Services Needs: Difference between revisions

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{{Version|1.4.11}}
{{Version|1.9.8}}


== Overview ==
== Overview ==
Services provide bonuses to [[Resolve]]. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need '''both''' a Service Building, '''and''' the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} '''and''' provide {{rl|Ale|small}} for the service need to be fulfilled.
Services provide bonuses to [[Resolve]] and a +10% double production chance bonus per fulfilled service. The more Services you provide to your [[Villager]]s, the higher their [[Resolve]] will go. Viceroys need '''both''' a Service Building, '''and''' the goods to provide a Service in that building. For example, to provide {{Service link|Leisure|small}}, a Viceroy needs to build a {{bl|Tavern}} '''and''' provide {{rl|Ale|small}} for the service need to be fulfilled.
 
Once the [[Commons]] have been unlocked in the Citadel [[Upgrade]] tree, you have the option to set up the Commons at the [[Hearth]] instead of or in addition to fulfilling Service needs in Service Buildings. Whenever a Service Good is available in your storage while the Commons have been set up, your villagers can fulfill their Service Needs during their breaks even when no appropriate Service Building is available. However, this method of fulfilling the Service Needs causes the Resolve bonus to be halved. If Service Goods are available at both a Service Building and in storage with Commons set up, the Service Building will take precedence to maximize the Resolve bonus.


== Consumption and Satisfaction ==
== Consumption and Satisfaction ==
Line 8: Line 10:
{|class="wikitable"
{|class="wikitable"
! Species !! Services Needed
! Species !! Services Needed
|-
| {{Species link|Bats|large}} ||
{|class="ats-resource-list"
| {{Service link|Brawling|medium}}
|-
| {{Service link|Education|medium}}
|}
|-
|-
| {{Species link|Beavers|large}} ||
| {{Species link|Beavers|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Education|medium}}
| {{Service link|Education|medium}}
|-
|-
Line 19: Line 26:
| {{Service link|Luxury|medium}}
| {{Service link|Luxury|medium}}
|}
|}
|-
|-
| {{Species link|Foxes|large}} ||
| {{Species link|Foxes|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Religion|medium}}
| {{Service link|Religion|medium}}
|-
|-
| {{Service link|Treatment|medium}}
| {{Service link|Treatment|medium}}
|}
|}
|-
|-
| {{Species link|Frogs|large}} ||
| {{Species link|Frogs|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Brawling|medium}}
| {{Service link|Brawling|medium}}
|-
|-
Line 41: Line 42:
| {{Service link|Religion|medium}}
| {{Service link|Religion|medium}}
|}
|}
|-
|-
| {{Species link|Harpies|large}} ||
| {{Species link|Harpies|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Education|medium}}
| {{Service link|Education|medium}}
|-
|-
| {{Service link|Treatment|medium}}
| {{Service link|Treatment|medium}}
|}
|}
|-
|-
| {{Species link|Humans|large}} ||
| {{Species link|Humans|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Leisure|medium}}
| {{Service link|Leisure|medium}}
|-
|-
| {{Service link|Religion|medium}}
| {{Service link|Religion|medium}}
|}
|}
|-
|-
| {{Species link|Lizards|large}} ||
| {{Species link|Lizards|large}} ||
 
{|class="ats-resource-list"
{|
|-
| {{Service link|Brawling|medium}}
| {{Service link|Brawling|medium}}
|}
|}
|}
|}
</div>
</div>
Line 79: Line 69:
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].
So, to satisfy the {{Service link|Leisure|small}} need, you need a {{bl|Tavern}}, some {{rl|Ale|small}} and 1 [[Villager]] staffing the [[Building]]. The race of the [[Villager]] staffing the building does not matter, but some [[Villagers]] find [[Comfort]] in some Service Buildings, granting them +5 [[Resolve]].


Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Haunted Building]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.
Service [[Building]] Blueprints can be purchased from [[Traders]] or rewarded for [[Reputation]] gain. You can also get a Service Building by repairing a [[Ruin]] or cleansing a [[Ruins#Haunted_Ruins|Haunted Ruin]]. Service Goods can be purchased from [[Traders]], found in [[Abandoned Caches]], rewarded from [[Orders]], and manufactured by Viceroys in the settlement.
[[File:ServiceBuildingSettings.png|500px|left]]
[[File:ServiceBuildingSettings.png|400px|left]]
=== Controlling Services ===
=== Controlling Services ===
On the left, we can see:
On the left, we can see:
Line 92: Line 82:


Each Service Building has unique effects when staffed to specification. Services Need '''do not''' need to be enabled to gain these effects.  
Each Service Building has unique effects when staffed to specification. Services Need '''do not''' need to be enabled to gain these effects.  
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications.
For example, if you built a {{bl|Monastery}}, but do not have {{rl|Incense}} or {{rl|Ale}}, the effect (-100 [[Hostility]]) will still become active if staffed to specifications. The Holy version of certain service buildings have an extra effect compared to the base version.
 
