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	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-02T10:16:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=1161</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=1161"/>
		<updated>2022-11-28T12:14:49Z</updated>

		<summary type="html">&lt;p&gt;Vrax: /* Roads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are your main way of meeting the [[Needs]] of your [[Villagers]] by way of gathering, farming, production, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive.&lt;br /&gt;
&lt;br /&gt;
== Blueprints &amp;amp; Construction ==&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;
Buildings require you to obtain their [[Blueprint]]. You start the game with a few Blueprints, which you learn about during the [[Tutorial]]. You can choose additional Blueprints by gaining Reputation, buying from [[Trade]]rs, and from [[Glade Event]] rewards. A small number of Blueprints are &#039;&#039;&#039;Essential,&#039;&#039;&#039; meaning they will always be unlocked at the beginning of each settlement. You can buy upgrades in the [[Smoldering City]] to add a few more Blueprints as Essential for every map (for example, [[Human House]], or be able to choose an Essential Blueprint when [[Embarking]].&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, and they become [[Builders]]. 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 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;
Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options:&lt;br /&gt;
# [[File:Construct Roads.png|x20px|Roads|link=]] [[Roads]], which are not Buildings, but improve [[Villagers]]&#039; ability to move between them&lt;br /&gt;
# [[File:Construct Camps.png|x20px|Camps|link=]] [[Camps]], and you start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and [[Scavengers&#039; Camp]] before being able to choose more [[Blueprints]]&lt;br /&gt;
# [[File:Construct Food Production.png|x20px|Food Production|link=]] [[Food Production]], for example for farming and cooking [[Recipes]]&lt;br /&gt;
# [[File:Construct Housing.png|x20px|Housing|link=]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]]&lt;br /&gt;
# [[File:Construct Industry.png|x20px|Industry|link=]] [[Industry]] Buildings, which produce [[Resources]], sometimes by themselves but usually with [[Recipes]]&lt;br /&gt;
# [[File:Construct City Buildings.png|x20px|City Buildings|link=]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]], but will also contain Buildings which provide [[Services]] when you have choose their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x20px|Decorations|link=]] [[Decorations]], which are also not Buildings, but used to upgrade [[Hearths]]&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;
Depending on the Building you&#039;ve chosen to build (or move), the game may reveal one or more special overlay areas, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, [[Housing|Houses]], or [[Decorations]]&lt;br /&gt;
* the range of gathering or farming when placing a [[Camp]] or Building that requires [[Fertile Soil]]&lt;br /&gt;
* highlighting of tiles that contain Fertile Soil when placing [[Farms]]&lt;br /&gt;
* icons of nearby relevant Resources when placing gathering Camps and [[Mines]]&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting in a different color when in range of the [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most [[Industry]] Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a [[Provisioner]], there are no overlays or icons shown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workers ==&lt;br /&gt;
Most Buildings have space for two or more Villager to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as workers. In general, because of internal building storage, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) gathered or produced [[Resources]] are kept until a batch can be taken to the [[Warehouse]] or (b) input Resources are brought from the Warehouse for processing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hearth ==&lt;br /&gt;
Hearths are Warmth specialization buildings that reduce Hostility and cannot be built close to other Hearths. Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a villager has multiple needs tied to complex food, they will consume more than one meal.&lt;br /&gt;
&lt;br /&gt;
If the fire goes out all villagers will lose 20 Resolve. To keep up the flame, a Firekeeper and a steady supply of Fuel are needed. You can decide which type of fuel will be burned in the Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.&lt;br /&gt;
&lt;br /&gt;
Hearths allow up to 3 additional fuel to be sacrificed to gain additional bonuses:&lt;br /&gt;
