&lt;br /&gt;
* blueprints for buildings&lt;br /&gt;
* pausing and unpausing the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Raven_Portrait.png|left|{{ImgM}}]]&lt;br /&gt;
The Queen&#039;s Envoy is your in-game guide, providing you with instructions on how to complete the tutorial. This character does not play a major role in the game besides the tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Camera controls ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-1-camera controls.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Use &amp;lt;nowiki&amp;gt;[W, A, S, D]&amp;lt;/nowiki&amp;gt; or the mouse to move the camera.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first step is knowing how to look around. In Against the Storm, you can move the camera forward, backward, left, and right to look around your settlement. Right now, you can see all your villagers and buildings, but you&#039;ll need to look around into the forest to plan where to expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Press &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt; to move the camera forward, left, backward, and right. The tutorial box will disappear, and a new UI element will appear in the bottom right.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also move the camera by moving the mouse cursor to the edges of the screen, which will push the camera in that direction. The third way to move the camera is to hold the right mouse button and drag in the direction you wish to move. Press &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; to recenter the camera to the village center.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can zoom the camera out or in with the mouse wheel.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also orbit the camera around the center of the screen, to look at your town from a different angle. Press &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; to recenter and reorient the camera to the village center.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can customize the camera controls in the game options. Press &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; to open the in-game menu, click &#039;&#039;Options,&#039;&#039; and click the &#039;&#039;Key Bindings&#039;&#039; tab at the top.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Queen&#039;s Impatience and losing the game ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-2-impatience and losing.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Neglecting your village will increase the Queen&#039;s Impatience and bring  her wrath upon you ...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tutorial introduces &#039;&#039;&#039;the Queen&#039;s Impatience,&#039;&#039;&#039; represented by a bar on the bottom right of your screen. This bar fills up with a bright red color, from left to right towards the skull icon. The bar fills gradually during the course of the game. When the bar fills up completely, you run out of time, lose, and cannot continue playing the town. You will have to start a new town.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the value of the Queen&#039;s Impatience simply increases at a slow and steady rate. However, some mechanics cause a large immediate penalty, like making the bar jump up by +1 points instantly because you didn&#039;t finish an objective in time. There are also ways to subtract points from the Impatience bar, thereby adding time to finish the mission. Finally, the rate of increase can speed up or slow down based on your decisions and random events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the arrow to continue. The tutorial box will disappear, and a new UI element will appear to the left of the Queen&#039;s Impatience.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-2-b-impatience hover.png|thumb|96px|right|Impatience tooltip]]&lt;br /&gt;
{{Walkthrough_info|You can see the current value (0) and the rate (+0.15 per minute) at which the Queen&#039;s Impatience is increasing. Hold your mouse cursor over the Impatience bar or the skull icon.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|The Queen&#039;s Impatience does not increase while the game is paused. Since the tutorial starts paused, the bar is not filling up yet.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reputation and winning the game ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-3-reputation and winning.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Fulfilling your duties will increase the town&#039;s Reputation, unlock new buildings and eventually bring you to victory.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, the tutorial introduces &#039;&#039;&#039;Reputation,&#039;&#039;&#039; a bar representing your progress towards winning the mission. This bar fills up blue, from right to left towards the crown icon. Your town gains Reputation  when you complete town objectives, make decisions that reward Reputation points, and when your villagers are especially satisfied.&lt;br /&gt;
&lt;br /&gt;
Whenever you gain a full point of Reputation, the Queen&#039;s Impatience also decreases by one point.&lt;br /&gt;
&lt;br /&gt;
Unlike the Queen&#039;s Impatience, Reputation does not gradually increase at the beginning of each mission. Rather, after you have made some progress building the town and met specific conditions, your town starts to gain Reputation points gradually. This means that you can run out of time and lose the game before you gain any Reputation points.&lt;br /&gt;
&lt;br /&gt;
If the Reputation bar fills up before the Queen&#039;s Impatience bar, you win the mission.&lt;br /&gt;
&lt;br /&gt;
If Impatience fills up before Reputation, you lose the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the arrow to continue. The tutorial box will disappear, and the crown icon will start glowing.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can see the current value (0.0) of your town&#039;s Reputation. Hold your mouse cursor over the Reputation bar or the crown icon.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|You can never lose reputation.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-4-blueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Now, choose a new blueprint. Click on the crown icon below.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next up, you are given your town&#039;s first &#039;&#039;&#039;Blueprint.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Blueprint is the ability to place a [[Buildings|Building]] in your town. Most of the buildings in Against the Storm require you to have the Blueprint before you can build it in each town. For example, before you can place a Small Farm in a new town, your town must get the Blueprint for the Small Farm.&lt;br /&gt;
&lt;br /&gt;
There are several ways to get Blueprints. When you earn the choice of a new Blueprint, the tutorial is showing you how to choose it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-4-b-crown hover.png|200px]]&lt;br /&gt;
{{Walkthrough_blockquote|You can choose a new building blueprint as a reward for earning more Reputation Points.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You get to choose Blueprints at the beginning of a new town. The tooltip on the glowing Reputation icon is telling you that you can earn more Blueprints once you gain more Reputation. Do you notice the small blue pips at the base of each line on the Reputation bar in the screenshot? Those are the Reputation milestones. When your town&#039;s Reputation reaches each milestone, you earn one more Blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the crown icon. A large panel labeled &#039;&#039;Reputation Bonus&#039;&#039; opens.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choosing your first Blueprint ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-5-picking blueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Each expedition starts with only a few essential blueprints. More will be given to you as you gain Reputation Points. Now, pick the Woodcutters&#039; Camp.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First things first. During the tutorial, you don&#039;t have any choices; the tutorial tells you which Blueprint you get next. In regular missions, when you earn the choice of a new Blueprint, you will get to choose from a few options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprint choice is one of the core mechanics of Against the Storm. You cannot expect to get the Blueprints for every building—not even close. In fact, you may never get to choose a Blueprint that you think you need for a village. Every mission must adapt to the Blueprints choices you are given.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the tutorial, when you start playing regular missions, you will get three free Blueprints at the beginning of every mission. You will only have access to a few buildings, so you may see repeated options. For example, for your first Blueprint, you may be given the options of the {{bl|Herb Garden}}, {{bl|Plantation}}, or {{bl|Herbalists&#039; Camp}}. After you pick one, like the Herbalists&#039; Camp, then you&#039;ll get three new options for your second Blueprint from which you can choose one, and the Herb Garden may appear again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click &#039;&#039;Pick&#039;&#039; to choose the Blueprint for the Woodcutters&#039; Camp. The big panel will close so you can see your village again.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|After the tutorial, every town starts with the ability to build the Woodcutters&#039; Camp and a few other camps without having to spend Blueprint choices on them.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|You may see options for Blueprints appear more than once for a town. However, the game will never waste one of your options on a Blueprint that you already have.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unpausing and time controls ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-6-unpausing.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Press [SPACE] to resume.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pausing and unpausing may be the game control you use the most often. When the tutorial started, the game was paused. The villagers were still, Impatience was not increasing, and nothing in the game world was getting better or worse. When the game is paused, you are free to take as much time as you need to plan, look through your town and the forest, make decisions, and step away from your computer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Press the &amp;lt;code&amp;gt;Spacebar&amp;lt;/code&amp;gt; to unpause the game. The tutorial message will disappear, the rain will start falling, and your villagers might start moving.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-6-b-time controls.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a lot going on in the time displays and controls. Feel free to hover the elements and read the tooltips about them, but for this guide we&#039;ll focus on them as things come up, so that you have the right context for understanding why each one is important.&lt;br /&gt;
&lt;br /&gt;
The time controls let you pause, unpause, speed up, and slow down the game speed. These affect everything that happens in the world. If the game is sped up, everything happens faster relative to real-world time, with no exceptions. Timers on objectives, villagers&#039; walking and working speeds, and how often villagers eat and rest are all proportionally sped up or slowed down so that there is no in-game advantage to playing the game faster or slower. It&#039;s up to your personal preference, and regardless of how fast the game time goes, you&#039;ll still find yourself pausing and unpausing frequently.&lt;br /&gt;
&lt;br /&gt;
The controls are, from left to right, as you might expect:&lt;br /&gt;
* Pause&lt;br /&gt;
* Play (normal speed)&lt;br /&gt;
* x1.5 game speed&lt;br /&gt;
* x2 game speed&lt;br /&gt;
* x3 game speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can adjust the game speed with the keyboard instead of clicking on the control buttons. The keys are in the same order as the buttons on the screen: Press &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; for normal speed, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; for x1.5 speed, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; for x2 speed, and &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; for x3 speed.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|Unpausing with the &amp;lt;code&amp;gt;Spacebar&amp;lt;/code&amp;gt; takes the game speed back to whatever speed was most recently chosen before the game was paused.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First Tutorial Mission: Orders, Gathering, and Glades ==&lt;br /&gt;
&lt;br /&gt;
The first mission demonstrates the following core mechanics:&lt;br /&gt;
* earning Blueprints&lt;br /&gt;
* the contruction toolbar&lt;br /&gt;
* building placement, including suitable ground and gathering range&lt;br /&gt;
* building materials and construction progress&lt;br /&gt;
* workers&lt;br /&gt;
* receiving Orders&lt;br /&gt;
* delivering Orders&lt;br /&gt;
* marking trees for harvesting&lt;br /&gt;
* opening glades&lt;br /&gt;
* gathering resources&lt;br /&gt;
* newcomers&lt;br /&gt;
* the Storm&lt;br /&gt;
* choosing Cornerstones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building a Woodcutters&#039; Camp ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-7-building the camp.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Build a Woodcutters&#039; Camp and explore the forest. You have to keep the fire going at all times.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you dismissed the tutorial message by trying to pause the game again, don&#039;t worry, that&#039;s why this guide has screenshots.&#039;&#039;&#039; You can pause the game at any time.&lt;br /&gt;
&lt;br /&gt;
When you unpaused the game, you saw the rain, villagers, fire, and the fog in the forest start to move. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the arrow or press the &amp;lt;code&amp;gt;Spacebar&amp;lt;/code&amp;gt; to dismiss the tutorial message. Several new UI elements will appear at the top, bottom, and sides of the screen.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the game screen looks mostly how it will look in regular missions. The tutorial will explain most of these things soon. For now, the tutorial gave you three objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|New objectives: &amp;lt;br /&amp;gt;&lt;br /&gt;