 


Effects are as follows:
Effects are as follows:


* {{bl|Bath House|medium}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster.
* {{bl|Academy|medium}}
* {{bl|Clan Hall|medium}}: +100% yield to all Camps except Woodcutters.
** 3 villagers assigned: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.
* {{bl|Explorers' Lodge|medium}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.
* {{bl|Bath House|medium}}
* {{bl|Forum|medium}}: Chance of producing double yields increases by 15%.
** 1 villager assigned: [[Villagers]] leave 30% slower.
* {{bl|Guild House|medium}}: Traders arrive 50% faster. +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.
** 3 villagers assigned: Global Production rate is 25% faster.
* {{bl|Market|medium}}: Global Carrying capacity increased by 10.
* {{bl|Clan Hall|medium}}
* {{bl|Monastery|medium}}: -100 [[Hostility]].
** 2 villagers assigned: All meat-based complex foods provide +2 Resolve.
* {{bl|Tavern|medium}}: +3 to Global [[Resolve]].
** 3 villagers assigned: +100% yield to all Camps except Woodcutters.
* {{bl|Tea Doctor|medium}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.
* {{bl|Feast Hall|medium}}
* {{bl|Temple|medium}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.
** 3 villagers assigned: +2 Resolve to villagers with the [[Housing Need|Species Housing]] need satisfied.
* {{bl|Forum|medium}}
** 3 villagers assigned: Chance of producing double yields increases by 15%.
* {{bl|Guild House|medium}}
** 3 villagers assigned: +1 to Global [[Resolve]] for every 75 {{rl|Amber}} worth of goods sold. Retroactive.
** ({{bl|Holy Guild House|medium}} only) 1 villager assigned: Traders arrive 50% faster.
* {{bl|Market|medium}}
** 2 villagers assigned: Global Carrying capacity increased by 10.
** ({{bl|Holy Market|medium}} only) 1 villager assigned: +20% [[Reputation]] generation rate for every 2 villagers with the need for [[Leisure]] fulfilled
* {{bl|Monastery|medium}}
** 3 villagers assigned: -100 [[Hostility]].
* {{bl|Tavern|medium}}
** 3 villagers assigned: +3 to Global [[Resolve]].
* {{bl|Tea Doctor|medium}}
** 3 villagers assigned: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive.
* {{bl|Temple|medium}}
** 3 villagers assigned: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive.
** ({{bl|Holy Temple|medium}} only) 3 villagers assigned: -10 [[Hostility]] for every 2 villagers with the need for [[Education]] fulfilled.
 
 
=== The Commons ===
[[File:Commons Before.png|400px]][[File:Commons After.png|400px]]
 
As an alternative to supplying Service Goods through Service Buildings, you have the option to set up the Commons at your Hearth at the cost of 8 {{rl|Planks}}.  With the Commons set up, all Service Needs can be fulfilled as long as the appropriate Service Goods are available in storage. Fulfilling Service Needs this way provides only half the normal Resolve bonus.


* To gain the perk a Service Building provides, it needs to be fully staffed.
<onlyinclude>
<onlyinclude>
=== List of services needs ===
=== List of services needs ===


'''''The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!'''''
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the seven species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.
 
Each [[service]] can satisfy more than one [[species]]. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.


The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.</onlyinclude>
The [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.
[[#Service Buildings|See the next section]] for a table of buildings that may help you choose your [[Blueprints]].