* [[File:Wood.png|25px]] 40 Wood per minute can be sacrificed to give -50 Hostility&lt;br /&gt;
* [[File:Coal.png|25px]] 20 Coal per minute can be sacrificed to give -80 Hostility&lt;br /&gt;
* [[File:SeaMarrow.png|25px]] 20 Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed&lt;br /&gt;
* [[File:Oil.png|25px]] 15 Oil per minute can be sacrificed to give +25% global production speed&lt;br /&gt;
&lt;br /&gt;
Every settlement starts with an Ancient Hearth and can construct additional Hearths from the city buildings menu.&lt;br /&gt;
&lt;br /&gt;
== Main Storage ==&lt;br /&gt;
The Main Storage is one of the two starting buildings and stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.&lt;br /&gt;
&lt;br /&gt;
Every building has its internal storage, where produced and gathered goods are temporarily stored. When the internal storage reaches its limit, the goods in it are transported to the Main Storage by a worker. While transporting, it’s important to keep in mind that villagers have a limited carry capacity (depending on their profession and active perks), so they might need to walk multiple times between their workplace and the Main Storage.&lt;br /&gt;
&lt;br /&gt;
Goods kept in the building’s internal storage are inaccessible to other villagers or production buildings, and have to first be transported to the Main Storage before they can be further distributed or consumed.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
Roads increase the speed of all villagers traveling on it. Each square requires 2 seconds to be built.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Road !! Cost !! Speed increase !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Path icon.png|60px]] Path || Free || 5% || &#039;&#039;A simple path.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:paved Road icon.png|60px]] Paved Road || 1 Stone || 15% || &#039;&#039;A road made out of stone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:reinforced Road icon.png|60px]] Reinforced Road || 1 Copper Ore || 25% || &#039;&#039;A road made out of stone.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
Camps are starting points for villagers to gather resources from deposits in an area around them. Attempting to place a camp will highlight its collection area and the resource nodes that can be harvested. All camps take 14 or 15 seconds to be constructed.&lt;br /&gt;
&lt;br /&gt;
Woodcutters&#039; Camps can be set to cut only marked trees or to avoid opening glades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Camp !! Cost !! Specialization !! Resources gathered&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutters Camp icon.png|60px]] Woodcutters&#039; Camp || [[File:Parts.png|25px]] 2 Parts || [[File:Icon Spec Wood 64x64.png|25px]] Woodcutting || Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester Camp icon.png|60px]] Harvesters&#039; Camp || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 3 Parts || None || Reed&amp;lt;br&amp;gt;Plant Fiber&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scavenger Camp icon.png|60px]] Scavenger&#039; Camp || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 3 Parts || None || Eggs&amp;lt;br&amp;gt;Roots&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stonecutter&#039;s Camp icon.png|60px]] Stonecutters&#039; Camp || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 3 Parts || None || Clay&amp;lt;br&amp;gt;Sea Marrow&amp;lt;br&amp;gt;Stone&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forager&#039;s Camp icon.png|60px]] Foragers&#039; Camp || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 3 Parts || [[File:Icon Spec Farm 64x64.png|25px]] Farming || Grain&amp;lt;br&amp;gt;Insects&amp;lt;br&amp;gt;Vegetables&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trapper&#039;s Camp icon.png|60px]] Trappers&#039; Camp || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 3 Parts || [[File:Icon Spec Meat 64x64.png|25px]] Meat Production || Eggs&amp;lt;br&amp;gt;Insects&amp;lt;br&amp;gt;Meat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Food Production ==&lt;br /&gt;
Farm fields can only be constructed on fertile soil around food production buildings. Food production buildings receive Farming specialization bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Size !! Cost !! Specialization !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallFarm icon.png|60px]] Small Farm || 2x2 || [[File:Planks.png|25px]] 2 Planks || [[File:Icon Spec Farm 64x64.png|25px]] Farming || Can produce Vegetables and Grain from a small area of farm fields nearby&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Smokehouse icon.png|60px]] Smokehouse || 3x3 || [[File:Planks.png|25px]] 5 Planks&amp;lt;br&amp;gt;[[File:fabric.png|25px]] 2 Fabric || [[File:Icon Spec Meat 64x64.png|25px]] Meat Production&amp;lt;br&amp;gt;[[File:Icon Spec Fire 64x64.png|25px]] Warmth || Can produce Jerky, Pottery, Incense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
