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	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-02T12:52:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=1949</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=1949"/>
		<updated>2023-02-23T22:31:58Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: /* Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Villagers can be obtained at regular intervals, with a choice between two groups. Additional villagers can also be obtained by completing Orders.&lt;br /&gt;
&lt;br /&gt;
Each villager has a Resolve stat. If it reaches above a certain threshold it will generate Resolve. If it falls to 0 the villager will leave, increasing the queen&#039;s Impatience.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between 0 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. If it drops to 0 the villager will try to leave the settlement. To increase Resolve, you have to satisfy your villagers’ needs - by giving them complex food (like Jerky, Pie, etc.), clothing (Coats), or access to services (like a Tavern serving Ale). Resolve growth is gradual and takes different amounts of time for each species.&lt;br /&gt;
&lt;br /&gt;
To see the exact Resolve change, open the species panel using the arrow key next to the species’ portrait and hover over the numbers shown next to the species name. There you will find the Current Resolve and Target Resolve. Current Resolve reflects the Resolve a given species currently has, and Target Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. Raising Resolve to an exceptionally high level (indicated by the blue line on the Resolve Bar) will generate Reputation Points passively. However, this won&#039;t last indefinitely, as villagers will get used to their standard of living after each point acquired, and the blue line on the Resolve bar will move further up.&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
Each villager is part of one of 4 species, which determines their stats:&lt;br /&gt;
* &#039;&#039;&#039;Base Resolve&#039;&#039;&#039; is the villager&#039;s Resolve when there are no positive or negative effects affecting them.&lt;br /&gt;
* &#039;&#039;&#039;Break Interval&#039;&#039;&#039; is the period of time before the villager will take a break at the Hearth.&lt;br /&gt;
* &#039;&#039;&#039;Resilience&#039;&#039;&#039; is how fast the villager&#039;s Resolve can change.&lt;br /&gt;
* &#039;&#039;&#039;Demands&#039;&#039;&#039; is how much Resolve a villager needs before it starts generating Reputation.&lt;br /&gt;
* &#039;&#039;&#039;Decadence&#039;&#039;&#039; is how much Demands are raised after gaining a Reputation Point.&lt;br /&gt;
* &#039;&#039;&#039;Production Specialization&#039;&#039;&#039; grants a villager a 10% chance to produce twice the amount of resources when working in a building related to this specialization.&lt;br /&gt;
* &#039;&#039;&#039;Resolve Specialization&#039;&#039;&#039; grants a villager 5 Resolve when working in a building related to this specialization.&lt;br /&gt;
A species can be offered lighter treatment from its needs menu. This will raise its Resolve by 5 but decrease the resolve of other species by 5.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Species !! Base&amp;lt;br&amp;gt;Resolve !! Break&amp;lt;br&amp;gt;Interval !! Resilience !! Demands !! Decadence !! Production&amp;lt;br&amp;gt;Specialization !! Resolve&amp;lt;br&amp;gt;Specialization !! Needs&amp;lt;br&amp;gt;(Goods) !! Needs&amp;lt;br&amp;gt;(Services)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human circle.png|60px]]&amp;lt;br&amp;gt;Human || 15 || 2:00 || Low || High || Medium || [[File:Icon Spec Farm 64x64.png|30px]] Farming || [[File:Icon Spec Brewing 64x64.png|30px]] Brewing ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt;[[File:Pie.png|25px]] Pie&amp;lt;br&amp;gt;[[File:Coats.png|25px]] Clothing ||align=&amp;quot;left&amp;quot; | [[File:Icon Need Leisure.png|25px]] Leisure&amp;lt;br&amp;gt;[[File:Icon Need Religion.png|25px]] Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver circle.png|60px]]&amp;lt;br&amp;gt;Beaver || 10 || 2:00 || Low || High || Low || [[File:Icon Spec Wood 64x64.png|30px]] Woodworking || [[File:Icon Spec Gear 64x64.png|30px]] Engineering ||align=&amp;quot;left&amp;quot; |  [[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods&amp;lt;br&amp;gt;[[File:Coats.png|25px]] Clothing ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Leisure.png|25px]] Leisure&amp;lt;br&amp;gt;[[File:Icon Need Education.png|25px]] Education&amp;lt;br&amp;gt;[[File:Icon Need Luxury.png|25px]] Luxury&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard circle.png|60px]]&amp;lt;br&amp;gt;Lizard || 5 || 1:40 || High || Medium || High || [[File:Icon Spec Meat 64x64.png|30px]] Meat Production || [[File:Icon Spec Fire 64x64.png|30px]] Warmth ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Skewers.png|25px]] Skewers&amp;lt;br&amp;gt;[[File:Pie.png|25px]] Pie&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Brawling.png|25px]] Brawling&amp;lt;br&amp;gt;[[File:Icon Need Religion.png|25px]] Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy circle.png|60px]]&amp;lt;br&amp;gt;Harpy || 5 || 1:40 || Low || Medium || Low || [[File:Icon Spec Alchemy 64x64.png|30px]] Alchemy || [[File:Icon Spec Cloth 64x64.png|30px]] Cloth ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Skewers.png|25px]] Skewers&amp;lt;br&amp;gt;[[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt; ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Brawling.png|25px]] Brawling&amp;lt;br&amp;gt;[[File:Icon Need Education.png|25px]] Education&amp;lt;br&amp;gt;[[File:Icon Need Cleanliness.png|25px]] Cleanliness&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1941</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1941"/>
		<updated>2023-02-21T21:01:52Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: /* Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winning and Losing ==&lt;br /&gt;
[[File:Wiki Winning.png|thumb|320px|The Reputations and Queen&#039;s Impatience bars]]&lt;br /&gt;
A run is won when the entire blue [[Reputation]] Bar is filled.&lt;br /&gt;
&lt;br /&gt;
A run is lost when the entire red [[Queen&#039;s Impatience]] Bar is filled, or when all villagers leave or die.&lt;br /&gt;
&lt;br /&gt;
== Reputation Points ==&lt;br /&gt;
You can gain Reputation Points in three different ways:&lt;br /&gt;
* &#039;&#039;&#039;Completing Orders:&#039;&#039;&#039; Each completed order grants 1 Reputation.&lt;br /&gt;
* &#039;&#039;&#039;Perks and Cornerstones:&#039;&#039;&#039; Some cornerstones can increase reputation by doing certain acts.&lt;br /&gt;
* &#039;&#039;&#039;Beneficial Forest Modifiers:&#039;&#039;&#039; Limited m&lt;br /&gt;
* &#039;&#039;&#039;Villagers Resolve:&#039;&#039;&#039; Once a villager&#039;s Resolve reaches a certain threshold (indicated by a blue line on the Resolve Bar) they will start to generate Reputation passively. With time, the villagers will become accustomed to their living conditions, raising the threshold and requiring more complex needs to be satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Glade Events:&#039;&#039;&#039; Give various amounts of Reputation, with Dangerous Glades and Forbidden Glades giving more.&lt;br /&gt;
* &#039;&#039;&#039;Hideouts:&#039;&#039;&#039; Give various amounts of Reputation, with larger Hideouts giving more.&lt;br /&gt;
&lt;br /&gt;
Gaining a Reputation Point lowers the Queen&#039;s Impatience bar.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
Every 12 minutes (outside the tutorial) the Citadel will assign 3 new Orders, accessible from the envelope icon on the top-right.&amp;lt;br&amp;gt;&lt;br /&gt;
At higher difficulties, less orders will be available.&amp;lt;br&amp;gt;&lt;br /&gt;
Orders will grant 1 Reputation as well as additional rewards. Each pair of orders is more difficult than the previous one.&lt;br /&gt;
&lt;br /&gt;
== Hideouts ==&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade events are a wide range of events that are found in the glades uncovered by cutting through trees.&lt;br /&gt;
They vary widely:&lt;br /&gt;
* Caches of goods that require simple tools or infused tools to open.&lt;br /&gt;
* Camps of villagers that require food to recruit the villagers or send them to the Citadel.&lt;br /&gt;
* Abandoned buildings that can repaired to be used for yourself or salvaged for resources.&lt;br /&gt;
* Larger events that can range from villager bodies to rainpunk machines which all have negative effects for leaving them too long.&lt;br /&gt;