1. Build a Woodcutters&#039; Camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Placing the camp ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-7-b-construction icons.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Camps}}&lt;br /&gt;
&lt;br /&gt;
You construct buildings with the buttons at the bottom of the screen, just above the Reputation bar. The button that the tutorial highlights for you is the one for constructing camps. [[Buildings#Camps|Camps]] are the cheap, inefficient, yet essential buildings that almost every town uses to get started.&lt;br /&gt;
&lt;br /&gt;
Your only available camp right now is the {{bl|Woodcutters&#039; Camp}}, since you just earned that Blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|1. Click the [[File:Construct_Camps.png|x32px]] Camps button. This will reveal the buildings currently available to your village.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Click the [[File:Woodcutters_Camp_icon.png|x32px]] Woodcutters&#039; Camp. The ghost of the building will appear on your mouse cursor, along with the gathering range around the building highlighted in green.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|After the tutorial, every town starts with the ability to build the Woodcutters&#039; Camp and a few other camps without having to spend Blueprint choices on them.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-7-c-placement.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Press R to rotate&amp;lt;br /&amp;gt;&lt;br /&gt;
Press ESC or RMB to cancel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The camp has a footprint of 2x2 squares, and you will need to place it on suitable ground. The ground squares will highlight red underneath the mouse cursor wherever the building cannot be placed.&lt;br /&gt;
&lt;br /&gt;
The large, circular green highlighting around the building is the gathering range. Any trees within the green range can be reached by this camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|3. Click the ground where you want the building to be placed. The building&#039;s scaffolding will drop under the ghost.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can rotate the building so that it faces the closest trees. Press &amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt; to rotate the building counter-clockwise.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|After placing the camp, the ghost of the camp will stay on your mouse cursor in case you want to place a second camp. Press &amp;lt;code&amp;gt;ESC&amp;lt;/code&amp;gt; or right-click to cancel placement.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can read more about the Woodcutters&#039; Camp in the in-game Encyclopedia. Right-click on the camp icon before constructing it.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|If you have already marked trees for cutting, you will see the trees&#039; highlighting change from grey to yellow when they are in range of the Woodcutters&#039; Camp. Without any marked trees, only the ground is highlighted to show the camp&#039;s range.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2. Construction by villagers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-7-d-under construction.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you unpause the game, the camp will be constructed by your villagers. None of your 9 villagers has any work, so they will automatically build for you. You do not need to tell any of them to do it. (In fact, you cannot issue commands to villagers in Against the Storm.)&lt;br /&gt;
&lt;br /&gt;
One villager will first need to go to the big red building, the [[Main Warehouse]]. They will pick up the 2 {{rl|Parts}} that are required to build the Woodcutters&#039; Camp. That villager will carry the Parts to the scaffolding then start construction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Unpause the game. After a while, your villagers will finish the camp&#039;s construction.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|Once a building&#039;s scaffolding contains all the required materials, villagers can start construction. In the case of the Woodcutters&#039; Camp that only requires the 2 Parts, once the one villager returns with the Parts, other villagers can join in to make construction go faster.}}&lt;br /&gt;
&lt;br /&gt;
=== 3. Assigning workers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-7-e-needs workers.png|x200px]] [[File:Walkthrough-1-7-f-assigning.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The camp is finished. There&#039;s a red, black, and white warning icon above the camp that looks like a person&#039;s head, because the camp needs workers. No trees will be cut or wood gathered until there are workers at the camp.&lt;br /&gt;
&lt;br /&gt;
There are times when you will want to have no workers in a building, but this is not that time. If you haven&#039;t already, click on the Woodcutters&#039; Camp to open its building panel.&lt;br /&gt;
&lt;br /&gt;
You have 9 villagers doing nothing right now. You might as well put to work as many as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Clicking the first empty (black and white) worker icon in the building, and click one of the villager species from the radial menu. The species portrait will take over the empty worker slot.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Beavers are the best option for the Woodcutters&#039; Camp because of the camp&#039;s Specialization Bonus, {{Specialization link|Woodworking}}. Beavers have this Specialization, so they get a small chance of gathering bonus wood from trees.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|You may place a second Woodcutters&#039; Camp at this time if you wish. You might place it somewhere else to get different trees cut down or near the first to get those nearby trees cut down faster.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your First Orders ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-8-new orders.png|x200px]] [[File:Walkthrough-1-8-new orders corner.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Periodically, you&#039;ll be assigned new orders from the Citadel. Click the envelope icon in the upper right corner to check the new objectives.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By now, you&#039;ve seen the &#039;&#039;New Orders&#039;&#039; alert on the left side of your screen, and you&#039;ve probably seen the glowing button in the top-right corner. They both mention &#039;&#039;&#039;Orders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing Orders is a reliable and efficient method of gaining Reputation and advancing your town. In the tutorial, Orders represent the chapters in which new concepts are introduced, and they summarize the requirements for completing the tutorial.&lt;br /&gt;
&lt;br /&gt;
When you open the Orders screen, the game automatically pauses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the Orders button in the top-right corner of your screen, and a large Orders panel will take over the screen.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|You may unpause the game while the Orders panel is up. This is helpful if you know your town needs just a few more seconds to complete the objectives.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Objectives and rewards in Orders ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-8-b-orders panel.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Woodcutters&#039; Camps}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blueprints, in a regular mission, you get to choose from a few options for your Orders. During the tutorial, you are given the Orders. &#039;&#039;&#039;And, like having your choice of Blueprints, being able to choose your Orders from random options is a core mechanic of Against the Storm. Every mission must adapt to the Order choices you are given.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review the objectives. You must have two Woodcutters&#039; Camps built, and they must collect 10 {{rl|Wood}}. You may have noticed that your town started with some Wood; the Wood you started with does not count towards this objective. Your camp(s) must gather 10 new Wood.&lt;br /&gt;
&lt;br /&gt;
When you deliver this Order, your town will receive three rewards.&lt;br /&gt;
* A group of 3 new Beavers will join your settlement.&lt;br /&gt;
* You will gain a &#039;&#039;&#039;Perk&#039;&#039;&#039; called {{pl|Reinforced Axes}} that increases the speed of gathering Wood in the camp.&lt;br /&gt;
* Your town will gain 1 Reputation Point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
1. a. Build &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; Woodcutters&#039; Camps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;1.b. Gather 10 {{rl|Wood}} with your camps.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the close button at the top right of the screen or click outside of the panel. The Orders panel will close so you can see your village again. The new Order will appear in the tracker on the right edge of your screen.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2. Another camp and gathering wood ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-8-c-orders overlay.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Woodcutters&#039; Camps&amp;lt;br /&amp;gt;&lt;br /&gt;
1/2 Woodcutters&#039; Camp&amp;lt;br /&amp;gt;&lt;br /&gt;
0/10 Wood in Woodcutters&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It will take a minute before your villagers finish constructing the second camp and before woodcutters will gather the Wood you need to complete the Order. Since unassigned villagers build and assigned woodcutters gather, these two things can happen at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|1. Place another Woodcutters&#039; Camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Wait until the camp&#039;s construction finishes and your woodcutters gather enough Wood. The red numbers in the Order tracker will turn white, indicating when the objective requirements are satisfied.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can make a copy of any building you have placed. Hold the mouse over your Woodcutters&#039; Camp and press the &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt; key. This has the same effect as opening the construction menu for camps and clicking on the Woodcutters&#039; Camp icon. You still have to assign workers after it&#039;s built.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Keep the workers in your Woodcutters Camp going. You have plenty of villagers to keep the camp fully staffed, and it will reduce your waiting time during the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|When your town gains Reputation, it &#039;&#039;may&#039;&#039; be enough to be given the choice of a new Blueprint. During this mission, this is always the case. Therefore, delivering this Order rewards you with a Reputation Point &#039;&#039;and&#039;&#039; a new Blueprint.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3. Delivering your first Order ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Walkthrough-1-9-order ready.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Orders ready to complete}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you build your second camp and your woodcutters gather enough wood, the Order will be ready for delivery. A blue checkmark appears next to Orders that are ready to deliver.&lt;br /&gt;
&lt;br /&gt;
This particular order requires you to gather Wood, so when you deliver the Order, you won&#039;t actually be losing 10 Wood from your town. In regular missions, Orders often require you to give up goods to complete the Order. &#039;&#039;&#039;Be sure to read Orders carefully.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click the blue checkmark to deliver the Order. That Order will disapper from the Order tracking overlay, and you will instantly receive the rewards: 3 Beavers, woodcutting Perk, and 1 Reputation Point.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also deliver the Order from the Orders screen. Click the Orders icon in the top right to open the Orders panel. When the Order is ready, the Order will glow orange and the &#039;&#039;Deliver&#039;&#039; button will be enabled.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can preview and compare rewards without going to the Orders panel. Hold the mouse over the blue checkmark without clicking. A preview of the rewards will appear.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can see which Perks your town has gained in the bottom left corner of the screen. Hold your mouse over the new purple axe icon to see the description of the Perk with which you were just rewarded.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|When you gain a Reputation point, for example when delivering an Order, you also lose one point of the Queen&#039;s Impatience. However, Impatience cannot drop below zero.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|In regular missions, you may have more than one Order that require the same goods. When you deliver one, the second Order may no longer be ready to complete if you no longer have the goods to deliver.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exploring the Forest ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-expore and mark trees.png|400px]]&lt;br /&gt;
{{Walkthrough_blockquote|Mark trees for harvest}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few things happened when you delivered the Order:&lt;br /&gt;
* Your town gained 1 Reputation point.&lt;br /&gt;
* You lost a point of the Queen&#039;s Impatience (or brought it down to zero).&lt;br /&gt;
* Achieving the Reputation milestone rewarded you with a new Blueprint to unlock.&lt;br /&gt;
* A new Order became available.&lt;br /&gt;
* You got an alert to &#039;&#039;&#039;Mark trees for harvest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recall your objectives:&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