<onlyinclude>
{| class="wikitable sortable mw-collapsible"
{| class="wikitable sortable mw-collapsible"
! Service !! Corresponding service good !! Species satisfied !!class=unsortable| Service building options
|+
|-
! Service !! Corresponding service good !!class=unsortable| Species satisfied !!class=unsortable| Service building options
| {{Service link|Brawling|large}}
| {{rl|Training Gear|medium}}
| {{Species link|Frogs|medium}}
| {{Recipe|Brawling|display=list}}
|-
|-
| {{Service link|Brawling|large}}
| {{Service link|Brawling|large}}
| {{rl|Training Gear|medium}}
| {{rl|Training Gear|medium}}
| {{Species link|Lizards|medium}}
| {{Species link|Bats|medium}} <br/> {{Species link|Frogs|medium}} <br/> {{Species link|Lizards|medium}}
| {{Recipe|Brawling|display=list}}
| {{Recipe|Brawling|display=list}}
|-
|-
| {{Service link|Education|large}}
| {{Service link|Education|large}}
| {{rl|Scrolls|medium}}
| {{rl|Scrolls|medium}}
| {{Species link|Beavers|medium}}
| {{Species link|Bats|medium}} <br/> {{Species link|Beavers|medium}} <br/> {{Species link|Harpies|medium}}
| {{Recipe|Education|display=list}}
| {{Recipe|Education|display=list}}
|-
|-
| {{Service link|Education|large}}
| {{rl|Scrolls|medium}}
| {{Species link|Harpies|medium}}
| {{Recipe|Education|display=list}}
|-
| {{Service link|Leisure|large}}
| {{rl|Ale|medium}}
| {{Species link|Beavers|medium}}
| {{Recipe|Leisure|display=list}}
|-
| {{Service link|Leisure|large}}
| {{Service link|Leisure|large}}
| {{rl|Ale|medium}}
| {{rl|Ale|medium}}
| {{Species link|Humans|medium}}
| {{Species link|Beavers|medium}} <br/> {{Species link|Humans|medium}}
| {{Recipe|Leisure|display=list}}
| {{Recipe|Leisure|display=list}}
|-
|-
| {{Service link|Luxury|large}}
| {{Service link|Luxury|large}}
| {{rl|Wine|medium}}
| {{rl|Wine|medium}}
| {{Species link|Beavers|medium}}
| {{Species link|Beavers|medium}} <br/> {{Species link|Frogs|medium}}
| {{Recipe|Luxury|display=list}}
|-
| {{Service link|Luxury|large}}
| {{rl|Wine|medium}}
| {{Species link|Frogs|medium}}
| {{Recipe|Luxury|display=list}}
| {{Recipe|Luxury|display=list}}
|-
|-
| {{Service link|Religion|large}}
| {{Service link|Religion|large}}
| {{rl|Incense|medium}}
| {{rl|Incense|medium}}
| {{Species link|Foxes|medium}}
| {{Species link|Foxes|medium}} <br/> {{Species link|Frogs|medium}} <br/> {{Species link|Humans|medium}}
| {{Recipe|Religion|display=list}}
|-
| {{Service link|Religion|large}}
| {{rl|Incense|medium}}
| {{Species link|Frogs|medium}}
| {{Recipe|Religion|display=list}}
|-
| {{Service link|Religion|large}}
| {{rl|Incense|medium}}
| {{Species link|Humans|medium}}
| {{Recipe|Religion|display=list}}
| {{Recipe|Religion|display=list}}
|-
|-
| {{Service link|Treatment|large}}
| {{Service link|Treatment|large}}
| {{rl|Tea|medium}}
| {{rl|Tea|medium}}
| {{Species link|Foxes|medium}}
| {{Species link|Foxes|medium}} <br/> {{Species link|Harpies|medium}}
| {{Recipe|Treatment|display=list}}
|-
| {{Service link|Treatment|large}}
| {{rl|Tea|medium}}
| {{Species link|Harpies|medium}}
| {{Recipe|Treatment|display=list}}
| {{Recipe|Treatment|display=list}}
|}
|}
</onlyinclude>
</onlyinclude>
== Service Buildings ==
'''''The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!'''''
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don't pass them up! See the next section on [[#Strategy and Special Combinations]] for some key takeaways from this table.
{| class="wikitable sortable mw-collapsible"
! Service Building !! Service Provided !! Species Satisfied !! Consumed Good
|-
| [[Bath House]]
| [[Treatment]]
| [[Fox]]
| [[Tea]]
|-
| [[Bath House]]
| [[Treatment]]
| [[Harpy]]
| [[Tea]]
|-
| [[Clan Hall]]
| [[Brawling]]
| [[Frog]]
| [[Training Gear]]
|-
| [[Clan Hall]]
| [[Brawling]]
| [[Lizard]]
| [[Training Gear]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Fox]]
| [[Incense]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Frog]]
| [[Incense]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Human]]
| [[Incense]]
|-
| [[Explorers' Lodge]]
| [[Brawling]]
| [[Frog]]
| [[Training Gear]]
|-
| [[Explorers' Lodge]]
| [[Brawling]]
| [[Lizard]]
| [[Training Gear]]
|-
| [[Explorers' Lodge]]
| [[Education]]
| [[Beaver]]
| [[Scrolls]]
|-
| [[Explorers' Lodge]]
| [[Education]]
| [[Harpy]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Education]]
| [[Beaver]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Education]]
| [[Harpy]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Leisure]]
| [[Beaver]]
| [[Ale]]
|-
| [[Forum]]
| [[Leisure]]
| [[Human]]
| [[Ale]]
|-
| [[Guild House]]
| [[Luxury]]
| [[Beaver]]
| [[Wine]]
|-
| [[Guild House]]
| [[Luxury]]
| [[Frog]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Luxury]]
| [[Beaver]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Luxury]]
| [[Frog]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Treatment]]
| [[Fox]]