* The Cursed Royal Woodlands biome also includes ghosts that create opened caches if you fulfill their requests.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Conditions ==&lt;br /&gt;
Seasonal conditions are beneficial or harmful modifiers to the game. They are displayed in the top right of the screen. You&#039;ll face less beneficial and more harmful modifiers at higher difficulties.&amp;lt;br&amp;gt;&lt;br /&gt;
Negative ones can reduce resolve based on the level of hostility and can be avoided entirely as long as the modifiers conditions are met or hostility is low enough for it to not activate.&amp;lt;br&amp;gt;&lt;br /&gt;
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Difficulty !! Embarkation&amp;lt;br&amp;gt;Points !! Blightrot &amp;amp;&amp;lt;br&amp;gt;Corruption !! Seasonal&amp;lt;br&amp;gt;Conditions !! Max&amp;lt;br&amp;gt;Hostility !! Hostility&amp;lt;br&amp;gt;Multiplier !! Other&amp;lt;br&amp;gt;Effects !! Experience Per&amp;lt;br&amp;gt;Successful Settlement !! Base Reward&amp;lt;br&amp;gt;(6 Empty Tiles)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settler&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;1 Negative&lt;br /&gt;
| 6&lt;br /&gt;
| 1x&lt;br /&gt;
| 12 Reputation required to win. &amp;lt;br&amp;gt; Villagers eat 35% less food. &amp;lt;br&amp;gt; 12 Total Orders Available.&lt;br /&gt;
| 30&lt;br /&gt;
| 21 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pioneer&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;3 Negative&lt;br /&gt;
| 9&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; 11 Total Orders Available.&lt;br /&gt;
| 70&lt;br /&gt;
| 42 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 16&lt;br /&gt;
| 2x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; 10 Total Orders Available.&lt;br /&gt;
| 140&lt;br /&gt;
| 70 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viceroy&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 31&lt;br /&gt;
| 3x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; 9 Total Orders Available.&lt;br /&gt;
| 175&lt;br /&gt;
| 91 Food Stockpiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
Hostility is displayed as a number in the top bar. For every 100 points it rises by one. It is affected by the following:&lt;br /&gt;
&lt;br /&gt;
*For every year passed (drizzle, clearance, storm).&lt;br /&gt;
*For every villager&lt;br /&gt;
*For every assigned woodcutter&lt;br /&gt;
*For every opened glade (Small Glades, Dangerous Glades, Forbidden Glades)&lt;br /&gt;
*Ongoing Glade events&lt;br /&gt;
*Impatience decreases hostility, so getting alot of impatience early on can make future storms easier to weather. However, other than through gaining reputation, impatience never decreases&lt;br /&gt;
*Some cornerstones decrease hostility&lt;br /&gt;
*Additional hearths reduce hostility by a small amount, however they necessitate active fuel consumption. and they require fuel&lt;br /&gt;
*Sacrificing fuel in the heart decreases hostility, this helps preserving resolve or avoiding negative modifiers as long as it&#039;s enough to reduce hostility to a lower level&lt;br /&gt;
&lt;br /&gt;
Since Hostility increases over time unless countered by player action, storms get more difficult to survive as the game goes on. By accepting more villagers, claiming cornerstones, and unlocking more building blueprints by reaching higher reputation threshholds (or with the smuggler cornerstone), you improve your ability to provide villagers with housing, and their needs for goods (complex food, clothing) and services. This increases their resolve.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
A villagers resolve determines their willingness to stay in the village. Below the species portrait are two numbers, displaying the current resolve value and the target resolve that the villagers will end up with if current trends continue. Even though villagers have individual values for resolve, only the average shown in the UI is relevant. Once the storm approaches or when interacting with glade events players face penalties to resolve which may reach to or below zero, prompting villagers to leave. Once this point is reached, a pie chart appears above their portrait which displays the time until the next villager departs. If resolve stays at or below zero long enough, several villagers may leave. When villagers leave or die the player gets +0.3 impatience, further penalizing insufficient resolve management. Since the villagers resolve has to drop to 0 before villagers leave due to resolve, players who keep their villagers resolve high at the start of the storm have a longer grace period and may survive the storm without a single villager leaving, even though target resolve is negative. During a villagers break, a shortage of food (either due to a lack of food or restrictions in the consumptions tab) gives villagers a resolve penalty. This penalty remains in place until the next break, where it will be removed if the villager eats or increased if they skip their meal again. Should the hearth run out of fuel, all villagers will be hit with a massive resolve penalty aswell as lose their benefits from housing and species specific housing as their homes go cold. If resolve exceeds a certain positive value, the portrait lights up and the player gradually gets reputation based on the reputation and amount of members of said species.&lt;br /&gt;
&lt;br /&gt;
Resolve is affected by:&lt;br /&gt;
&lt;br /&gt;
*Housing need fullfilled (+3)&lt;br /&gt;
*Species specific housing need fullfilled (+3)&lt;br /&gt;
*Basic needs fullfilled&lt;br /&gt;
*Services needs fullfiled&lt;br /&gt;
*Cornerstones&lt;br /&gt;
*Harmful Forest mysteries (Only active during the storm).&lt;br /&gt;
*Glade events&lt;br /&gt;
*Unfair Treatment (+5 to one preferred species, -5 to the other two species)&lt;br /&gt;
*Hunger (-4 every time a villager misses food, stacking)&lt;br /&gt;
*Fuel shortage (-20)&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
&amp;lt;b&amp;gt;These tips are from 0.37.3 and may be out of date with the newer version. These pre-date many features like World Map Modifiers, Rain Engines, Gathering Camp changes, massive Glade changes &amp;amp; logistics changes!(Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
*Most runs are ended due to negative resolve effects during the storm, a glade event, or both. Avoid dealing with glade events during the storm if possible.&lt;br /&gt;
*Don&#039;t open too many glades at once, as this means hostility will rise sharply, increasing the difficulty of the next storm.&lt;br /&gt;
**In general avoid opening small glades all together. They offer small amount of resources in exchange for permanent rise in hostility level. &lt;br /&gt;
*When the storm starts, you should in this order:&lt;br /&gt;
#Decrease hostility without using resources (e.g. by unassigning woodcutters)&lt;br /&gt;
#Increase resolve by assigning villagers to their desired jobs (e.g. heat for lizardmen, not to be confused with jobs they have a strong apititude for, e.g. meat for lizardmen)&lt;br /&gt;
#Use resources to decrease hostility further (sacrifces) or enabling new consumption resources (e.g. allowing villagers to use a previously forbidden resource like cloaks in the consumption tab)&lt;br /&gt;
#Use unfair treatment, you can increase one species resolve by +5 decreasing other species resolve by the same amount (-5). This has a cooldown of 60s once deactivated before it can be used again.&lt;br /&gt;
*Stockpile resources. Collecting fuel before the storm starts allows you to unassign woodcutters during the storm. You may want to forbid your villagers from using consumable resources if they are not needed to keep resolve positive so that you may use them later.&lt;br /&gt;
*Focus on permanent ways to increase your villagers resolve, such as housing and cornerstones. Consumable goods may also improve resolve, but once you run out your resolve drops again.&lt;br /&gt;
*Resource recipes can &amp;quot;improve&amp;quot; the value of your goods. For example, by using a smokery, you can create 10 jerky from 4 meat and 5 wood. While you can run out of jerky and lose your resolve penalty, it takes you longer to run out of 10 jerky than you would run out of the 4 pieces of meat. So you solve hunger and complex food needs at once.&lt;br /&gt;