You explore [[The Forest]] by cutting trees. Your woodcutters clear trees to make buildable space and usable {{rl|Wood}} to use in your town.&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t already, pause the game and take a minute to scroll around and look at the forest surrounding your village. It&#039;s a small area for the tutorial, but it&#039;s not completely full of trees. There are &#039;&#039;&#039;Glades&#039;&#039;&#039; in the forest, which are small (and some large) clearings or open spaces. Every Glade holds a random assortment of the following, depending on its size:&lt;br /&gt;
* resource deposits from which your villagers can gather&lt;br /&gt;
* &#039;&#039;&#039;fertile soil&#039;&#039;&#039; for farming&lt;br /&gt;
* encampments of lost villagers you can add to your population&lt;br /&gt;
* ruined buildings you can repair and use or salvage for resources&lt;br /&gt;
* &#039;&#039;&#039;Glade Events,&#039;&#039;&#039; which present you with timed objectives, penalties, and rewards&lt;br /&gt;
* and more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rewards that come from Glades and Glade Events are one of the primary ways of advancing your town. Most Orders will push you out of the comfort zone of your starting area, whether by explicitly requiring you to open new Glades or by requiring you to use resources you don&#039;t currently have access to. Many Glade Events can also reward Reputation directly in addition to any Orders they help you satisfy, making them count twice.&lt;br /&gt;
&lt;br /&gt;
In Against the Storm, the defining characteristic of Glades is not their size, but whether or not they have a skull icon above them. Dangerous Glades have a skull above them; Small Glades do not. Therefore, as you look around the forest, you&#039;ll see that most of the Glades on the map are Small Glades. And there is one Dangerous Glade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-b-glades.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Second Order: More workers and opening Glades ===&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|1. Click the Orders button in the top right. The Orders panel opens.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. Review your new Order, &#039;&#039;Exploring the Wilds,&#039;&#039; then close the Orders panel. The Orders overlay will remind you of your new objectives.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== 2. Assigning additional workers. ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-c-time to explore.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occasionally, you&#039;ll be pleasantly surprised to see a new Order with objectives you&#039;ve already or partially satisfied. In this case, you already had a Woodcutters&#039; Camp with workers assigned. If you assigned any Beavers as those workers, based on intuition or following along on this guide, then you already have 3/5 of the objective. If not, it&#039;s as simple as a few clicks to reassign the workers to be Beavers instead of Humans or Lizards. Or you may have even assigned Beavers in your second Woodcutters&#039; Camp too, which means you already have the second objective of this Order satisfied.&lt;br /&gt;
&lt;br /&gt;
Almost every Order has multiple conditions to meet. &#039;&#039;&#039;In order to be able to deliver the Order, all conditions must be satisfied at the same time.&#039;&#039;&#039; This means that, until you&#039;ve broken through the forest into two Glades, you don&#039;t have to have the Beavers assigned. However, to complete the tutorial faster, you&#039;ll want to assign all the workers you can to your two Woodcutters&#039; Camps.&lt;br /&gt;
&lt;br /&gt;
By the way, it&#039;s true the other way around, too. If you assign 5 Beavers now, it doesn&#039;t count until the second Glade has been opened. If you remove any Beavers from the camps between now and then, you won&#039;t be able to deliver the Order until you put them back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Assign Beavers to the Woodcutters&#039; Camps until you have at least 5.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|The tutorial doesn&#039;t explicitly say this, but it is showing you that Beavers are the best option for the Woodcutters&#039; Camp because of the camp&#039;s Specialization Bonus, {{Specialization link|Woodworking}}. Beavers have this Specialization, so they get a small chance of gathering extra resources from trees. Their worker portrait in the camp looks different from a Human&#039;s or Lizard&#039;s, with a spinning gear behind their portrait. This means they get that production bonus.}}&lt;br /&gt;
&lt;br /&gt;
=== 3. Opening Glades ===&lt;br /&gt;
&lt;br /&gt;
You get nothing from the Glades until your woodcutters &#039;&#039;&#039;open&#039;&#039;&#039; the Glades. When the last tree falls that was standing in between your explored area and the unexplored Glade, the fog vanishes and anything in the Glade becomes accessible. Any timers on objectives or penalties on Glade Events in the Glade start counting. We&#039;ll talk more about Glade Events later in this mission.&lt;br /&gt;
&lt;br /&gt;
Your order requires you to open two new Glades. There&#039;s an alert on the left that says &#039;&#039;Mark trees for harvest.&#039;&#039; Clicking it highlights two icons in the construction toolbar. These icons are related to construction because they are how you clear space for new buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-d-marking tooltip.png|x200px]] [[File:Walkthrough-1-10-e-unmarking tooltip.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you click the &#039;&#039;&#039;Mark Trees&#039;&#039;&#039; button, the axe icon with the green plus sign, your mouse cursor changes to a wide yellow circle. Clicking and dragging over trees will paint them with the mark for harvesting. Clicking the other axe icon or holding &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt; changes the painting mode to unmarking trees. You may find yourself often flipping between the modes while marking trees.&lt;br /&gt;
&lt;br /&gt;
If you mark trees that are within the range of any Woodcutters&#039; Camp, their marking will appear yellow. If they are outside of all ranges of all Woodcutters&#039; Camps, the marking will be grey. The marking will fade in and out, so if you find the marking hard to see while the game is paused, try unpausing for a second or two to let the marking intensify.&lt;br /&gt;
&lt;br /&gt;
You could let your woodcutters clear cut the forest until they accidentally open two Glades to satisfy your Order. To progress through the tutorial faster, use the marking tool to focus the woodcutters on the trees that will get them to open the Glades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Mark the trees in lines from your camps to the closest Glades. Your woodcutters will focus on those trees and open the Glades.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also paint with a smaller brush to mark smaller areas of trees while clicking and dragging the mouse. Hold the &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt; key while painting to swap to the smaller brush size. You can also do this while holding &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt; to swap the painting mode between marking and unmarking.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also prevent trees on the edges of Glades from being marked. Hold the &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt; key while painting, and all trees that border Glades will not be marked, regardless of where the mouse cursor is. Use caution, as it is easy to accidentally let up the key before the mouse button, which can result in Glade-bordering trees being marked.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can prevent border trees from being marked while holding &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt; to paint with a smaller brush, too.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can also move the Woodcutters&#039; Camps closer to the Glades you want to open. Click the camp you wish to move, then find the blue icon in the top left of the building&#039;s panel. Moving camps does not cost your town any resources, is instant, but will make your workers restart any actions they are performing.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|In the tutorial, woodcutters cut down all trees in range. In regular missions, you can control their behavior and how they handle marked trees. For example, you can make it so all camps will clear cut but never open any Glades—or at least not until you mark them.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4. Delivering the Order ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-11-turn in.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before long, your Order will be ready to deliver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Deliver the Order. A group of 3 new Humans will join your settlement, you will receive 30 {{rl|Meat}}, and you gain 1 Reputation point. And a new Order will show up immediately.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Remember that whenever you deliver an Order, you get +1 Reputation points, which takes away 1 point of the Queen&#039;s Impatience and in the tutorial always rewards you with a new Blueprint. In regular missions, you can time this reduction in Impatience to take the biggest effect of -1, if you can afford to wait to deliver it.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|In regular missions, you will often want to plan to chain Orders together, so that ones you can finish earlier help you deliver later ones.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 5. Third Order: Gathering food ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-12-third order.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Food Supplies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your third Order requires you to use a new building to gather food from the forest. The tutorial village has access to {{rl|Vegetables}} in the Moss Broccoli Patches near the Main Warehouse. But you can&#039;t do anything with this resource deposit until you have the right camp. Meanwhile, your food supplies have been dwindling, because the only thing your villagers have been gathering is {{rl|Wood}}, and Wood is not food. In the tutorial, you have plenty of food, but in regular missions, you need to establish a food supply quickly.&lt;br /&gt;
&lt;br /&gt;
This walkthrough hasn&#039;t yet addressed the two Blueprints you earned since the Woodcutters&#039; Camp for your last two Orders. If you haven&#039;t look at them yet, you&#039;ll be getting the [[Shelter]] and the {{bl|Small Foragers&#039; Camp}}.&lt;br /&gt;
&lt;br /&gt;
The tutorial hasn&#039;t required you to build the Shelter yet. It&#039;s simple building that meets the [[Housing_Need|needs of your villagers for Shelter]]. This walkthrough hasn&#039;t discussed villager needs yet, but for now, all you need to know is that shelter and food are basic needs that your villagers expect you to provide. You can place a Shelter if you&#039;d like, but this guide won&#039;t go into that now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-12-b-shelter blueprint.png|x200px]] [[File:Walkthrough-1-12-c-forager blueprint.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Pick the remaining two Blueprints. The [[Shelter]] and {{bl|Small Foragers&#039; Camp}} will now be available in your construction toolbar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|The Shelter appears under the Housing button in the construction toolbar, the one that looks like a house. This button was greyed out until you got a new Blueprint for that category of building.}}&lt;br /&gt;
&lt;br /&gt;
=== 6. Foragers&#039; Camp ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-13-forager camp.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Press R to Rotate&amp;lt;br /&amp;gt;&lt;br /&gt;
Press ESC or RMB to cancel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Foragers&#039; Camp behaves similarly to the Woodcutters&#039; Camp. It has a range from which workers can gather. When you select a Foragers&#039; Camp (whether by clicking on it in the construction panel or by clicking one placed in your village), in addition to the green highlighted area in range, you will also see resource icons appear on the screen. These icons hover over the resource deposits in the forest from which you can gather that resource. As you look around the forest with the camp selected, these icons will show you off-screen resources and help you place your camps within range of resources.&lt;br /&gt;
&lt;br /&gt;
In the screenshot above, notice how one {{rl|Vegetables}} deposit is out of range, so its icon does not have the same yellow, glowing highlight at the others. It&#039;s also not quite as big. Also note the {{rl|Roots}} icons appearing in the top-left corner of the screenshot, well out of range of this camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.b.i. Build a Small Foragers&#039; Camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.b.ii. Gather 5 {{rl|Vegetables}} in the new camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Place a Foragers&#039; Camp within range of the Vegetables. Villagers will come to build the camp.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can move a Woodcutters&#039; Camp out of the way of your {{rl|Vegetables}} to get the Foragers&#039; Camp closer. Hover your mouse over the Woodcutters&#039; Camp and press the &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; key. The camp will attach itself to your mouse cursor.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|When you are placing a Foragers&#039; Camp, notice the tooltip showing the cost to build the camp. It costs both {{rl|Wood}} and {{rl|Parts}} to build each Foragers&#039; Camp. Go try to build a Woodcutters&#039; Camp again and compare the tooltip. The Woodcutters&#039; Camp only requires {{rl|Parts}}. All the camps besides the Woodcutters&#039; Camp require {{rl|Wood}}.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 7. Assigning Foragers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-13-b-needs foragers.png|x200px]] [[File:Walkthrough-1-13-c-humans and farming.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just like the Woodcutters&#039; Camp (and nearly every other building in the game), the Foragers&#039; Camp needs workers. Which do we chooose? When you open the Foragers&#039; Camp, it also has a &#039;&#039;&#039;Specialization Bonus&#039;&#039;&#039;, and it&#039;s {{Specialization_link|Farming}}.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You can check the Specializations a species has by the tooltip from their portrait in the top-left corner of the game window. Which one has the {{Specialization_link|Farming}} Specialization?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-13-d-human tooltip.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Humans&amp;lt;br /&amp;gt;&lt;br /&gt;