| [[Tea]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Treatment]]
| [[Harpy]]
| [[Tea]]
|-
| [[Monastery]]
| [[Leisure]]
| [[Beaver]]
| [[Ale]]
|-
| [[Monastery]]
| [[Leisure]]
| [[Human]]
| [[Ale]]
|-
| [[Monastery]]
| [[Religion]]
| [[Fox]]
| [[Incense]]
|-
| [[Monastery]]
| [[Religion]]
| [[Frog]]
| [[Incense]]
|-
| [[Monastery]]
| [[Religion]]
| [[Human]]
| [[Incense]]
|-
| [[Tavern]]
| [[Leisure]]
| [[Beaver]]
| [[Ale]]
|-
| [[Tavern]]
| [[Leisure]]
| [[Human]]
| [[Ale]]
|-
| [[Tavern]]
| [[Luxury]]
| [[Beaver]]
| [[Wine]]
|-
| [[Tavern]]
| [[Luxury]]
| [[Frog]]
| [[Wine]]
|-
| [[Tea Doctor]]
| [[Brawling]]
| [[Frog]]
| [[Training Gear]]
|-
| [[Tea Doctor]]
| [[Brawling]]
| [[Lizard]]
| [[Training Gear]]
|-
| [[Tea Doctor]]
| [[Treatment]]
| [[Fox]]
| [[Tea]]
|-
| [[Tea Doctor]]
| [[Treatment]]
| [[Harpy]]
| [[Tea]]
|-
| [[Temple]] [[Holy Temple|(or Holy Temple)]]
| [[Education]]
| [[Beaver]]
| [[Scrolls]]
|-
| [[Temple]] [[Holy Temple|(or Holy Temple)]]
| [[Education]]
| [[Harpy]]
| [[Scrolls]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Fox]]
| [[Incense]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Frog]]
| [[Incense]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Human]]
| [[Incense]]
|-
|}
== Strategy and Special Combinations ==
'''''The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!'''''
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement's specific needs, then it is always worth considering if you can assign full workers to it.
* No single Service Building can serve all five Species. This means there is no "always okay" choice.
* Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.
** The [[Explorers' Lodge]] serves everyone except [[Humans]].
** The [[Temple]] serves everyone except [[Fox|Foxes]].
* Six of the nine Buildings serve two Services to four of the Species. With the exception of [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:
** The [[Forum]] serves [[Beaver]]s both {{Service link|Education}} and {{Service link|Leisure}}.
** The [[Tavern]] '''also''' serves [[Beaver]]s both {{Service link|Luxury}} and {{Service link|Leisure}}.
** The [[Tea Doctor]] serves [[Fox|Foxes]] both {{Service link|Religion}} and {{Service link|Treatment}}.
** The [[Clan Hall]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Religion}}.
** The [[Forum]] '''also''' serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Luxury}}.
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}.
* [[Beaver]]s and [[Frog|Frogs]] each have three Service Needs. Combined, Beavers and Frogshave the same number of Service Needs as the other three Species.
** If you do not have [[Beaver]]s in your Settlement, the [[Forum]] and [[Tavern]] are less useful, since they both double-down on Beavers' needed Services.
** If you do not have [[Frog|Frogs]] in your Settlement, the [[Clan Hall]] and [[Forum]] are less useful, since they both double-down on Foxes' needed Services.
** If your Settlement has '''both''' [[Beaver]]s and [[Fox|Foxes]]:
*** The [[Market]] is an excellent choice if you also have [[Harpy|Harpies]]. ''(4/8 your Service Needs satisfied by one Building.)''
*** The [[Tavern]] is an excellent choice if you also have [[Human]]s. ''(4/8 your Service Needs satisfied by one Building.)''
* Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.
** The [[Bath House]] only provides {{Service link|Treatment}} to [[Harpy|Harpies]] and [[Fox|Foxes]].
** The [[Guild House]] only provides {{Service link|Luxury}} to [[Beaver]]s and [[Frog|Frogs]]. 
There are a few special cases worth mentioning due to these two Buildings that provide only one Service.
* If your Settlement has [[Beaver]]s, [[Human]]s, and [[Lizard]]s:
** You have less need for the [[Bath House]], since it only serves {{Service link|Treatment}}, and none of your Species needs that Service. ''(0/7 your Service Needs satisfied.)''
** You have less need for the [[Market]], since only Beavers benefit from only {{Service link|Luxury}}. ''(1/7 your Service Needs satisfied.)''
** The [[Monastery]] is an excellent choice, since it provides no Services to [[Fox|Foxes]] or [[Harpy|Harpies]] anyway. ''(4/7 your Service Needs satisfied.)''
* If your Settlement has [[Harpy|Harpies]], [[Human]]s, and [[Lizard]]s:
** You have less need for the [[Guild House]], since it only serves {{Service link|Luxury}}, and none of your Species needs that Service. ''(0/6 your Service Needs satisfied.)''
** You have less need for the [[Market]], since only [[Harpy|Harpies]] benefit from {{Service link|Treatment}}. ''(1/6  your Service Needs satisfied.)''
** You have less need for the [[Tavern]], since only [[Human]]s benefit from {{Service link|Leisure}}. ''(1/6 your Service Needs satisfied.))''
== See Also ==
* [[Clothing Need]]
* [[Complex Food Need]]
* [[Housing Need]]
* [[Villagers]]
[[Category:Buildings]]
[[Category:Villager needs]]
[[Category:Resolve]]
[[Category:Services]]