*Service goods often require complex production chains (unless you have cornerstones that significantly shorten them, e.g. getting 3 barrels every time you produce 10 planks). Focus first on basic needs and produce service goods only when you know you have enough food/fuel to survive the next storm.&lt;br /&gt;
*Service buildings provide powerful bonuses if they are fully staffed. It may be worth to construct them even if you are unable to provide the service goods they use. If you want to keep your service goods, you can use the consumption tab and still construct the building.&lt;br /&gt;
*Resolve is a resource. You can intentionally restrict access to valuable goods or starve your villagers as long as it is positive so that you have more resources to keep for harsher times or to sell to the trader.&lt;br /&gt;
&lt;br /&gt;
== Standard Opening ==&lt;br /&gt;
&lt;br /&gt;
The writeup below aims to provide a skeleton of meta strategy for the first year of the game. While players are encouraged to develop their own strategies and adjust them to modifiers/cornerstones/available resources/etc, this is a good reference to learn what you should be doing at beginning of year. Last updated for version 0.37.3 &amp;lt;b&amp;gt;VERY OUT OF DATE (Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Disable coal consumption (so that it is available to solve first event)&lt;br /&gt;
** Disable food consumption. This is slightly more advanced strategy, but allowing your villagers to starve a bit during first year is a good way to save resources. Reenable consumption once the next hunger stack pushes you to negative resolve&lt;br /&gt;
* Place a Harpy in the Hearth, a Lizard if there is no Harpy available &lt;br /&gt;
* Build two Woodcutters&#039; Camps and start digging in direction of dangerous glade; do not open it yet &lt;br /&gt;
* Depending on the resources, orders and blueprints you see do all/some of the following. Note that as you become more experienced with the game, you might want to delay your blueprint/order picks, but don&#039;t worry about that for now &lt;br /&gt;
** Build a basic road network&lt;br /&gt;
** Build three shelters or two shelters and one species specific house. Build four decorations. This is to unlock upgrade of [[Hearth]] &lt;br /&gt;
** Build a [[Crude Workstation]]&lt;br /&gt;
** Build gathering camps for your initial resources&lt;br /&gt;
** Build one of your blueprints&lt;br /&gt;
* Build a [[Trading Post]] during the first storm&lt;br /&gt;
**Don&#039;t build it too early, your goal is to be able to use first trader to solve first event &lt;br /&gt;
* At the beginning of Year 2 open the first dangerous glade&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1939</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1939"/>
		<updated>2023-02-19T17:36:20Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: Added Food Reward value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winning and Losing ==&lt;br /&gt;
[[File:Wiki Winning.png|thumb|320px|The Reputations and Queen&#039;s Impatience bars]]&lt;br /&gt;
A run is won when the entire blue [[Reputation]] Bar is filled.&lt;br /&gt;
&lt;br /&gt;
A run is lost when the entire red [[Queen&#039;s Impatience]] Bar is filled, or when all villagers leave or die.&lt;br /&gt;
&lt;br /&gt;
== Reputation Points ==&lt;br /&gt;
You can gain Reputation Points in three different ways:&lt;br /&gt;
* &#039;&#039;&#039;Completing Orders:&#039;&#039;&#039; Each completed order grants 1 Reputation.&lt;br /&gt;
* &#039;&#039;&#039;Perks and Cornerstones:&#039;&#039;&#039; Some cornerstones can increase reputation by doing certain acts.&lt;br /&gt;
* &#039;&#039;&#039;Beneficial Forest Modifiers:&#039;&#039;&#039; Limited m&lt;br /&gt;
* &#039;&#039;&#039;Villagers Resolve:&#039;&#039;&#039; Once a villager&#039;s Resolve reaches a certain threshold (indicated by a blue line on the Resolve Bar) they will start to generate Reputation passively. With time, the villagers will become accustomed to their living conditions, raising the threshold and requiring more complex needs to be satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Glade Events:&#039;&#039;&#039; Give various amounts of Reputation, with Dangerous Glades and Forbidden Glades giving more.&lt;br /&gt;
* &#039;&#039;&#039;Hideouts:&#039;&#039;&#039; Give various amounts of Reputation, with larger Hideouts giving more.&lt;br /&gt;
&lt;br /&gt;
Gaining a Reputation Point lowers the Queen&#039;s Impatience bar.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
Every 12 minutes (outside the tutorial) the Citadel will assign 3 new Orders, accessible from the envelope icon on the top-right.&amp;lt;br&amp;gt;&lt;br /&gt;
At higher difficulties, less orders will be available.&amp;lt;br&amp;gt;&lt;br /&gt;
Orders will grant 1 Reputation as well as additional rewards. Each pair of orders is more difficult than the previous one.&lt;br /&gt;
&lt;br /&gt;
== Hideouts ==&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade events are a wide range of events that are found in the glades uncovered by cutting through trees.&lt;br /&gt;
They vary widely:&lt;br /&gt;
* Caches of goods that require simple tools or infused tools to open.&lt;br /&gt;
* Camps of villagers that require food to recruit the villagers or send them to the Citadel.&lt;br /&gt;
* Abandoned buildings that can repaired to be used for yourself or salvaged for resources.&lt;br /&gt;
* Larger events that can range from villager bodies to rainpunk machines which all have negative effects for leaving them too long.&lt;br /&gt;
* The Cursed Royal Woodlands biome also includes ghosts that create opened caches if you fulfill their requests.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Conditions ==&lt;br /&gt;
Seasonal conditions are beneficial or harmful modifiers to the game. They are displayed in the top right of the screen. You&#039;ll face less beneficial and more harmful modifiers at higher difficulties.&amp;lt;br&amp;gt;&lt;br /&gt;
Negative ones can reduce resolve based on the level of hostility and can be avoided entirely as long as the modifiers conditions are met or hostility is low enough for it to not activate.&amp;lt;br&amp;gt;&lt;br /&gt;
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Difficulty !! Embarkation&amp;lt;br&amp;gt;Points !! Blightrot &amp;amp;&amp;lt;br&amp;gt;Corruption !! Seasonal&amp;lt;br&amp;gt;Conditions !! Max&amp;lt;br&amp;gt;Hostility !! Hostility&amp;lt;br&amp;gt;Multiplier !! Other&amp;lt;br&amp;gt;Effects !! Experience Per&amp;lt;br&amp;gt;Successful Settlement !! Base Reward&amp;lt;br&amp;gt;(6 Empty Tiles)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settler&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;1 Negative&lt;br /&gt;
| 6&lt;br /&gt;
| 1x&lt;br /&gt;
| 12 Reputation required to win. &amp;lt;br&amp;gt; Villagers eat 35% less food.&lt;br /&gt;
| 30&lt;br /&gt;
| 21 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pioneer&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;3 Negative&lt;br /&gt;
| 9&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; -1 Total Orders Available.&lt;br /&gt;
| 70&lt;br /&gt;
| 42 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 16&lt;br /&gt;
| 2x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; -2 Total Orders Available.&lt;br /&gt;
| 140&lt;br /&gt;
| 70 Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viceroy&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 31&lt;br /&gt;
| 3x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; X Total Orders Available.&lt;br /&gt;
| 175&lt;br /&gt;
| 91 Food Stockpiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
Hostility is displayed as a number in the top bar. For every 100 points it rises by one. It is affected by the following:&lt;br /&gt;
&lt;br /&gt;
*For every year passed (drizzle, clearance, storm).&lt;br /&gt;
*For every villager&lt;br /&gt;
*For every assigned woodcutter&lt;br /&gt;
*For every opened glade (Small Glades, Dangerous Glades, Forbidden Glades)&lt;br /&gt;
*Ongoing Glade events&lt;br /&gt;
*Impatience decreases hostility, so getting alot of impatience early on can make future storms easier to weather. However, other than through gaining reputation, impatience never decreases&lt;br /&gt;
*Some cornerstones decrease hostility&lt;br /&gt;
*Additional hearths reduce hostility by a small amount, however they necessitate active fuel consumption. and they require fuel&lt;br /&gt;
*Sacrificing fuel in the heart decreases hostility, this helps preserving resolve or avoiding negative modifiers as long as it&#039;s enough to reduce hostility to a lower level&lt;br /&gt;
&lt;br /&gt;