An adaptable species, but very susceptible to the rain. Humans are adept at farming ([[File:Icon_Spec_Farm_64x64.png|x14px]]) and really enjoy brewing ([[File:Icon Spec Brewing 64x64.png|x14px]]).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Assign workers to the Foragers&#039; Camp. They will start to gather the {{rl|Vegetables}}.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-13-e-resources ui.png|x100px]] [[File:Walkthrough-1-13-f-food resources ui.png|x100px]] [[File:Walkthrough-1-13-g-vegetables food resources ui.png|x100px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Vegetables&amp;lt;br /&amp;gt;&lt;br /&gt;
Common food source. Obtained by: Hallowed Small Farm, Small Farm, Foragers&#039; Camp, Small Foragers&#039; Camp, Homestead.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a short while, you will see your food resources increase. At the top of your screen, you can see the resources summary panel. The first category, which looks like a loaf of bread, is your total food items. These are all of the resources that your villagers can eat. Note that, later in the game, you will come across resources that are ingredients for food but not actually edible as food, like {{rl|Herbs}}. These goods are categorized as crafting materials instead of as food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 8. Newcomers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-14-newcomers alert.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Newcomers&amp;lt;br /&amp;gt;&lt;br /&gt;
Newcomers are waiting. The next group won&#039;t be sent until you accept this one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Around this time, you may find a new glowing icon appear in the top right of your screen after a clicking sort of sound. &#039;&#039;&#039;Newcomers&#039;&#039;&#039; have arrived in your village. So far, in this mission, you started with 9 villagers, then gained 3 Beavers and 3 Humans from delivering Orders. Newcomers arrive about once a year (more on [[Seasons]] later).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click on the Newcomers icon in the top-right corner. The Newcomers screen will appear, and the game will pause.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-14-b-newcomers screen.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Pervun Runebeak, Royal Stormwalker&amp;lt;br /&amp;gt;&lt;br /&gt;
These people have been sent here by the Crown. Which group do you want to stay, Viceroy? The other will continue on to the next settlement.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like Blueprints and Orders, you are given a choice of (in the case of Newcomers) two groups of villagers who can join your village. In the screenshot above, you can see one choice has 1 villager of each species (3 total), and the other has two Humans. The first group brings a stack of 15 {{rl|Grain}}, but the second brings three smaller stacks: {{rl|Vegetables}}, {{rl|Leather}}, and {{rl|Stone}}. Your options will differ; these choices are not fixed in the tutorial like the Blueprints and Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being able to choose from random options of newcomers—which species they are and what goods they bring with them—is another layer of variability that every mission must adapt to, like Blueprints and Orders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At any given time, the best choice depends on what you need in your village right now and plan to need later. If you would prefer more food later, if you need another Beaver, or if you need as many villagers as possible, then you could pick the first one. If you need food now or need more Humans specifically, then the second one would be better. It depends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click &#039;&#039;Accept&#039;&#039; to choose a Newcomers group, and the screen will close.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|If your tutorial gave you an option with {{rl|Vegetables}}, they do &#039;&#039;&#039;not&#039;&#039;&#039; count towards the Order objective, since the Order requires {{rl|Vegetables}} to be gathered by the Foragers&#039; Camp.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|You can delay choosing the Newcomers group if you want to do so. It takes a specific amount of time for Newcomers to get from the Citadel to your settlement, and that timer doesn&#039;t start until you choose the Newcomers you have waiting now. This means that if you want to maximize your settlement&#039;s population during the mission, you want to welcome Newcomers as soon as they arrive, so the next group starts on their way as soon as possible.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|A common reason to delay welcoming Newcomers is when a village lacks the food supply to feed a larger population.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 9. Fourth Order: Gathering clay ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-15-fourth order.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Stonecutters&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just like last time, after you deliver your Order for gathering food, you get another Blueprint. And just like last time, your next Order requires you to use it. The {{bl|Stonecutters&#039; Camp}} works just like the others. When you go to place it, notice which resource icons appear on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-15-b-clay icons.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Stonecutters&#039; Camp&amp;lt;br /&amp;gt;&lt;br /&gt;
0/1 Stonecutters&#039; Camp&amp;lt;br /&amp;gt;&lt;br /&gt;
0/5 Clay in Stonecutters&#039; Camp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Stonecutters&#039; Camp gathers {{rl|Clay}}, which are the red-orange rock deposits near your village (and yellow cube resource icons when the camp is selected). Complete this Order just like you completed the Foragers&#039; Camp Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.i. Build a Small Foragers&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.ii. Gather 5 {{rl|Vegetables}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.c.i. Build a Stonecutters&#039; Camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.c.ii. Gather 5 {{rl|Clay}} in the new camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|1. Place a Stonecutters&#039; Camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Wait for it to be built by any villagers who aren&#039;t assigned to buildings.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Assign workers to the new camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
4. Wait for them to gather 5 Clay.&amp;lt;br /&amp;gt;&lt;br /&gt;
5. Deliver the Order.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|If you&#039;ve built extra camps and are out of {{rl|Parts}}, click the red button to the right of the toolbar, near the tree-marking axe icons. This &#039;&#039;Demolish&#039;&#039; button will allow you to remove the camp you click on, and you&#039;ll be refunded its materials, including the valuable {{rl|Parts}}. }}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|There is one important difference in the Stonecutters&#039; Camp&#039;s mechanics than the Woodcutters&#039; and Foragers&#039; Camps. It doesn&#039;t have a Specialization. Therefore, there is no advantage one species of villagers has over any of the others in the Stonecutters&#039; Camp.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|The Stonecutters&#039; Camp, like the Woodcutters&#039; Camp, comes in one size. On the other hand, the Foragers&#039; Camp comes in a small size and then later after you play many cities you can get a regular size.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 10. The first Storm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-16-storm.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Around this time, or maybe a few minutes ago (that&#039;s fine too), the first Storm will start. Let&#039;s talk about [[Seasons]]. Every year of every mission, the world goes through 3 seasons: Drizzle, Clearance, and Storm. Each has different effects on your villages and purposes for your villagers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;table-layout: fixed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;The Three Seasons&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 150px&amp;quot;&amp;gt;[[File:Drizzle.png|64px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 150px&amp;quot;&amp;gt;[[File:Clearance.png|64px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 150px&amp;quot;&amp;gt;[[File:Storm_2.png|64px]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drizzle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Clearance&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Storm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lasts 6:00&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lasts 4:15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lasts 1:40&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;beneficial effects&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;none&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;negative effects&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-16-b-storm-effects.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Looming Darkness&amp;lt;br /&amp;gt;&lt;br /&gt;
Forest Mystery (Simple)&amp;lt;br /&amp;gt;&lt;br /&gt;
The rampaging storm stifles the spirit of all living creatures. An additional stack of this effect is added for each Hostility level. (-4 to Global Resolve)&amp;lt;br /&amp;gt;&lt;br /&gt;
Active only in season: Storm&amp;lt;br /&amp;gt;&lt;br /&gt;
Active from Hostility 0}}&lt;br /&gt;
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The mechanics and interactions of each Seasons are too involved for this guide. Right now, what you need to know is that during the Storm, your villagers lose &#039;&#039;&#039;Resolve.&#039;&#039;&#039; During the tutorial, it&#039;s not going to cause you problems. But it&#039;s important to point out that it is happening and the relationship between Resolve and the Storm.&lt;br /&gt;
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Resolve is the green number under the species in the top left. It&#039;s a single number that represents the happiness of all the villagers of that species. Two numbers may be shown if the species&#039; Resolve is increasing or descreasing, so that you can see how far it will go based on all of the current effects on that species. If Resolve drops to 0 or below 0, then that species will start to leave your settlement, one villager at a time. Every villager that leaves causes a penalty of the Queen&#039;s Impatience.&lt;br /&gt;
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Resolve drops because of the &#039;&#039;&#039;Looming Darkness&#039;&#039;&#039; effect (called a Forest Mystery). This effect only occurs during the Storm. It causes -4 Resolve to every species, plus an additional -4 for every level of &#039;&#039;&#039;Hostility&#039;&#039;&#039;. Hostility is the number next to the red eye above the time controls. In the screenshot above, it&#039;s a zero, so Looming Darkness only causes -4 to Resolve this time. If Hostility raises to 1 during this Storm or before the next Storm, then Looming Darkness causes -8 to Resolve. That would be enough for the Lizards to be unhappy and start to leave.&lt;br /&gt;
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The good news is that you have some control over Hostility. For now, in the tutorial, Hostility should be 0, and any Resolve loss should not cause any villagers to leave. Because of that, you don&#039;t need to worry about the Storm right now. &#039;&#039;&#039;In regular missions, you&#039;ll need to prepare for the Storm every year.&#039;&#039;&#039;&lt;br /&gt;
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{{Walkthrough_info|Resolve will be covered in more detail in the next tutorial mission.}}&lt;br /&gt;
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{{Walkthrough_info|You can see which year it is above the time controls, the number just above and to the left of the Season icon. In the screenshot above, it&#039;s I. The year number is written in Roman numerals, so it is not confused with Hostility levels, which are written in Arabic numerals.}}&lt;br /&gt;
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{{Walkthrough_info|You can browse around the in-game tooltips to learn more about the Storm, Resolve, Hostility, and Forest Mysteries (effects like Looming Darkness). Hover over the icons to read more about them. More icons and tooltips will be shown in the next tutorial mission.}}&lt;br /&gt;
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=== 11. Your first Cornerstone ===&lt;br /&gt;
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[[File:Walkthrough-1-17-cornerstone alert.png|400px]]&lt;br /&gt;
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After the Storm, it&#039;s now Year II and the Drizzle Season returns. At the beginning of every year (the start of every Drizzle season), you earn a new &#039;&#039;&#039;Cornerstone.&#039;&#039;&#039; Cornerstones are permanent effects you choose to help your village. There are a wide variety of effects; here are some examples:&lt;br /&gt;
* more effective production (bonus resources)&lt;br /&gt;
* faster production&lt;br /&gt;
* cheaper or faster building construction&lt;br /&gt;
* bonuses to Resolve&lt;br /&gt;
* reductions to Hostility&lt;br /&gt;
* reductions to the rate of increase of the Queen&#039;s Impatience&lt;br /&gt;
* changes to lengths of the Seasons&lt;br /&gt;
* help with Glade Events&lt;br /&gt;
* bigger groups of newcomers&lt;br /&gt;
* more efficient housing&lt;br /&gt;
* and many, many more&lt;br /&gt;
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&#039;&#039;&#039;The Against the Storm pattern continues. Just like Blueprints, Orders, and Newcomers, you are given random options every time you get to choose a Cornerstone, and every mission must adapt to the options you are given and the choices you make.&#039;&#039;&#039;&lt;br /&gt;