Housing buildings have to be constructed near the Hearth and satisfy the need for Shelter and usually Housing. All housing buildings take 40 seconds to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Housing !! Cost !! Shelter places !! Housing places&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shelter icon.png|60px]] Shelter || [[File:Wood.png|25px]] 10 Wood || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big Shelter icon.png|60px]] Big Shelter || [[File:Planks.png|25px]] 4 Planks || 6 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|60px]] Beaver House || [[File:Planks.png|25px]] 8 Planks || 2 || [[File:Beaver circle.png|30px]] 2 Beavers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|60px]] Human House || [[File:Planks.png|25px]] 4 Planks&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 2 Bricks || 2 || [[File:Human circle.png|30px]] 2 Humans&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|60px]] Lizard House || [[File:Fabric.png|25px]] 2 Fabric&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 2 Bricks || 2 || [[File:Lizard circle.png|30px]] 2 Lizards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry ==&lt;br /&gt;
Industry buildings can produce various Recipes.&lt;br /&gt;
* Brewery has the Brewing specialization&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Cost !! Recipes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Crude Workstation icon.png|60px]] Crude Workstation || [[File:Wood.png|25px]] 5 Wood || [[File:Bricks.png|25px]] Bricks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] Fabric&amp;lt;br&amp;gt;[[File:Planks.png|25px]] Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery icon.png|60px]] Brewery || [[File:Bricks.png|25px]] 2 Bricks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] 2 Fabric&amp;lt;br&amp;gt;[[File:Planks.png|25px]] 2 Planks || [[File:Ale.png|25px]] Ale&amp;lt;br&amp;gt;[[File:Crops.png|25px]] Pack of Crops&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Makeshift Post icon.png|60px]] Makeshift Post || [[File:Wood.png|25px]] 5 Wood || [[File:BuildingMaterials.png|25px]] Pack of Building Materials&amp;lt;br&amp;gt;[[File:Crops.png|25px]] Pack of Crops&amp;lt;br&amp;gt;[[File:Provisions.png|25px]] Pack of Provisions&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Smithy icon.png|60px]] Smithy || [[File:Planks.png|25px]] 5 Planks&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 2 Bricks || [[File:Simple Tools.png|25px]] Simple Tools&amp;lt;br&amp;gt;[[File:Coats.png|25px]] Coats&amp;lt;br&amp;gt;[[File:Trade Goods.png|25px]] Pack of Trade Goods&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== City Buildings ==&lt;br /&gt;
Blights Posts and Hydrants can only be constructed if the game difficulty is at least Veteran.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small Hearth icon.png|60px]] Small Hearth || [[File:Bricks.png|25px]] 5 Bricks&amp;lt;br&amp;gt;[[File:Planks.png|25px]] 5 Planks&amp;lt;br&amp;gt;[[File:Wildfire Essence.png|25px]] 1 Wildfire Essence || Same effects as the Ancient Hearth. Can&#039;t be constructed close to other Hearths.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage (buildable) icon.png|60px]] Storage || [[File:Bricks.png|25px]] 2 Bricks&amp;lt;br&amp;gt;[[File:PlantFiber.png|25px]] 2 Plant Fiber&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 1 Parts || Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trading Post icon.png|60px]] Trading Post || [[File:Wood.png|25px]] 10 Wood || Traders from the Smoldering City can station here and offer their wares.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern icon.png|60px]] Tavern || [[File:Planks.png|25px]] 20 Planks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] 8 Fabric&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 4 Bricks || Satisfies Leisure, Brawling. Gives the Gleeman&#039;s Tales perk.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blight Post icon.png|60px]] Blight Post || [[File:Bricks.png|25px]] 3 Bricks&amp;lt;br&amp;gt;[[File:Planks.png|25px]] 4 Planks&amp;lt;br&amp;gt;[[File:Parts.png|25px]] 2 Parts || Produces and uses Purging Fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hydrant icon.png|60px]] Hydrant|| [[File:Bricks.png|25px]] 1 Bricks&amp;lt;br&amp;gt;[[File:Planks.png|25px]] 3 Planks || Stores Purging Fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