Since Hostility increases over time unless countered by player action, storms get more difficult to survive as the game goes on. By accepting more villagers, claiming cornerstones, and unlocking more building blueprints by reaching higher reputation threshholds (or with the smuggler cornerstone), you improve your ability to provide villagers with housing, and their needs for goods (complex food, clothing) and services. This increases their resolve.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
A villagers resolve determines their willingness to stay in the village. Below the species portrait are two numbers, displaying the current resolve value and the target resolve that the villagers will end up with if current trends continue. Even though villagers have individual values for resolve, only the average shown in the UI is relevant. Once the storm approaches or when interacting with glade events players face penalties to resolve which may reach to or below zero, prompting villagers to leave. Once this point is reached, a pie chart appears above their portrait which displays the time until the next villager departs. If resolve stays at or below zero long enough, several villagers may leave. When villagers leave or die the player gets +0.3 impatience, further penalizing insufficient resolve management. Since the villagers resolve has to drop to 0 before villagers leave due to resolve, players who keep their villagers resolve high at the start of the storm have a longer grace period and may survive the storm without a single villager leaving, even though target resolve is negative. During a villagers break, a shortage of food (either due to a lack of food or restrictions in the consumptions tab) gives villagers a resolve penalty. This penalty remains in place until the next break, where it will be removed if the villager eats or increased if they skip their meal again. Should the hearth run out of fuel, all villagers will be hit with a massive resolve penalty aswell as lose their benefits from housing and species specific housing as their homes go cold. If resolve exceeds a certain positive value, the portrait lights up and the player gradually gets reputation based on the reputation and amount of members of said species.&lt;br /&gt;
&lt;br /&gt;
Resolve is affected by:&lt;br /&gt;
&lt;br /&gt;
*Housing need fullfilled (+3)&lt;br /&gt;
*Species specific housing need fullfilled (+3)&lt;br /&gt;
*Basic needs fullfilled&lt;br /&gt;
*Services needs fullfiled&lt;br /&gt;
*Cornerstones&lt;br /&gt;
*Harmful Forest mysteries (Only active during the storm).&lt;br /&gt;
*Glade events&lt;br /&gt;
*Unfair Treatment (+5 to one preferred species, -5 to the other two species)&lt;br /&gt;
*Hunger (-4 every time a villager misses food, stacking)&lt;br /&gt;
*Fuel shortage (-20)&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
&amp;lt;b&amp;gt;These tips are from 0.37.3 and may be out of date with the newer version. These pre-date many features like World Map Modifiers, Rain Engines, Gathering Camp changes, massive Glade changes &amp;amp; logistics changes!(Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
*Most runs are ended due to negative resolve effects during the storm, a glade event, or both. Avoid dealing with glade events during the storm if possible.&lt;br /&gt;
*Don&#039;t open too many glades at once, as this means hostility will rise sharply, increasing the difficulty of the next storm.&lt;br /&gt;
**In general avoid opening small glades all together. They offer small amount of resources in exchange for permanent rise in hostility level. &lt;br /&gt;
*When the storm starts, you should in this order:&lt;br /&gt;
#Decrease hostility without using resources (e.g. by unassigning woodcutters)&lt;br /&gt;
#Increase resolve by assigning villagers to their desired jobs (e.g. heat for lizardmen, not to be confused with jobs they have a strong apititude for, e.g. meat for lizardmen)&lt;br /&gt;
#Use resources to decrease hostility further (sacrifces) or enabling new consumption resources (e.g. allowing villagers to use a previously forbidden resource like cloaks in the consumption tab)&lt;br /&gt;
#Use unfair treatment, you can increase one species resolve by +5 decreasing other species resolve by the same amount (-5). This has a cooldown of 60s once deactivated before it can be used again.&lt;br /&gt;
*Stockpile resources. Collecting fuel before the storm starts allows you to unassign woodcutters during the storm. You may want to forbid your villagers from using consumable resources if they are not needed to keep resolve positive so that you may use them later.&lt;br /&gt;
*Focus on permanent ways to increase your villagers resolve, such as housing and cornerstones. Consumable goods may also improve resolve, but once you run out your resolve drops again.&lt;br /&gt;
*Resource recipes can &amp;quot;improve&amp;quot; the value of your goods. For example, by using a smokery, you can create 10 jerky from 4 meat and 5 wood. While you can run out of jerky and lose your resolve penalty, it takes you longer to run out of 10 jerky than you would run out of the 4 pieces of meat. So you solve hunger and complex food needs at once.&lt;br /&gt;
*Service goods often require complex production chains (unless you have cornerstones that significantly shorten them, e.g. getting 3 barrels every time you produce 10 planks). Focus first on basic needs and produce service goods only when you know you have enough food/fuel to survive the next storm.&lt;br /&gt;
*Service buildings provide powerful bonuses if they are fully staffed. It may be worth to construct them even if you are unable to provide the service goods they use. If you want to keep your service goods, you can use the consumption tab and still construct the building.&lt;br /&gt;
*Resolve is a resource. You can intentionally restrict access to valuable goods or starve your villagers as long as it is positive so that you have more resources to keep for harsher times or to sell to the trader.&lt;br /&gt;
&lt;br /&gt;
== Standard Opening ==&lt;br /&gt;
&lt;br /&gt;
The writeup below aims to provide a skeleton of meta strategy for the first year of the game. While players are encouraged to develop their own strategies and adjust them to modifiers/cornerstones/available resources/etc, this is a good reference to learn what you should be doing at beginning of year. Last updated for version 0.37.3 &amp;lt;b&amp;gt;VERY OUT OF DATE (Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Disable coal consumption (so that it is available to solve first event)&lt;br /&gt;
** Disable food consumption. This is slightly more advanced strategy, but allowing your villagers to starve a bit during first year is a good way to save resources. Reenable consumption once the next hunger stack pushes you to negative resolve&lt;br /&gt;
* Place a Harpy in the Hearth, a Lizard if there is no Harpy available &lt;br /&gt;
* Build two Woodcutters&#039; Camps and start digging in direction of dangerous glade; do not open it yet &lt;br /&gt;
* Depending on the resources, orders and blueprints you see do all/some of the following. Note that as you become more experienced with the game, you might want to delay your blueprint/order picks, but don&#039;t worry about that for now &lt;br /&gt;
** Build a basic road network&lt;br /&gt;
** Build three shelters or two shelters and one species specific house. Build four decorations. This is to unlock upgrade of [[Hearth]] &lt;br /&gt;
** Build a [[Crude Workstation]]&lt;br /&gt;
** Build gathering camps for your initial resources&lt;br /&gt;
** Build one of your blueprints&lt;br /&gt;
* Build a [[Trading Post]] during the first storm&lt;br /&gt;
**Don&#039;t build it too early, your goal is to be able to use first trader to solve first event &lt;br /&gt;
* At the beginning of Year 2 open the first dangerous glade&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=1933</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=1933"/>
		<updated>2023-02-19T05:35:45Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: /* Resource nodes */ Re-arranged nodes alphabetically by camp required then main resource.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All settlements are constructed in the Forest, which is made up of Trees and Glades.&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global Resolve by 2 (6 during storms) and may activate a negative Forest Mystery.&lt;br /&gt;
All hostility modifiers scale with difficulty other than those from Hearths, Impatience, and Glade Events.&lt;br /&gt;