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As you play more missions, you&#039;ll start to recognize and be able to plan for powerful combinations and interactions of Blueprints, Orders, and Cornerstones.&lt;br /&gt;
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{{Walkthrough_step|Click the glowing Cornerstone icon in the top right. (The second one from the left, which looks like a mask, open hands, or wings. The Orders icon may be glowing at the same time.)}}&lt;br /&gt;
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[[File:Walkthrough-1-17-choose cornerstone.png|400px]]&lt;br /&gt;
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{{Walkthrough_blockquote|Choose Cornerstone&amp;lt;br /&amp;gt;&lt;br /&gt;
The Queen&#039;s Envoy&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;No one can weather the storm alone. The Queen offers you a cornerstone that will lay the foundation for your town&#039;s prosperity. Choose wisely, as you won&#039;t be able to change it.&amp;quot;}}&lt;br /&gt;
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In the tutorial, you are offered these two Cornerstones, Exploration Contract and Carpenter&#039;s Tools. The first gives you 20 {{rl|Reed}} and 20 {{rl|Clay}} every time you open a new Glade. The second improves production speed in a building you haven&#039;t seen yet called the {{bl|Crude Workstation}}. You can choose whichever you like.&lt;br /&gt;
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{{Walkthrough_step|Click &#039;&#039;Pick&#039;&#039; under the Cornerstone you prefer. The Cornerstone screen will close. The icon for the cornerstone you chose will be added to the screen in the bottom left with your other perks.}}&lt;br /&gt;
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=== 12. Fifth Order: Gathering with the Harvesters&#039; Camp ===&lt;br /&gt;
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[[File:Walkthrough-1-18-fifth order.png|x200px]] [[File:Walkthrough-1-18-b-harvester.png|x200px]]&lt;br /&gt;
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{{Walkthrough_blockquote|Harvesters&#039; Camp}}&lt;br /&gt;
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Another Order, and another camp Blueprint. The {{bl|Harvesters&#039; Camp}} lets your village gather plants that produce crafting materials that aren&#039;t used in food. Like the Stonecutters&#039; Camp, the Harvesters&#039; Camp comes in only one size. Note which resource icons appear when you go to place the camp to make sure the deposits of {{rl|Plant Fiber}} are in range of the camp.&lt;br /&gt;
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{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.i. Build a Small Foragers&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.ii. Gather 5 {{rl|Vegetables}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.i. Build a Stonecutters&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.ii. Gather 5 {{rl|Clay}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.d.i. Build a Harvesters&#039; Camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.d.ii. Gather 5 {{rl|Plant Fiber}} in the new camp.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
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{{Walkthrough_step|1. Place a Harvesters&#039; Camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Let the villagers build the new camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Assign workers to the new camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
4. Gather 5 {{rl|Plant Fiber}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
5. Deliver the Order.}}&lt;br /&gt;
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{{Walkthrough_info|If you&#039;ve built extra camps and are out of {{rl|Parts}}, click the red button to the right of the toolbar, near the tree-marking axe icons. This &#039;&#039;Demolish&#039;&#039; button will allow you to remove the camp you click on, and you&#039;ll be refunded its materials, including the valuable {{rl|Parts}}. }}&lt;br /&gt;
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{{Walkthrough_advice|Like the Stonecutters&#039; Camp, the Harvesters&#039; Camp has no Specialization.}}&lt;br /&gt;
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{{Walkthrough_advice|If you built more than one Foragers&#039; Camp or Stonecutters&#039; Camp, you may be low on free workers. If a red and black hammer icon appears above the footprint of the Harvesters&#039; Camp after you place it, it means you have no free workers and no one is available to build the camp. Free up a worker to be a builder; you&#039;ll need them to work the Harvesters&#039; Camp anyway.}}&lt;br /&gt;
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=== 13: Sixth Order: Produce building materials ===&lt;br /&gt;
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[[File:Walkthrough-1-19-sixth order.png|x200px]] [[File:Walkthrough-1-19-b-crude workstation.png|x200px]]&lt;br /&gt;
{{Walkthrough_blockquote|Building Blocks}}&lt;br /&gt;
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Now it&#039;s time to put all that {{rl|Wood}}, {{rl|Clay}}, and {{rl|Plant Fiber}} that we&#039;ve been gathering to good use. The {{bl|Crude Workstation}} is your first industry building. Industry buildings take raw materials, crafting materials, and sometimes food to make more advanced goods used to advance your village. The Crude Workstation is the first of these because its products are used to build all the industry buildings and other advanced buildings your settlement needs.&lt;br /&gt;
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Once you build one, we can talk about production in buildings and how it&#039;s different from camps. For now, here are your updated objectives:&lt;br /&gt;
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{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.i. Build a Small Foragers&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.ii. Gather 5 {{rl|Vegetables}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.i. Build a Stonecutters&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.ii. Gather 5 {{rl|Clay}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.d.i. Build a Harvesters&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.d.ii. Gather 5 {{rl|Plant Fiber}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.e.i. Build a Crude Workstation&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.e.ii. Produce 4 of each building material.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
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{{Walkthrough_step|1. Pick the Blueprint for the Crude Workstation.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Click the Industry Buildings icon in the construction toolbar.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Click the Crude Workstation icon. The ghost of the workstation will appear on your cursor.}}&lt;br /&gt;
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{{Walkthrough_info|The Crude Workstation appears under the Industry button in the construction toolbar, next to the one for Housing. This button was greyed out until you got a new Blueprint for that category of building.}}&lt;br /&gt;
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=== 14. Placing the Crude Workstation ===&lt;br /&gt;
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[[File:Walkthrough-1-19-c-placing the workstation.png|400px]]&lt;br /&gt;
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When you go to place the Crude Workstation, you&#039;ll see right away it doesn&#039;t have a range like the camps. Instead, it shows white dotted lines traveling between nearby buildings and the workstation. These lines show where the workers assigned to the Crude Workstation can go to pick up the ingredients needed to make products at the workstation. They will go to the closest building that has what they need. If no close buildings have the ingredients, or if there are no close buildings, then the workers will go to the [[Main Warehouse]], regardless of how far away the warehouse is. (You can see this by moving around the map before placing the workstation; one white dotted line will always show the connection between the workstation and the warehouse.) If the village has none of the needed ingredients, then work will stop in the building while they wait for the settlement to obtain the ingredients they need.&lt;br /&gt;
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This behavior with ingredients is the same for all buildings that produce things with ingredients (vs. gathering camps). More on that in a minute. For now, don&#039;t worry too much about optimizing where to put the workstation, anywhere near the center of your village is fine.&lt;br /&gt;
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{{Walkthrough_step|Build a Crude Workstation near the center of your village. The building panel will open.}}&lt;br /&gt;
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{{Walkthrough_advice|If you built more than one Foragers&#039; Camp, Stonecutters&#039; Camp, or Harvesters&#039; Camp, then you may be low on free workers. If a red and black hammer icon appears above the footprint of the Crude Workstation after you place it, it means you have no free workers and no one is available to build the workstation. Free up a worker to be a builder; you&#039;ll need them to work the workstation anyway.}}&lt;br /&gt;
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=== 15. Recipes and swappable ingredients ===&lt;br /&gt;
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[[File:Walkthrough-1-20-workstation recipes.png|400px]]&lt;br /&gt;
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{{Walkthrough_blockquote|Crude Workstation&amp;lt;br /&amp;gt;&lt;br /&gt;
Can produce: {{rl|Planks}} {{P0Star}}, {{rl|Fabric}} {{P0Star}}, {{rl|Bricks}} {{P0Star}}, {{rl|Pipes}} {{P0Star}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Can use: {{rl|Storm Water}}.}}&lt;br /&gt;
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Because the Crude Workstation is not a gathering building, it uses a new primary Against the Storm mechanic, &#039;&#039;&#039;Recipes and Ingredients&#039;&#039;&#039;.&lt;br /&gt;
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Recipes require ingredients (usually a small stack of one or two goods) and make products (usually a stack), and this happens only in buildings with the Recipes. Every production building in Against the Storm has a different, fixed set of Recipes; they are &#039;&#039;&#039;not&#039;&#039;&#039; random. You will start to remember which buildings give you access to which Recipes, and the tooltips will remind you.&lt;br /&gt;
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&#039;&#039;&#039;Most Recipes have ingredients that can be swapped for other ingredients, which is a critical mechanic to recognize and use.&#039;&#039;&#039; This is shown by a thick, circular border with arrows around the ingredient icon. It is important you learn to recognize this symbol. Here is the Crude Workstation recipe panel for an example. In the recipe for {{rl|Fabric}} and {{rl|Bricks}}, note how the circular-arrow border around the ingredient icons for {{rl|Plant Fiber}} and {{rl|Clay}} looks different from the square border around the ingredient icon for {{rl|Planks}}.&lt;br /&gt;
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[[File:Walkthrough-1-20-b-just the recipes.png|x300px]] [[File:Walkthrough-1-20-c-swappable.png|x300px]] &lt;br /&gt;
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{{Walkthrough_step|Practice enabling and disabling {{rl|Plant Fiber}}, {{rl|Reed}}, {{rl|Leather}}, {{rl|Clay}}, and {{rl|Stone}} to get familiar with how the panel reflects your choices of which ingredients to use. Note how you cannot change {{rl|Wood}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Be sure to enable the ingredients you have and want to use in the Recipes so you can finish the Order.}}&lt;br /&gt;
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On the wiki, when you can swap ingredients, you will see choices for the ingredients in the same cell of the tables, like this:&lt;br /&gt;
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{{Recipe||Crude Workstation}}&lt;br /&gt;
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Next, besides the ingredients and the product, the Recipe also shows a red icon: {{0Star}}. This icons represents the efficiency of this Recipe in the Crude Workstation, which is very low, or zero stars. The efficiency or star-rating helps you quickly compare how long production takes and how many ingredients are consumed to make the product.&lt;br /&gt;
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The same Recipe ({{rl|Wood}} for {{rl|Planks}}) has a different efficiency in other buildings. For example, in a building you don&#039;t have access to yet, the {{bl|Carpenter}}, it&#039;s {{2Star}} and only takes 5 {{rl|Wood}} to make the same 2 {{rl|Planks}}. Recipes in buildings can have zero stars {{P0Star}}, one star {{P1Star}}, two stars {{P2Star}}, or three stars {{P3Star}}.&lt;br /&gt;
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{{Walkthrough_advice|Higher efficiency is always better. However, remember that having access to a Recipe in a low-efficiency building is better than having no access to that Recipe at all. Therefore, when choosing a Blueprint, sometimes getting a better version of a Recipe will be less important than getting access to a new Recipe.}}&lt;br /&gt;
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If you took the Cornerstone for faster production speed in the Crude Workstation, then the production times in your Crude Workstation will be less than in the screenshot above. The workers you assign will produce each stack of products faster.&lt;br /&gt;
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If you took Newcomers that brought {{rl|Leather}} and {{rl|Stone}}, then you&#039;ll be able to finish the Building Blocks Order even if you haven&#039;t yet gathered enough {{rl|Plant Fiber}} or {{rl|Clay}}. You will just need to swap to those or enable both ingredients.&lt;br /&gt;