Decorations are used to advance hubs. All decorations take 10 seconds to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoration !! Bonus !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bank icon.png|60px]] Bench || rowspan=4 | Comfort || rowspan=4 | [[File:Wood.png|25px]] 2 Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barrels icon.png|60px]] Barrels&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fence icon.png|60px]] Fence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CornerFence icon.png|60px]] Fence Corner&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bush icon.png|60px]] Bush || rowspan=2 | Aesthetics || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flower Bed icon.png|60px]] Flower Bed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire Shrine icon.png|60px]] Fire Shrine || rowspan=2 | Harmony || rowspan=2 | [[File:Planks.png|25px]] 1 Planks&amp;lt;br&amp;gt;[[File:Fabric.png|25px]] 1 Fabric&amp;lt;br&amp;gt;[[File:Bricks.png|25px]] 1 Bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard Post icon.png|60px]] Lizard Post&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vrax</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=1160</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=1160"/>
		<updated>2022-11-28T11:51:05Z</updated>

		<summary type="html">&lt;p&gt;Vrax: /* Standard Opening */&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 &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;&#039;Reputation Bar&#039;&#039;&#039;&amp;lt;/span&amp;gt; is filled.&lt;br /&gt;
&lt;br /&gt;
A run is lost when the entire &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Queen&#039;s Impatience Bar&#039;&#039;&#039;&amp;lt;/span&amp;gt; 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 Goods:&#039;&#039;&#039; Some Traders can offer Perks or Goods that increase Reputation.&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. 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;
&lt;br /&gt;
== Forest Mysteries ==&lt;br /&gt;
Forest mysteries are beneficial or harmful modifiers to the game. They are displayed in the top right of the screen. Read the description to learn how to take advantage of benefits, which threats you face, and how to counter them. Forest myths can they reduce resolve based on the level of hostility and can be avoided entirely for as long as conditions are met or hostility is low enough.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Embark Points !! Blightroot !! Forest Mysteries !! Other effects !! Experience per 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;
| &lt;br /&gt;
* 12 Reputation required to win&lt;br /&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;
| &lt;br /&gt;
* 14 Reputation required to win&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;
| &lt;br /&gt;
* 14 Reputation required to win&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;
| &lt;br /&gt;
* 14 Reputation required to win&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;
#Forest mysteries (which are often 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;
&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). You can use this to juggle different species resolve hoping that the storm ends before either &amp;quot;pie chart&amp;quot; concludes.&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 &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>Vrax</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=996</id>
		<title>Villagers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Villagers&amp;diff=996"/>
		<updated>2022-11-15T13:00:05Z</updated>

		<summary type="html">&lt;p&gt;Vrax: /* 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;&lt;br /&gt;
! Species !! Base Resolve !! Break Interval !! Resilience !! Demands !! Decadence !! Production Specialization !! Resolve Specialization !! Needs (goods) !! Needs (services)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human circle.png|60px]] Human || 15 || 2:00 || Low || Medium || Medium || [[File:Icon Spec Farm 64x64.png|30px]] Farming || [[File:Icon Spec Brewing 64x64.png|30px]] Brewing || [[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 || [[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 || [[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 || [[File:Icon Need Education.png|25px]] Education&amp;lt;br&amp;gt;[[File:Icon Need Leisure.png|25px]] Leisure&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 || [[File:Jerky.png|25px]] Jerky&amp;lt;br&amp;gt;[[File:Pie.png|25px]] Pie&amp;lt;br&amp;gt;[[File:PickledGoods.png|25px]] Pickled Goods&amp;lt;br&amp;gt;[[File:Skewers.png|25px]] Skewers || [[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 || [[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; || [[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>Vrax</name></author>
	</entry>
</feed>