&lt;br /&gt;
Hostility is increased by the following:&lt;br /&gt;
* 15 per year after the first&lt;br /&gt;
* 5 per small glade&lt;br /&gt;
* 10 per dangerous or forbidden glade&lt;br /&gt;
* 2 per villager&lt;br /&gt;
* 8 per woodcutter&lt;br /&gt;
&lt;br /&gt;
Hostility is decreased by the following which do not scale with difficulty:&lt;br /&gt;
* 30 per lit Hearth&lt;br /&gt;
* 15 per Queen&#039;s Impatience&lt;br /&gt;
&lt;br /&gt;
Hostility can also be affected by Glade Events, Sacrifice and Perks.&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
Trees can be harvested by Woodcutters&#039; Camp buildings to give Wood. They may also grant additional resources depending on the biome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tree !! Biome !! Additional resources&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coppervein Tree&#039;&#039;&#039; &lt;br /&gt;
| Scarlet Orchard &lt;br /&gt;
| [[File:Wood.png|25px]] Wood (60%)&amp;lt;br&amp;gt;[[File:CopperOre.png|25px]] Copper Ore (10%)&amp;lt;br&amp;gt;[[File:Resin.png|25px]] Resin (5%)&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] Plant Fiber (5%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lush Tree&#039;&#039;&#039; &lt;br /&gt;
| Royal Woodlands &lt;br /&gt;
| [[File:Wood.png|25px]] Wood (100%)&amp;lt;br&amp;gt;[[File:Resin.png|25px]] Resin (15%)&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] Plant Fiber (10%)&amp;lt;br&amp;gt;[[File:Eggs.png|25px]] Eggs (5%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mushwood Tree&#039;&#039;&#039; &lt;br /&gt;
| The Marshlands &lt;br /&gt;
| [[File:Mushrooms.png|25px]] Mushrooms (15%)&amp;lt;br&amp;gt;[[File:Leather.png|25px]] Leather (5%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dying Tree&#039;&#039;&#039;&lt;br /&gt;
| Cursed Royal Woodlands&lt;br /&gt;
| [[File:Wood.png|25px]] Wood (60%)&amp;lt;br&amp;gt;[[File:Insects.png|25px]] Insects (10%)&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] Plant Fiber (10%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crimsonreach Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| [[File:Stone.png|25px]] Stone (40%)&amp;lt;br&amp;gt;[[File:Incense.png|25px]] Incense (20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Musselsprout Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| [[File:Meat.png|25px]] Meat (40%)&amp;lt;br&amp;gt;[[File:CrystalizedDew.png|25px]] Crystalized Dew (20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plantleaf Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| [[File:Resin.png|25px]] Resin (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource nodes ==&lt;br /&gt;
Resource nodes are spots that allow villagers to gather resources. Each node can have its own priority set, when it is preferred to be harvested more or less often than other nodes.&lt;br /&gt;
&lt;br /&gt;
Resource nodes come in two sizes. With the exception of the tutorial, big resource nodes can only be found inside Dangerous Glades and Forbidden Glades.&lt;br /&gt;
&lt;br /&gt;
Each node has a number of Charges, representing the amount of times it can be harvested. Small resource nodes can be harvested &#039;&#039;&#039;15&#039;&#039;&#039; times if they provide raw food and &#039;&#039;&#039;20&#039;&#039;&#039; times if they provide raw resources. Large resource nodes can be harvested &#039;&#039;&#039;60&#039;&#039;&#039; times and only by not-small camps. The number can be increased by certain Smoldering City upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Node !! Guaranteed resources !! Possible resources !! Gathered by !! Biome !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatBig icon.png|50px]] Swamp Wheat Field (big)&lt;br /&gt;
| rowspan=2 | [[File:Grain.png|30px]] Grain&lt;br /&gt;
| [[File:PlantFiber.png|25px]] Plant Fiber (100%)&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] Plant Fiber (20%)&lt;br /&gt;
| rowspan=2 | [[File:Forager&#039;s Camp icon.png|25px]] Foragers&#039; Camp&lt;br /&gt;
| rowspan=2 | Scarlet Orchard&amp;lt;br&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;A plant species at home in the swamp.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatSmall icon.png|50px]] Swamp Wheat Field (small)&lt;br /&gt;
| [[File:PlantFiber.png|25px]] Plant Fiber (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsBig icon.png|50px]] Root Deposit (big)&lt;br /&gt;
| rowspan=2 | [[File:Roots.png|30px]] Roots&lt;br /&gt;
| [[File:Herbs.png|25px]] Herbs (30%)&amp;lt;br&amp;gt;[[File:Resin.png|25px]] Resin (30%)&lt;br /&gt;
| rowspan=2 | [[File:Forager&#039;s Camp icon.png|25px]] Foragers&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=2 | &#039;&#039;A tangled net of living vines.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small)&lt;br /&gt;
| [[File:Herbs.png|25px]] Herbs (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliBig icon.png|50px]] Moss Broccoli Patch (big)&lt;br /&gt;
| rowspan=2 | [[File:Vegetables.png|30px]] Vegetables&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (40%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (20%)&lt;br /&gt;
| rowspan=2 | [[File:Forager&#039;s Camp icon.png|25px]] Foragers&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Royal Woodlands&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;An edible and tasty type of moss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small)&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (30%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxBig icon.png|50px]] Flax Field (big)&lt;br /&gt;
| rowspan=2 | [[File:PlantFiber.png|30px]] Plant Fiber&lt;br /&gt;
| [[File:Clay.png|25px]] Clay (20%)&amp;lt;br&amp;gt;[[File:Insects.png|25px]] Insects (20%)&lt;br /&gt;
| rowspan=2 | [[File:Harvester Camp icon.png|25px]] Harvesters&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;Resilient plants perfect for cloth-making.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small)&lt;br /&gt;
| [[File:Clay.png|25px]] Clay (20%)&amp;lt;br&amp;gt;[[File:Insects.png|25px]] Insects (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedBig icon.png|50px]] Reed Field (big)&lt;br /&gt;
| rowspan=2 | [[File:Reeds.png|30px]] Reed&lt;br /&gt;
| [[File:Clay.png|25px]] Clay (40%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (40%)&lt;br /&gt;
| rowspan=2 | [[File:Harvester Camp icon.png|25px]] Harvesters&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=2 | &#039;&#039;A very common plant, it thrives thanks to the magical rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedSmall icon.png|50px]] Reed Field (small)&lt;br /&gt;
| [[File:Clay.png|25px]] Clay (20%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushBig icon.png|50px]] Dewberry Bush (big)&lt;br /&gt;
| rowspan=2 | [[File:Berries.png|30px]] Berries&lt;br /&gt;
| [[File:Berries.png|25px]] Berries (80%)&lt;br /&gt;
| rowspan=2 | [[File:Herbalist&#039;s Camp icon.png|25px]] Herbalists&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=2 | &#039;&#039;Fresh and sweet berries infused by the Rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushSmall icon.png|50px]] Dewberry Bush (small)&lt;br /&gt;
| [[File:Berries.png|25px]] Berries (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsBig icon.png|50px]] Herb Node (big)&lt;br /&gt;
| rowspan=2 | [[File:Herbs.png|30px]] Herbs&lt;br /&gt;
| [[File:Berries.png|25px]] Berries (40%)&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] Plant Fiber (20%)&lt;br /&gt;
| rowspan=2 | [[File:Herbalist&#039;s Camp icon.png|25px]] Herbalists&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Scarlet Orchard&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;A dense shrub full of many useful plant species.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsSmall icon.png|50px]] Herb Node (small)&lt;br /&gt;
| [[File:Berries.png|25px]] Berries (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomBig icon.png|50px]] Bleeding Tooth Mushroom (big)&lt;br /&gt;
| rowspan=2 | [[File:Mushrooms.png|30px]] Mushrooms&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (40%)&lt;br /&gt;
| rowspan=2 | [[File:Herbalist&#039;s Camp icon.png|25px]] Herbalists&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;The Marshlands&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomSmall icon.png|50px]] Bleeding Tooth Mushroom (small)&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MarshlandsMushroomBig icon.png|50px]] Grasscap Mushroom (big)&lt;br /&gt;