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{{Walkthrough_step|1. Assign workers to the Crude Workstation.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Enable the best ingredients for the workstation&#039;s Recipes.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Wait for your workers to produce enough products for your Order.&amp;lt;br /&amp;gt;&lt;br /&gt;
4. Deliver the Order.}}&lt;br /&gt;
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{{Walkthrough_info|We don&#039;t produce any Pipes in the tutorial.}}&lt;br /&gt;
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=== 16. Final Order ===&lt;br /&gt;
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[[File:Walkthrough-1-21-a-final order.png|400px]]&lt;br /&gt;
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When you deliver the Order, you receive a perk that adds 50% to the amount of goods produced in the Crude Workstation. Originally, the Crude Workstation&#039;s recipes produced 2 {{rl|Planks}}, {{rl|Fabric}}, or {{rl|Bricks}}. Now, you&#039;ll see that the recipes produce 3 of each, making the zero-star Crude Workstation much more efficient. This will come in handy for the next Order.&lt;br /&gt;
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The next and final Order of this tutorial mission arrives upon delivery of the building materials. You are to finish exploring the forest by opening one Dangerous [[Glade]] and retrieving an {{rl|Ancient Tablet}} from the Ancient Shrine in it. Those instructions will make more sense once we get the Glade open. Start with that, because by now, you know the steps to direct your woodcutters to open Glades. Look around at the Glades to find the one with the skull icon.&lt;br /&gt;
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[[File:Walkthrough-1-21-b-dangerous glade.png|400px]]&lt;br /&gt;
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{{Walkthrough_objective|You have new objectives:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;1 a. Build two Woodcutters&#039; Camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;Gather 10 {{rl|Wood}} with your camps. with your camps.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.i. Open 2 Glades.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.a.ii. Have 5 Beavers assigned to be woodcutters at the same time.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.i. Build a Small Foragers&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.b.ii. Gather 5 {{rl|Vegetables}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.i. Build a Stonecutters&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.c.ii. Gather 5 {{rl|Clay}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.d.i. Build a Harvesters&#039; Camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.d.ii. Gather 5 {{rl|Plant Fiber}} in the new camp.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.e.i. Build a Crude Workstation&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;strike&amp;gt;2.e.ii. Produce 4 of each building material.&amp;lt;/strike&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.f.i. Open a Dangerous Glade&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.f.ii. Change {{rl|Scrolls}} to {{rl|Fabric}} in the Ancient Shrine.&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;u&amp;gt;2.f.iii. 1 {{rl|Ancient Tablet}}&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Open the Dangerous Glade, then pause the game for a few minutes to read about Glade Events.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|The last Blueprint you receive is your choice of one from among the species-specific houses. The [[Human House]], [[Beaver House]], or [[Lizard House]] are all similar to the [[Shelter]], but only house villagers of that species. They are much more expensive and also only house 2 villagers instead of 3. However, villagers get a bonus to their Resolve when they are housed in their species-specific houses.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|When you have an objective like this that you need to meet, it&#039;s important to double-check that the Woodcutters&#039; Camp can reach the trees you need to cut down. Remember that marked trees are highlighted yellow if they are in range and grey if they are not in range. The highlight color pulses slowly, so if you are having trouble seeing your marked trees try unpausing the game for two seconds to see if the highlight intensifies.}}&lt;br /&gt;
&lt;br /&gt;
=== 17. The Glade Event ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-c-glade contents.png|x200px]] [[File:Walkthrough-1-21-d-ancient shrine tooltip.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Ancient Shrine&amp;lt;br /&amp;gt;&lt;br /&gt;
Glade Event&amp;lt;br /&amp;gt;&lt;br /&gt;
An ominous shrine from a long forgotten era. It&#039;s dangerous, but it might hold some ancient knowledge useful to the crown.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pause the game.&#039;&#039;&#039; (If you didn&#039;t pause, and a bunch of things happened that surprised you, come back up here to read about what you missed.)&lt;br /&gt;
&lt;br /&gt;
When the Glade opens, the contents icon gives you a summary of the Dangerous Glade&#039;s contents. The icon has a red border, instead of a green one, since there is a Glade Event with a threat. Hover over the preview icon to see the contents of the Glade, the Ancient Shrine.&lt;br /&gt;
&lt;br /&gt;
The only contents of the tutorial&#039;s Dangerous Glade is the Ancient Shrine. In regular missions, Dangerous Glades have rewards, usually two or three small deposits of resources or mineable resources or a Geyser, a large deposit, and one or two other workable things, like [[Encampments]], [[Ruined Buildings]], or [[Caches]]. In other words, Dangerous Glades are significantly more rewarding than small Glades. However, they always contain a Glade Event with a threat that you must solve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Click on the Ancient Shrine to open the Glade Event panel.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-e-ancient shrine panel.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Ancient Shrine&amp;lt;br /&amp;gt;&lt;br /&gt;
An ominous shrine from a long forgotten era. It&#039;s dangerous, but it might hold some ancient knowledge useful to the crown.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threats&amp;lt;br /&amp;gt;&lt;br /&gt;
00:39&amp;lt;br /&amp;gt;&lt;br /&gt;
Requirements&amp;lt;br /&amp;gt;&lt;br /&gt;
Goods&amp;lt;br /&amp;gt;&lt;br /&gt;
Time: 01:30&amp;lt;br /&amp;gt;&lt;br /&gt;
Rewards}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to a building panel, the Glade Event panel has worker slots. Some Glade Events can have 2 workers; this one can have 3. There are three main sections of the Glade Event:&lt;br /&gt;
* Threats&lt;br /&gt;
** Timer&lt;br /&gt;
** Effects&lt;br /&gt;
* Requirements&lt;br /&gt;
** Goods&lt;br /&gt;
** Time&lt;br /&gt;
* Rewards&lt;br /&gt;
&lt;br /&gt;
The next sections will go into these details.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the panel is the big button to start working the Glade Event. Currently, it says &#039;&#039;No Materials,&#039;&#039; but it could also say &#039;&#039;No Workers,&#039;&#039; &#039;&#039;Choose Reward,&#039;&#039; &#039;&#039;Investigate,&#039;&#039; or &#039;&#039;Cancel,&#039;&#039; informing you about what you need to or can do next.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The same button at the bottom is used to start and stop working the Glade Event, so use caution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Hover over the yellow [[File:Hud_Info.png]] and the other icons in each section of the panel, and keep reading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.a. Glade Events: Threats ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-f-threats.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Threats&amp;lt;br /&amp;gt;&lt;br /&gt;
These effects will trigger if the event isn&#039;t completed in time.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This threat happens only 40 seconds after you open the Glade, and you cannot finish it by then. The tutorial gives you a threat that you cannot avoid in order to show you how Glade Events work and how to understand the Glade Events user interface.&lt;br /&gt;
&lt;br /&gt;
The threats section shows two items, the timer and the curse. The display is indicating, with a subtle arrow graphic under the time, that once the timer finishes counting down, the effects on the right will happen. This Glade Event has only one threat effect; many have two, for example a curse like this one accompanied by a second effect that gives you a penalty of 1 point of the Queen&#039;s Impatience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The threat timer begins when the Glade is opened,&#039;&#039;&#039; regardless of whether you&#039;ve seen the Glade, the Glade Event, or the threat timer. Take note of the sound when a Dangerous Glade is opened, and familarize yourself with the preview summary icon so that you recognize it when it pops up. This will reduce the likelihood that a Glade Event threat timer starts without you realizing it.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the sooner you start working a Glade Event, the more likely it is you will avoid its threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-g-curse.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Curse of the Forefathers&amp;lt;br /&amp;gt;&lt;br /&gt;
Disturbing the ruins of the Great Civilization can have grave consequences. Kills 3 random villagers.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the threat timer elapses, 3 villagers, chosen at random, are killed. Three blue magic wisps will travel from the shrine to seek out the 3 chosen villagers and kill them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|You receive a penalty to the Queen&#039;s Impatience whenever a villager dies.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.b. Glade Events: Requirements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-h-requirements.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Event Requirements&amp;lt;br /&amp;gt;&lt;br /&gt;
To complete an event, you must deliver specific goods, or withstand a period of hostile effects while the event is being worked on. Sometimes both of these requirements apply.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Glade Event has four requirements. Three stacks of different goods must be delivered, and the work timer must be completed. The timers in the threats and requirements sections are different. The work timer in the requirements section starts only after all the goods are delivered &#039;&#039;and&#039;&#039; at least one worker is there and working the Glade Event (similar to how they must be in a building making a product). Comparing the two timers shows that it is impossible to finish this event before the threat effect happens: The threat effect happens in less than 40 seconds, and it will take longer than that to deliver items from the warehouse and finish the work timer.&lt;br /&gt;
&lt;br /&gt;
In regular missions, threat timers are typically around eight or nine minutes, and work timers are typically around three or four minutes.&lt;br /&gt;
&lt;br /&gt;
Other Glade Events have no goods required but will have a hostile &#039;&#039;&#039;Working Effect&#039;&#039;&#039; that lasts from when you click the red button until the working timer has elapsed. For example, temporarily increasing Hostility of the forest. Since villagers have to walk to the event, the total time the village must withstand the hostile Working Effect will actually be longer than the timer in the requirements section.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|When you assign workers, the panel shows that amount of time required to work the Glade Event goes down, because the work is split evenly between the workers. (This is unlike buildings, where workers produce independently.) With one worker, this event requires one and a half minutes; with three workers it requires thirty seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Because the working timer cannot start right away, consider the time it will take villagers to deliver goods when you prediction when you need to start working on a Glade Event in order to finish it on time.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Most Glade Events require more goods than a single villager can carry, so multiple trips between the closest Warehouse and the Glade Event will be required to deliver the required goods. Consider this time carefully when planning when to start working a Glade Event.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Some Glade Events will have a compounding negative effect with the Storm season. If the threat is dangerous enough, you may have to start working the event during the Storm anyway.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.c. Glade Events: Rewards ====&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-i-rewards.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Event Rewards&amp;lt;br /&amp;gt;&lt;br /&gt;
After the scouts clear an event, they will return with certain goods. Sometimes you can choose if you want to keep them, or send them back to the Smoldering City.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glade Events, when solved, can provide game-changing rewards: valuable goods, perks, and even metaresources for permanent upgrades. As soon as the working timer is completed, the workers begin to loot the Glade Event.&lt;br /&gt;
&lt;br /&gt;
In the tutorial, you do not have a choice and receive one {{rl|Ancient Tablet}}. In regular missions, you almost always have the choice between (a) valuable goods and perks and (b) {{rl|Amber}} and Reputation points. {{rl|Amber}} is the coinage used for trading. (Trading is not discussed in this walkthrough.)&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_info|All negative effects and threats end* when the working timer is completed. Rewards will still be visible in the Glade Event panel, and the building or structure will still exist on the map while villagers loot the Glade Event.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Curses that have already been cast but have not yet reached their targets will still finish happening.}}&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|The Reputation reward from one Glade Event can be the deciding factor in winning or losing a mission. However, getting the right goods and perks can often result in gaining even more Reputation through Resolve. The best choice depends on what your village needs now and later.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.d. Glade Events: Starting ====&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-j-materials.png|x200px]] [[File:Walkthrough-1-21-k-investigate.png|x200px]] &lt;br /&gt;