| rowspan=2 | [[File:Mushrooms.png|30px]] Mushrooms&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (40%)&lt;br /&gt;
| rowspan=2 | [[File:Herbalist&#039;s Camp icon.png|25px]] Herbalists&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;The Marshlands&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_MarshlandsMushroomSmall_icon.png|50px]] Grasscap Mushroom (small)&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClayBig icon.png|50px]] Clay Deposit (big)&lt;br /&gt;
| rowspan=2 | [[File:Clay.png|30px]] Clay&lt;br /&gt;
| [[File:CopperOre.png|25px]] Copper Ore (40%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (30%)&lt;br /&gt;
| rowspan=2 | [[File:Stonecutter&#039;s Camp icon.png|25px]] Stonecutters&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;Soil infused with the essence of the rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClaySmall icon.png|50px]] Clay Deposit (small)&lt;br /&gt;
| [[File:CopperOre.png|25px]] Copper Ore (25%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowBig icon.png|50px]] Sea Marrow Deposit (big)&lt;br /&gt;
| [[File:SeaMarrow.png|30px]] Sea Marrow&lt;br /&gt;
| [[File:SeaMarrow.png|25px]] Sea Marrow (100%)&amp;lt;br&amp;gt;[[File:Stone.png|25px]] Stone (50%)&amp;lt;br&amp;gt;[[File:AncientTablet.png|25px]] Ancient Tablet (1%)&lt;br /&gt;
| rowspan=2 | [[File:Stonecutter&#039;s Camp icon.png|25px]] Stonecutters&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Scarlet Orchard&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;Ancient fossils rich in resources.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowSmall icon.png|50px]] Sea Marrow Deposit (small)&lt;br /&gt;
| [[File:SeaMarrow.png|30px]] Sea Marrow&lt;br /&gt;
| [[File:SeaMarrow.png|25px]] Sea Marrow (80%)&amp;lt;br&amp;gt;[[File:Stone.png|25px]] Stone (40%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneBig icon.png|50px]] Stone Deposit (big)&lt;br /&gt;
| rowspan=2 | [[File:Stone.png|30px]] Stone&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (30%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (30%)&amp;lt;br&amp;gt;[[File:CopperOre.png|25px]] Copper Ore (10%)&lt;br /&gt;
| rowspan=2 | [[File:Stonecutter&#039;s Camp icon.png|25px]] Stonecutters&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Scarlet Orchard&amp;lt;br&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;Stones weathered by the everlasting rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (20%)&amp;lt;br&amp;gt;[[File:Roots.png|25px]] Roots (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestBig icon.png|50px]] Stormbird Nest (big)&lt;br /&gt;
| rowspan=2 | [[File:Eggs.png|30px]] Eggs&lt;br /&gt;
| [[File:Meat.png|25px]] Meat (40%)&lt;br /&gt;
| rowspan=2 | &amp;lt;br&amp;gt;[[File:Trapper&#039;s Camp icon.png|25px]] Trappers&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;Scarlet Orchard&amp;lt;br&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Stormbird Nest (small)&lt;br /&gt;
| [[File:Meat.png|25px]] Meat (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestBig icon.png|50px]] Snake Nest (big)&lt;br /&gt;
| rowspan=2 | [[File:Eggs.png|30px]] Eggs&lt;br /&gt;
| [[File:Leather.png|25px]] Leather (40%)&amp;lt;br&amp;gt;[[File:Meat.png|25px]] Meat (20%)&lt;br /&gt;
| rowspan=2 | &amp;lt;br&amp;gt;[[File:Trapper&#039;s Camp icon.png|25px]] Trappers&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Royal Woodlands&amp;lt;br&amp;gt;Scarlet Orchard&amp;lt;br&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestSmall icon.png|50px]] Snake Nest (small)&lt;br /&gt;
| [[File:Leather.png|25px]] Leather (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestBig icon.png|50px]] Wormtongue Nest (big)&lt;br /&gt;
| rowspan=2 | [[File:Insects.png|30px]] Insects&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (60%)&lt;br /&gt;
| rowspan=2 | &amp;lt;br&amp;gt;[[File:Trapper&#039;s Camp icon.png|25px]] Trappers&#039; Camp&lt;br /&gt;
| rowspan=2 | Coral Forest&amp;lt;br&amp;gt;Cursed Royal Woodlands&lt;br /&gt;
| rowspan=2 | &#039;&#039;A nest full of tasty Wormtongues.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestSmall icon.png|50px]] Wormtongue Nest (small)&lt;br /&gt;
| [[File:Insects.png|25px]] Insects (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherBig icon.png|50px]] Slickshell Broodmother (big)&lt;br /&gt;
| rowspan=2 | [[File:Meat.png|30px]] Meat&lt;br /&gt;
| [[File:Leather.png|25px]] Leather (100%)&lt;br /&gt;
| rowspan=2 | [[File:Trapper&#039;s Camp icon.png|25px]] Trappers&#039; Camp&lt;br /&gt;
| rowspan=2 | Royal Woodlands&amp;lt;br&amp;gt;The Marshlands&amp;lt;br&amp;gt;Coral Forest&lt;br /&gt;
| rowspan=2 | &#039;&#039;Small Slickshells are crawling out of the openings in the broodmother&#039;s shell. It&#039;s easy to collect them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small)&lt;br /&gt;
| [[File:Leather.png|25px]] Leather (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glades ==&lt;br /&gt;
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resources, treasures, fertile soil, ruined buildings, and more.&lt;br /&gt;
&lt;br /&gt;
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters&#039; Camp and white if outside one.&lt;br /&gt;
&lt;br /&gt;
The best rewards come from Dangerous Glades and especially Forbidden Glades (both marked with a skull icon), but they always contain at least one dangerous Glade Event, which requires delivering certain goods or completing a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Glade Events ===&lt;br /&gt;
&#039;&#039;Main article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).&lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select &amp;quot;investigate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
Ruins are ruined versions of non-essential buildings that may sometimes be encountered in Glades. For a certain amount of resources they can be either rebuilt, giving a fully functional building, or salvaged, giving a random reward of resources.&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=1932</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=1932"/>
		<updated>2023-02-19T05:35:17Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: /* Species */ Updated a couple values and improved formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Villagers can be obtained at regular intervals, with a choice between two groups. Additional villagers can also be obtained by completing Orders.&lt;br /&gt;
&lt;br /&gt;
Each villager has a Resolve stat. If it reaches above a certain threshold it will generate Resolve. If it falls to 0 the villager will leave, increasing the queen&#039;s Impatience.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between 0 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. If it drops to 0 the villager will try to leave the settlement. To increase Resolve, you have to satisfy your villagers’ needs - by giving them complex food (like Jerky, Pie, etc.), clothing (Coats), or access to services (like a Tavern serving Ale). Resolve growth is gradual and takes different amounts of time for each species.&lt;br /&gt;
&lt;br /&gt;
To see the exact Resolve change, open the species panel using the arrow key next to the species’ portrait and hover over the numbers shown next to the species name. There you will find the Current Resolve and Target Resolve. Current Resolve reflects the Resolve a given species currently has, and Target Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. Raising Resolve to an exceptionally high level (indicated by the blue line on the Resolve Bar) will generate Reputation Points passively. However, this won&#039;t last indefinitely, as villagers will get used to their standard of living after each point acquired, and the blue line on the Resolve bar will move further up.&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
Each villager is part of one of 4 species, which determines their stats:&lt;br /&gt;
* &#039;&#039;&#039;Base Resolve&#039;&#039;&#039; is the villager&#039;s Resolve when there are no positive or negative effects affecting them.&lt;br /&gt;
* &#039;&#039;&#039;Break Interval&#039;&#039;&#039; is the period of time before the villager will take a break at the Hearth.&lt;br /&gt;
* &#039;&#039;&#039;Resilience&#039;&#039;&#039; is how fast the villager&#039;s Resolve can change.&lt;br /&gt;
* &#039;&#039;&#039;Demands&#039;&#039;&#039; is how much Resolve a villager needs before it starts generating Reputation.&lt;br /&gt;
* &#039;&#039;&#039;Decadence&#039;&#039;&#039; is how much Demands are raised after gaining a Reputation Point.&lt;br /&gt;
* &#039;&#039;&#039;Production Specialization&#039;&#039;&#039; grants a villager a 10% chance to produce twice the amount of resources when working in a building related to this specialization.&lt;br /&gt;
* &#039;&#039;&#039;Resolve Specialization&#039;&#039;&#039; grants a villager 5 Resolve when working in a building related to this specialization.&lt;br /&gt;
A species can be offered lighter treatment from its needs menu. This will raise its Resolve by 5 but decrease the resolve of other species by 5.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Species !! Base&amp;lt;br&amp;gt;Resolve !! Break&amp;lt;br&amp;gt;Interval !! Resilience !! Demands !! Decadence !! Production&amp;lt;br&amp;gt;Specialization !! Resolve&amp;lt;br&amp;gt;Specialization !! Needs&amp;lt;br&amp;gt;(Goods) !! Needs&amp;lt;br&amp;gt;(Services)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human circle.png|60px]] Human || 15 || 2:00 || Low || High || Medium || [[File:Icon Spec Farm 64x64.png|30px]] Farming || [[File:Icon Spec Brewing 64x64.png|30px]] Brewing ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt;[[File:Pie.png|25px]] Pie&amp;lt;br&amp;gt;[[File:Coats.png|25px]] Clothing ||align=&amp;quot;left&amp;quot; | [[File:Icon Need Leisure.png|25px]] Leisure&amp;lt;br&amp;gt;[[File:Icon Need Religion.png|25px]] Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver circle.png|60px]] Beaver || 10 || 2:00 || Low || High || Low || [[File:Icon Spec Wood 64x64.png|30px]] Woodworking || [[File:Icon Spec Gear 64x64.png|30px]] Engineering ||align=&amp;quot;left&amp;quot; |  [[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods&amp;lt;br&amp;gt;[[File:Coats.png|25px]] Clothing ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Leisure.png|25px]] Leisure&amp;lt;br&amp;gt;[[File:Icon Need Education.png|25px]] Education&amp;lt;br&amp;gt;[[File:Icon Need Luxury.png|25px]] Luxury&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard circle.png|60px]] Lizard || 5 || 1:40 || High || Medium || High || [[File:Icon Spec Meat 64x64.png|30px]] Meat Production || [[File:Icon Spec Fire 64x64.png|30px]] Warmth ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Skewers.png|25px]] Skewers&amp;lt;br&amp;gt;[[File:Pie.png|25px]] Pie&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Brawling.png|25px]] Brawling&amp;lt;br&amp;gt;[[File:Icon Need Religion.png|25px]] Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy circle.png|60px]] Harpy || 5 || 1:40 || Low || Medium || Low || [[File:Icon Spec Alchemy 64x64.png|30px]] Alchemy || [[File:Icon Spec Cloth 64x64.png|30px]] Cloth ||align=&amp;quot;left&amp;quot; |  [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Skewers.png|25px]] Skewers&amp;lt;br&amp;gt;[[File:Biscuits.png|25px]] Biscuits&amp;lt;br&amp;gt; ||align=&amp;quot;left&amp;quot; |  [[File:Icon Need Brawling.png|25px]] Brawling&amp;lt;br&amp;gt;[[File:Icon Need Education.png|25px]] Education&amp;lt;br&amp;gt;[[File:Icon Need Cleanliness.png|25px]] Cleanliness&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1914</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1914"/>
		<updated>2023-02-19T02:40:40Z</updated>

		<summary type="html">&lt;p&gt;Dunebug: Fixed some wording, improved formatting, updated some information and added some notes about the patch notes tips were added in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winning and Losing ==&lt;br /&gt;
[[File:Wiki Winning.png|thumb|320px|The Reputations and Queen&#039;s Impatience bars]]&lt;br /&gt;
A run is won when the entire blue [[Reputation]] Bar is filled.&lt;br /&gt;
&lt;br /&gt;
A run is lost when the entire red [[Queen&#039;s Impatience]] Bar is filled, or when all villagers leave or die.&lt;br /&gt;
&lt;br /&gt;
== Reputation Points ==&lt;br /&gt;
You can gain Reputation Points in three different ways:&lt;br /&gt;
* &#039;&#039;&#039;Completing Orders:&#039;&#039;&#039; Each completed order grants 1 Reputation.&lt;br /&gt;
* &#039;&#039;&#039;Perks and Cornerstones:&#039;&#039;&#039; Some cornerstones can increase reputation by doing certain acts.&lt;br /&gt;
* &#039;&#039;&#039;Beneficial Forest Modifiers:&#039;&#039;&#039; Limited m&lt;br /&gt;
* &#039;&#039;&#039;Villagers Resolve:&#039;&#039;&#039; Once a villager&#039;s Resolve reaches a certain threshold (indicated by a blue line on the Resolve Bar) they will start to generate Reputation passively. With time, the villagers will become accustomed to their living conditions, raising the threshold and requiring more complex needs to be satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Glade Events:&#039;&#039;&#039; Give various amounts of Reputation, with Dangerous Glades and Forbidden Glades giving more.&lt;br /&gt;
* &#039;&#039;&#039;Hideouts:&#039;&#039;&#039; Give various amounts of Reputation, with larger Hideouts giving more.&lt;br /&gt;
&lt;br /&gt;
Gaining a Reputation Point lowers the Queen&#039;s Impatience bar.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
Every 12 minutes (outside the tutorial) the Citadel will assign 3 new Orders, accessible from the envelope icon on the top-right.&amp;lt;br&amp;gt;&lt;br /&gt;
At higher difficulties, less orders will be available.&amp;lt;br&amp;gt;&lt;br /&gt;
Orders will grant 1 Reputation as well as additional rewards. Each pair of orders is more difficult than the previous one.&lt;br /&gt;
&lt;br /&gt;
== Hideouts ==&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade events are a wide range of events that are found in the glades uncovered by cutting through trees.&lt;br /&gt;
They vary widely:&lt;br /&gt;
* Caches of goods that require simple tools or infused tools to open.&lt;br /&gt;
* Camps of villagers that require food to recruit the villagers or send them to the Citadel.&lt;br /&gt;
* Abandoned buildings that can repaired to be used for yourself or salvaged for resources.&lt;br /&gt;
* Larger events that can range from villager bodies to rainpunk machines which all have negative effects for leaving them too long.&lt;br /&gt;
* The Cursed Royal Woodlands biome also includes ghosts that create opened caches if you fulfill their requests.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Conditions ==&lt;br /&gt;
Seasonal conditions are beneficial or harmful modifiers to the game. They are displayed in the top right of the screen. You&#039;ll face less beneficial and more harmful modifiers at higher difficulties.&amp;lt;br&amp;gt;&lt;br /&gt;
Negative ones can reduce resolve based on the level of hostility and can be avoided entirely as long as the modifiers conditions are met or hostility is low enough for it to not activate.&amp;lt;br&amp;gt;&lt;br /&gt;
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Difficulty !! Embarkation&amp;lt;br&amp;gt;Points !! Blightrot &amp;amp;&amp;lt;br&amp;gt;Corruption !! Seasonal&amp;lt;br&amp;gt;Conditions !! Max&amp;lt;br&amp;gt;Hostility !! Hostility&amp;lt;br&amp;gt;Multiplier !! Other&amp;lt;br&amp;gt;Effects !! Experience Per&amp;lt;br&amp;gt;Successful Settlement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Settler&#039;&#039;&#039;&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;1 Negative&lt;br /&gt;
| 6&lt;br /&gt;
| 1x&lt;br /&gt;
| 12 Reputation required to win. &amp;lt;br&amp;gt; Villagers eat 35% less food.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pioneer&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 Positive&amp;lt;br&amp;gt;3 Negative&lt;br /&gt;
| 9&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; -1 Total Orders Available.&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 16&lt;br /&gt;
| 2x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; -2 Total Orders Available.&lt;br /&gt;
| 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viceroy&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 Positive&amp;lt;br&amp;gt;4 Negative&lt;br /&gt;
| 31&lt;br /&gt;
| 3x&lt;br /&gt;
| 14 Reputation required to win. &amp;lt;br&amp;gt; X Total Orders Available.&lt;br /&gt;
| 175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
Hostility is displayed as a number in the top bar. For every 100 points it rises by one. It is affected by the following:&lt;br /&gt;
&lt;br /&gt;
*For every year passed (drizzle, clearance, storm).&lt;br /&gt;
*For every villager&lt;br /&gt;
*For every assigned woodcutter&lt;br /&gt;
*For every opened glade (Small Glades, Dangerous Glades, Forbidden Glades)&lt;br /&gt;
*Ongoing Glade events&lt;br /&gt;