&lt;br /&gt;
Now that we&#039;ve read through the panel, it&#039;s time to get the event working. The Order reminds you to look at the good required by the event. Your village does not have {{rl|Scrolls}}, but if you look at the alternatives, we do have {{rl|Fabric}}. Just like some Recipes in buildings let you swap ingredients, almost all Glade Events requiring goods offer you options for which goods you can use to satisfy the event.&lt;br /&gt;
&lt;br /&gt;
Once you assign workers, the red button changes to say &#039;&#039;Investigate,&#039;&#039; which means it&#039;s ready to work.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|1. Swap {{rl|Scrolls}} for {{rl|Fabric}} in the good required.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Assign workers.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Click &#039;&#039;Investigate,&#039;&#039; and unpause the game if you have not already done so.&amp;lt;br /&amp;gt;&lt;br /&gt;
4. Watch the villagers retrieve goods from the Warehouse, wait for remaining stacks of goods to be delivered, and then work the event.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.e. Glade Events: The Curse Happens ====&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-l-curse effect.png|x200px]] [[File:Walkthrough-1-21-n-supplies.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
When the threat timer finishes, there is a sound and three green wisps leave the shrine and seek out three random villagers to kill them. As mentioned before, this is unavoidable, so that you don&#039;t leave the tutorial without seeing the downsides of a dangerous Glade Event and get to see how to read about them in the user interface. In the screenshot above, the curse happens while the last 5 {{rl|Tools}} are still being carried to the worksite. The first Beaver has nothing to do but wait for those goods to arrive, since they can&#039;t start working yet. It takes well over 40 seconds for the goods to be delivered to the event, and they still have to work it for 30 more seconds.&lt;br /&gt;
&lt;br /&gt;
Notice how things changed under &#039;&#039;Threats&#039;&#039; in the Glade Event panel. The curse that just happened moved to the left side, as a record of what has already happened. Now, a new timer has started, and in five and a half minutes another three villagers will be killed by the Glade Event. Fortunately, the goods are almost delivered, and then there&#039;s only thirty seconds of work to do, so they will finish working before the next curse happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|Through random chance, the Glade Event could target and kill the workers of the event. Be sure to follow along carefully what happens when threat effects happen, or you could face an unexpected second threat effect.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-m-death.png|200px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Alerts&amp;lt;br /&amp;gt;&lt;br /&gt;
A Human (Craftsman) died!&amp;lt;br /&amp;gt;&lt;br /&gt;
A Human (Forager) died!&amp;lt;br /&amp;gt;&lt;br /&gt;
A Human (Stonecutter) died!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The curse will seek out the three villagers the event targeted, at random, and kill them. In the screenshot above, the three that were killed were workers at the Crude Workstation, Small Foragers&#039; Camp, and Stonecutters&#039; Camp, respectively. If any of those workers were essential to completing the Glade Event, then you would need to replace them immediately. For example, if you did not yet have enough {{rl|Fabric}}, it is critical to know that the worker in the Crude Workstation was killed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 17.f. Glade Events: Finishing ====&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-o-almost.png|x200px]] [[File:Walkthrough-1-21-p-finished.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
When the workers finish working the Glade Event, the threat (and any hostile working effect, if there is any) goes away. The workers are free to loot the Glade Event. Typically, this can require quite some time and many trips between the event and the nearest Warehouse, since Glade Events can reward several stacks of dozens of goods each. In the tutorial, there is only one item, and only one worker is needed to carry it back to the Warehouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Wait for the worker to deliver the {{rl|Ancient Tablet}}. The Order will be marked as ready to deliver.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18. Delivering the last Order ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-q-reward.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once the {{rl|Ancient Tablet}} arrives at the Warehouse, the last Order will be ready to be delivered. You will receive 30 {{rl|Amber}}, the coinage used in trading, and 1 Reputation point. Note that earning this Reputation point will fill the blue Reputation meter at the bottom of your screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_step|Deliver the Order. The Reputation bar will finish and the victory screen will appear.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 19. Victory! ===&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-22-victory.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_blockquote|Settlement Complete!&amp;lt;br /&amp;gt;&lt;br /&gt;
This village has been secured. But there is one more test of your skills.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congratulations! You finished the first tutorial mission!&lt;br /&gt;
&lt;br /&gt;
The victory screen shows you that you gained the required amount of Reputation points before the Queen&#039;s Impatience ran out.&lt;br /&gt;
&lt;br /&gt;
This screen shows how this mission factors into your metaprogression: your rank, achievements, and progress of unlocking all of the content in Against the Storm. That&#039;s another topic for another guide. On the left, you see your metaprogression level (Level 1), and that this mission earned you 70 experience points towards Level 2. On the right, you earned 10 {{rl|Food Stockpiles}}, a metaresource for unlocking and upgrading your missions.&lt;br /&gt;
&lt;br /&gt;
At the bottom, the screen shows you that you have unlocked the ability to build all the following buildings at the beginning of any mission, in other words, a permanent Blueprint:&lt;br /&gt;
* {{bl|Woodcutters&#039; Camp}}&lt;br /&gt;
* {{bl|Small Foragers&#039; Camp}}&lt;br /&gt;
* {{bl|Stonecutters&#039; Camp}}&lt;br /&gt;
* {{bl|Harvesters&#039; Camp}}&lt;br /&gt;
* {{bl|Crude Workstation}}&lt;br /&gt;
* [[Small Hearth]]&lt;br /&gt;
* [[Warehouse]]&lt;br /&gt;
* [[Trading Post]]&lt;br /&gt;
* [[Farm Field]]&lt;br /&gt;
&lt;br /&gt;
Clicking &#039;&#039;Continue&#039;&#039; starts the second tutorial mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Keep the fire going&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One more word about the objectives we were originally given.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_objective|New objectives: &amp;lt;br /&amp;gt;&lt;br /&gt;
1. Build a Woodcutters&#039; Camp.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Explore the forest.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Keep the fire going.}}&lt;br /&gt;
&lt;br /&gt;
The third objective to keep the fire going was not given any additional instruction in the tutorial or before this in the guide. You may have come across the issue when managing your workers.&lt;br /&gt;
&lt;br /&gt;
There is a worker at the [[Ancient Hearth]], at the center of your settlement, who delivers fuel when needed to keep the fire going in the Hearth. If you felt limited on workers, you may have removed the worker from the Hearth to reassign them. If they were unassigned for long enough, the fire may have gone out. When the fire goes out, villagers immediately experience a huge penalty to their Resolve. As long as you kept the fire going, with a worker assigned to the Hearth, and had fuel, you shouldn&#039;t have experienced much difficulty with the tutorial. If nothing else, &#039;&#039;Keep the fire going&#039;&#039; was a reminder that settlements are fragile, and things can go wrong quickly in Against the Storm!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recap ===&lt;br /&gt;
&lt;br /&gt;
In the tutorial, you learned a lot about how Against the Storm works:&lt;br /&gt;
* most of the user interface elements&lt;br /&gt;
* the core winning and losing conditions of Reputation and the Queen&#039;s Impatience&lt;br /&gt;
* most core randomized mechanics: Blueprints, Buildings, Orders, Cornerstones and Perks, Newcomers, Glades, and Glade Events&lt;br /&gt;
* Recipes, ingredients, and swappable ingredients&lt;br /&gt;
* villagers, workers, carrying&lt;br /&gt;
* marking trees and opening glades&lt;br /&gt;
* gathering range and resource deposits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s plenty still to learn!&lt;br /&gt;
* Resolve and favoring&lt;br /&gt;
* Hostility of the Forest&lt;br /&gt;
* Forest mysteries&lt;br /&gt;
* trading, traders, and trade routes&lt;br /&gt;
* villager needs&lt;br /&gt;
* the Hearth and sacrificing goods&lt;br /&gt;
* housing and the Hearth range&lt;br /&gt;
* consumption control&lt;br /&gt;
* Services and Service buildings&lt;br /&gt;
* supply chain, building storage&lt;br /&gt;
* multiplicative effects, like in perks&lt;br /&gt;
* Recipe priorities, ingredient priorities, and production limits&lt;br /&gt;
* roads&lt;br /&gt;
* decorations, hubs, and hub upgrades&lt;br /&gt;
* Citadel resources, Citadel upgrades and unlocks, and metaprogression&lt;br /&gt;
* Deeds and achievements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Screenshots]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9300</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9300"/>
		<updated>2024-10-31T13:31:21Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Villagers&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category: Villagers]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Game_mechanics&amp;diff=9299</id>
		<title>Category:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Game_mechanics&amp;diff=9299"/>
		<updated>2024-10-31T13:26:41Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains articles describing &#039;&#039;&#039;Game mechanics&#039;&#039;&#039; in &#039;&#039;{{game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9298</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Resolve&amp;diff=9298"/>
		<updated>2024-10-31T13:26:09Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Game mechanics&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hostility&amp;diff=9297</id>
		<title>Hostility</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hostility&amp;diff=9297"/>
		<updated>2024-10-31T13:25:50Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category: Game mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:Icon_UI_Hostility.png|360px|thumb|Forest Hostility]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon_UI_Hostility_Eye.png|alt=Hostility|left|text-top]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The more your settlement grows, the more hostility you will generate. During the [[Storm]], stackable negative [[Forest Mysteries]] will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostility and the [[Queen&#039;s Impatience]] are inversely linked.&#039;&#039;&#039; Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the &#039;&#039;&#039;Ancient Battleground&#039;&#039;&#039; [[Map Modifier]].&lt;br /&gt;
&lt;br /&gt;
== Triggering Forest Mysteries ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Looming Darkness&#039;&#039;&#039; is the &amp;quot;base&amp;quot; negative [[Forest Mystery]] that will activate during the [[Storm]] even at Hostility 0. The rest of the Forest Mysteries differ from settlement to settlement and always require at least Hostility 1 to activate. &#039;&#039;&#039;Higher Hostility levels activate stronger Storm Forest Mysteries&#039;&#039;&#039;. Some of them scale with the Hostility level directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HostilityUntriggered.png|440px|thumb|left|In this situation, Hostility is 0, and only the base Looming Darkness has been triggered.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hostility Triggered.png|440px|thumb|right|In this situation, Hostility is 3. Additional negative Forest Mysteries have been triggered and stack with Hostility level.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Why Hostility Increases ==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon_UI_Hostility_Eye.png|left||Hostility]]&lt;br /&gt;
Viceroys will generate different amounts of Hostility depending on the [[Difficulty]] they embark on. Viceroys can see what is currently causing their Hostility level by hovering over the eye icon on the top of their screen. Total Hostility is the sum of each amount, and each amount is the result of multiplication. These numbers scale with Difficulty; more hostility is generated at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Cause&lt;br /&gt;
! Settler&lt;br /&gt;
! Pioneer&lt;br /&gt;
! Veteran&lt;br /&gt;
! Viceroy&lt;br /&gt;
|-&lt;br /&gt;
| Years Passed&lt;br /&gt;
| 15&lt;br /&gt;
| 22&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| Small [[Glades]] Opened&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Dangerous / Forbidden [[Glades]] Opened&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Villagers in Settlement&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Woodcutters Actively Assigned&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Decrease Hostility ==&lt;br /&gt;
&lt;br /&gt;
Viceroys always need to seek ways to decrease the [[Forest]]&#039;s  Hostility level. It can be decreased to 0 by especially crafty Viceroys! There are several ways to do so, including:&lt;br /&gt;
&lt;br /&gt;
* Building more [[Hearth]]s.&lt;br /&gt;
* Removing Woodcutters from {{bl|Woodcutters&#039; Camp}}s.&lt;br /&gt;
* Completing certain [[Glade Events]] that decrease Hostility.&lt;br /&gt;
* Killing off [[villagers]].&lt;br /&gt;