*Impatience decreases hostility, so getting alot of impatience early on can make future storms easier to weather. However, other than through gaining reputation, impatience never decreases&lt;br /&gt;
*Some cornerstones decrease hostility&lt;br /&gt;
*Additional hearths reduce hostility by a small amount, however they necessitate active fuel consumption. and they require fuel&lt;br /&gt;
*Sacrificing fuel in the heart decreases hostility, this helps preserving resolve or avoiding negative modifiers as long as it&#039;s enough to reduce hostility to a lower level&lt;br /&gt;
&lt;br /&gt;
Since Hostility increases over time unless countered by player action, storms get more difficult to survive as the game goes on. By accepting more villagers, claiming cornerstones, and unlocking more building blueprints by reaching higher reputation threshholds (or with the smuggler cornerstone), you improve your ability to provide villagers with housing, and their needs for goods (complex food, clothing) and services. This increases their resolve.&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
A villagers resolve determines their willingness to stay in the village. Below the species portrait are two numbers, displaying the current resolve value and the target resolve that the villagers will end up with if current trends continue. Even though villagers have individual values for resolve, only the average shown in the UI is relevant. Once the storm approaches or when interacting with glade events players face penalties to resolve which may reach to or below zero, prompting villagers to leave. Once this point is reached, a pie chart appears above their portrait which displays the time until the next villager departs. If resolve stays at or below zero long enough, several villagers may leave. When villagers leave or die the player gets +0.3 impatience, further penalizing insufficient resolve management. Since the villagers resolve has to drop to 0 before villagers leave due to resolve, players who keep their villagers resolve high at the start of the storm have a longer grace period and may survive the storm without a single villager leaving, even though target resolve is negative. During a villagers break, a shortage of food (either due to a lack of food or restrictions in the consumptions tab) gives villagers a resolve penalty. This penalty remains in place until the next break, where it will be removed if the villager eats or increased if they skip their meal again. Should the hearth run out of fuel, all villagers will be hit with a massive resolve penalty aswell as lose their benefits from housing and species specific housing as their homes go cold. If resolve exceeds a certain positive value, the portrait lights up and the player gradually gets reputation based on the reputation and amount of members of said species.&lt;br /&gt;
&lt;br /&gt;
Resolve is affected by:&lt;br /&gt;
&lt;br /&gt;
*Housing need fullfilled (+3)&lt;br /&gt;
*Species specific housing need fullfilled (+3)&lt;br /&gt;
*Basic needs fullfilled&lt;br /&gt;
*Services needs fullfiled&lt;br /&gt;
*Cornerstones&lt;br /&gt;
*Harmful Forest mysteries (Only active during the storm).&lt;br /&gt;
*Glade events&lt;br /&gt;
*Unfair Treatment (+5 to one preferred species, -5 to the other two species)&lt;br /&gt;
*Hunger (-4 every time a villager misses food, stacking)&lt;br /&gt;
*Fuel shortage (-20)&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
&amp;lt;b&amp;gt;These tips are from 0.37.3 and may be out of date with the newer version. These pre-date many features like World Map Modifiers, Rain Engines, Gathering Camp changes, massive Glade changes &amp;amp; logistics changes!(Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
*Most runs are ended due to negative resolve effects during the storm, a glade event, or both. Avoid dealing with glade events during the storm if possible.&lt;br /&gt;
*Don&#039;t open too many glades at once, as this means hostility will rise sharply, increasing the difficulty of the next storm.&lt;br /&gt;
**In general avoid opening small glades all together. They offer small amount of resources in exchange for permanent rise in hostility level. &lt;br /&gt;
*When the storm starts, you should in this order:&lt;br /&gt;
#Decrease hostility without using resources (e.g. by unassigning woodcutters)&lt;br /&gt;
#Increase resolve by assigning villagers to their desired jobs (e.g. heat for lizardmen, not to be confused with jobs they have a strong apititude for, e.g. meat for lizardmen)&lt;br /&gt;
#Use resources to decrease hostility further (sacrifces) or enabling new consumption resources (e.g. allowing villagers to use a previously forbidden resource like cloaks in the consumption tab)&lt;br /&gt;
#Use unfair treatment, you can increase one species resolve by +5 decreasing other species resolve by the same amount (-5). This has a cooldown of 60s once deactivated before it can be used again.&lt;br /&gt;
*Stockpile resources. Collecting fuel before the storm starts allows you to unassign woodcutters during the storm. You may want to forbid your villagers from using consumable resources if they are not needed to keep resolve positive so that you may use them later.&lt;br /&gt;
*Focus on permanent ways to increase your villagers resolve, such as housing and cornerstones. Consumable goods may also improve resolve, but once you run out your resolve drops again.&lt;br /&gt;
*Resource recipes can &amp;quot;improve&amp;quot; the value of your goods. For example, by using a smokery, you can create 10 jerky from 4 meat and 5 wood. While you can run out of jerky and lose your resolve penalty, it takes you longer to run out of 10 jerky than you would run out of the 4 pieces of meat. So you solve hunger and complex food needs at once.&lt;br /&gt;
*Service goods often require complex production chains (unless you have cornerstones that significantly shorten them, e.g. getting 3 barrels every time you produce 10 planks). Focus first on basic needs and produce service goods only when you know you have enough food/fuel to survive the next storm.&lt;br /&gt;
*Service buildings provide powerful bonuses if they are fully staffed. It may be worth to construct them even if you are unable to provide the service goods they use. If you want to keep your service goods, you can use the consumption tab and still construct the building.&lt;br /&gt;
*Resolve is a resource. You can intentionally restrict access to valuable goods or starve your villagers as long as it is positive so that you have more resources to keep for harsher times or to sell to the trader.&lt;br /&gt;
&lt;br /&gt;
== Standard Opening ==&lt;br /&gt;
&lt;br /&gt;
The writeup below aims to provide a skeleton of meta strategy for the first year of the game. While players are encouraged to develop their own strategies and adjust them to modifiers/cornerstones/available resources/etc, this is a good reference to learn what you should be doing at beginning of year. Last updated for version 0.37.3 &amp;lt;b&amp;gt;VERY OUT OF DATE (Nov 2022 Ver.)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Disable coal consumption (so that it is available to solve first event)&lt;br /&gt;
** Disable food consumption. This is slightly more advanced strategy, but allowing your villagers to starve a bit during first year is a good way to save resources. Reenable consumption once the next hunger stack pushes you to negative resolve&lt;br /&gt;
* Place a Harpy in the Hearth, a Lizard if there is no Harpy available &lt;br /&gt;
* Build two Woodcutters&#039; Camps and start digging in direction of dangerous glade; do not open it yet &lt;br /&gt;
* Depending on the resources, orders and blueprints you see do all/some of the following. Note that as you become more experienced with the game, you might want to delay your blueprint/order picks, but don&#039;t worry about that for now &lt;br /&gt;
** Build a basic road network&lt;br /&gt;
** Build three shelters or two shelters and one species specific house. Build four decorations. This is to unlock upgrade of [[Hearth]] &lt;br /&gt;
** Build a [[Crude Workstation]]&lt;br /&gt;
** Build gathering camps for your initial resources&lt;br /&gt;
** Build one of your blueprints&lt;br /&gt;
* Build a [[Trading Post]] during the first storm&lt;br /&gt;
**Don&#039;t build it too early, your goal is to be able to use first trader to solve first event &lt;br /&gt;
* At the beginning of Year 2 open the first dangerous glade&lt;/div&gt;</summary>
		<author><name>Dunebug</name></author>
	</entry>
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