* Driving up the [[Queen&#039;s Impatience]].&lt;br /&gt;
* Assigning a [[File:Fox circle.png|16px]] [[Fox]] to the [[Hearth]].&lt;br /&gt;
* Using [[Perks]] that lower Hostility.&lt;br /&gt;
* Using {{bl|Monastery}}.&lt;br /&gt;
&lt;br /&gt;
==  Other Ways of Decreasing Hostility  ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of [[Glade Events]], [[Buildings]], [[ Cornerstones,_Perks_and_Effects | Cornerstones and Perks]] that will decrease Forest Hostility levels:&lt;br /&gt;
&lt;br /&gt;
==== Glade Events ====&lt;br /&gt;
* Converted Altar of Decay (Reduces Hostility each time a [[Villager]] leaves or dies)&lt;br /&gt;
* Converted Rain Totem (-50 Hostility)&lt;br /&gt;
* Obelisk (-10 Hostility)&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* [[Hearth]]s (-30 Hostility per Hearth)&lt;br /&gt;
* {{bl|Monastery|medium}} (-100 Hostility)&lt;br /&gt;
&lt;br /&gt;
==== Perks &amp;amp; Cornerstones ====&lt;br /&gt;
{{Perks|description=Hostility|exclude=Fishmen Lower Negative Mysteries}}&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries ==&lt;br /&gt;
&lt;br /&gt;
Please see [[Forest Mysteries]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Villagers&amp;diff=9296</id>
		<title>Category:Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Villagers&amp;diff=9296"/>
		<updated>2024-10-31T12:50:58Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains articles related to the &#039;&#039;&#039;Villagers&#039;&#039;&#039; in &#039;&#039;{{game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Biomes&amp;diff=9295</id>
		<title>Category:Biomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Biomes&amp;diff=9295"/>
		<updated>2024-10-31T12:48:58Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains articles about the &#039;&#039;&#039;Biomes&#039;&#039;&#039; in &#039;&#039;{{game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Goods&amp;diff=9294</id>
		<title>Category:Goods</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Goods&amp;diff=9294"/>
		<updated>2024-10-31T12:44:55Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category lists all articles about &#039;&#039;&#039;goods&#039;&#039;&#039; or resources in &#039;&#039;{{game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Against_the_Storm&amp;diff=9293</id>
		<title>Against the Storm</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Against_the_Storm&amp;diff=9293"/>
		<updated>2024-10-31T12:37:23Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Added links to a few core pages on the wiki /* Categories */ Category:Against the Storm (blank sortkey for topic article in category)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Against the Storm is a dark fantasy city builder where you must rebuild civilization in the face of apocalyptic rains. As the Queen’s Viceroy, lead humans, beavers, lizards, harpies, foxes, and frogs to reclaim the wilderness and secure a future for civilization&#039;s last survivors. &lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
You are the Viceroy – a leader charged by the Scorched Queen to reclaim the wilderness and discover lost riches for the [[Smoldering City]], civilization’s last bastion against the Blightstorm that destroyed the old world. Unlike most survival city builders where your focus is on a single city, in Against the Storm you must build a vast, prosperous network of [[settlements]] populated by diverse fantasy [[species]], each with their own specializations and needs.&lt;br /&gt;
&lt;br /&gt;
But the wilderness holds many hidden dangers, and never-ending [[storm]]s will batter your population into submission. If your settlements should fall, then the expedition may end – but not the game. Against the Storm is a roguelite city builder, meaning you will carry forward the resources, upgrades, and experience of your past expeditions each time you set off for a new journey into the wild.&lt;br /&gt;
&lt;br /&gt;
=== Manage a diverse population of villagers ===&lt;br /&gt;
Beavers and lizards stand alongside humans and harpies in the struggle to survive. Utilize each group’s strengths as you balance varying [[Resolve|needs]], from housing and culinary preferences to taste in luxuries and recreation. Manufacture raincoats, brew ale, and bake pies to boost morale in the face of the oppressive [[hostility]] of the forest.&lt;br /&gt;
&lt;br /&gt;
=== City builder meets roguelite ===&lt;br /&gt;
Experience core city builder gameplay enhanced by roguelite replayability. Build new settlements and collect valuable [[Resources#Citadel_Resources|meta-progression resources]] to upgrade the Smoldering City. Recurring Blightstorms pose an inevitable threat to settlements, but they also reshape the world and open new opportunities for growth.&lt;br /&gt;
&lt;br /&gt;
=== Never the same game twice ===&lt;br /&gt;
With hundreds of gameplay modifiers and 6 distinct biomes, every city location presents unique challenges for even the most resourceful Viceroy. Adjust your strategy to changing weather conditions and experiment with settlement “builds” — rosters of [[buildings|building blueprints]] and [[perks]] that can help your society thrive or bring it to ruins. Mix and match ingredients to take advantage of the resources at hand. You never know what wares the Trader will bring next year, and the forest hold treasures, resources… and ancient threats.&lt;br /&gt;
&lt;br /&gt;
=== Build an endless number of cities ===&lt;br /&gt;
Laying the foundations for a new city is one of the most exciting moments in a city builder game. In Against the Storm, you’ll have the opportunity to repeatedly create new settlements, while still interacting and trading with previously established cities in a growing [[World Map|world]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Against the Storm| ]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm_Official_Wiki&amp;diff=9292</id>
		<title>Category:Against the Storm Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm_Official_Wiki&amp;diff=9292"/>
		<updated>2024-10-31T12:06:29Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created category description, this category is the result of using Category:{{SITENAME}}. In a root-category-system this would be the only uncategorized category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the root category for everything on {{SITENAME}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: The name of this category results from adding Category:{{SITENAME}} to other pages. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Templates&amp;diff=9291</id>
		<title>Category:Templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Templates&amp;diff=9291"/>
		<updated>2024-10-31T11:47:41Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Category:{{SITENAME}} (using magic word, easy and maintenance friendly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category that all &#039;&#039;&#039;templates&#039;&#039;&#039; should fall under. You can view the complete list, including some that may have not been categorized yet, [https://hoodedhorse.com/wiki/Against_the_Storm/Special:PrefixIndex?prefix=&amp;amp;namespace=10 on this special report page.]&lt;br /&gt;
&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm&amp;diff=9290</id>
		<title>Category:Against the Storm</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Against_the_Storm&amp;diff=9290"/>
		<updated>2024-10-31T11:42:54Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Created as a &amp;quot;root&amp;quot; category for all content on the wiki directly related to the game &amp;#039;&amp;#039;content&amp;#039;&amp;#039;, and not wiki editing etc. /* Categories */ Category:{{SITENAME}} (blank sortkey)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the root category for all Wiki content regarding &#039;&#039;{{Game}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:{{SITENAME}}| ]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Buildings&amp;diff=9289</id>
		<title>Category:Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Category:Buildings&amp;diff=9289"/>
		<updated>2024-10-31T11:32:56Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: Added link to game article in text /* Categories */ Category: Against the Storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category lists all articles about &#039;&#039;&#039;buildings&#039;&#039;&#039; in &#039;&#039;{{game}}&#039;&#039;, whether as whole pages dedicated or discussing building concepts.&lt;br /&gt;
&lt;br /&gt;
[[Category: Against the Storm]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=9288</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=9288"/>
		<updated>2024-10-31T11:29:15Z</updated>

		<summary type="html">&lt;p&gt;76561199230478318: /* Categories */ Buildings (blank sortkey for this article to appear first in the Buildings category)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.4.17}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering {{rl|Wood}} from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers|medium}}&lt;br /&gt;
| {{bl|Cellar|medium}}&lt;br /&gt;
| {{bl|Guild House|medium}}&lt;br /&gt;
| {{bl|Scribe|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes|medium}}&lt;br /&gt;
| {{bl|Beanery|medium}}&lt;br /&gt;
| {{bl|Tea Doctor|medium}}&lt;br /&gt;
| {{bl|Teahouse|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Frogs|medium}}&lt;br /&gt;
| {{bl|Cannery|medium}}&lt;br /&gt;
| {{bl|Forum|medium}}&lt;br /&gt;
| {{bl|Pantry|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies|medium}}&lt;br /&gt;
| {{bl|Apothecary|medium}}&lt;br /&gt;
| {{bl|Artisan|medium}}&lt;br /&gt;
| {{bl|Bath House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans|medium}}&lt;br /&gt;
| {{bl|Brewery|medium}}&lt;br /&gt;
| {{bl|Brick Oven|medium}}&lt;br /&gt;
| {{bl|Monastery|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards|medium}}&lt;br /&gt;
| {{bl|Butcher|medium}}&lt;br /&gt;
| {{bl|Clan Hall|medium}}&lt;br /&gt;
| {{bl|Leatherworker|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.&lt;br /&gt;
&lt;br /&gt;
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;t assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 5 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], the small gathering camps and small fishing hut.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers&#039; [[Housing Need]]s.&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters&#039; Camp]]. Some buildings can be moved for a cost, like a {{bl|Plantation}} for 1 {{rl|Planks}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.&lt;br /&gt;
&lt;br /&gt;
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned worker&#039;s icon another small icon will appear that indicates the status of the worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&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;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the &#039;&#039;&#039;Investigate&#039;&#039;&#039; button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camp]]s of all of their workers just before the [[Storm]] can lower [[Hostility]] enough so you don&#039;t lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
[[File:Proficiency.png|border|right|300px]]&lt;br /&gt;
Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.&lt;br /&gt;
&lt;br /&gt;
[[File:Comfortable.png|border|right|300px]]&lt;br /&gt;
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers&#039; comfort bonus; spinning wheel indicates their proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 worker slots and its &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four {{Species link|Lizards}}!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cysts 64x64.png|{{ImgM}}]] &#039;&#039;&#039;Blightrot&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Fox|medium}}&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Beaver|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || {{Species link|Fox|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Masonry.png|32px]]  &#039;&#039;&#039;Masonry&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || {{species link|Beaver|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for {{rl|Planks}} in the {{bl|Crude Workstation}} ({{0Star}}) if you have also built a {{bl|Lumber Mill}} ({{3Star}}), so you get the most efficient use of {{rl|Wood}} . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.&lt;br /&gt;
&lt;br /&gt;
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource &#039;&#039;&#039;between that Building&#039;s internal storage and the [[Warehouse]],&#039;&#039;&#039; then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it&#039;s crucial to conserve input resources.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;s Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
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==== Produced Goods Storage ====&lt;br /&gt;
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[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
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In the example screenshot, a {{bl|Woodcutters&#039; Camp}} has an internal Storage capacity of 15. It is holding 8 {{rl|Wood}} and 6 {{rl|Copper Ore}} that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
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==== Ingredients Storage ====&lt;br /&gt;
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[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
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In another example, a {{bl|Crude Workstation}} in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white &#039;&#039;&#039;X&#039;&#039;&#039; button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.&lt;br /&gt;
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== List of Essential Blueprints ==&lt;br /&gt;
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&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
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{{:List of Essential Blueprints}}&lt;br /&gt;
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== List of Buildings ==&lt;br /&gt;
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:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
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{{:List of Buildings}}&lt;br /&gt;
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[[Category:Buildings| ]]&lt;/div&gt;</summary>
		<author><name>76561199230478318</name></author>
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