Latest revision as of 01:54, 26 September 2026

This article was last updated during version 1.9.8. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Overview

Services provide bonuses to Resolve and a +10% double production chance bonus per fulfilled service. The more Services you provide to your Villagers, the higher their Resolve will go. Viceroys need both a Service Building, and the goods to provide a Service in that building. For example, to provide Leisure Leisure, a Viceroy needs to build a Tavern and provide Ale Ale for the service need to be fulfilled.

Once the Commons have been unlocked in the Citadel Upgrade tree, you have the option to set up the Commons at the Hearth instead of or in addition to fulfilling Service needs in Service Buildings. Whenever a Service Good is available in your storage while the Commons have been set up, your villagers can fulfill their Service Needs during their breaks even when no appropriate Service Building is available. However, this method of fulfilling the Service Needs causes the Resolve bonus to be halved. If Service Goods are available at both a Service Building and in storage with Commons set up, the Service Building will take precedence to maximize the Resolve bonus.

Consumption and Satisfaction

Satisfying Services

To satisfy a Service Need, you need:

  • A Service Building + A Service Good + 1 Villager in the Service Building.

So, to satisfy the Leisure Leisure need, you need a Tavern, some Ale Ale and 1 Villager staffing the Building. The race of the Villager staffing the building does not matter, but some Villagers find Comfort in some Service Buildings, granting them +5 Resolve.

Service Building Blueprints can be purchased from Traders or rewarded for Reputation gain. You can also get a Service Building by repairing a Ruin or cleansing a Haunted Ruin. Service Goods can be purchased from Traders, found in Abandoned Caches, rewarded from Orders, and manufactured by Viceroys in the settlement.

Controlling Services

On the left, we can see:

  1. The Specialization or Comfort bonus workers get from working in this Building
  2. One worker is assigned. This is enough to enable the Service Need.
  3. Leisure Leisure is enabled in this building
  4. Luxury Luxury is disabled in this building
  5. We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.

Service Buildings and Unique Effects

Each Service Building has unique effects when staffed to specification. Services Need do not need to be enabled to gain these effects. For example, if you built a Monastery, but do not have Incense Incense or Ale Ale, the effect (-100 Hostility) will still become active if staffed to specifications. The Holy version of certain service buildings have an extra effect compared to the base version.


Effects are as follows:

  • Academy Academy
    • 3 villagers assigned: +1 Global Resolve for every rebuilt / salvaged Ruin. Retroactive.
  • Bath House Bath House
    • 1 villager assigned: Villagers leave 30% slower.
    • 3 villagers assigned: Global Production rate is 25% faster.
  • Clan Hall Clan Hall
    • 2 villagers assigned: All meat-based complex foods provide +2 Resolve.
    • 3 villagers assigned: +100% yield to all Camps except Woodcutters.
  • Feast Hall Feast Hall
    • 3 villagers assigned: +2 Resolve to villagers with the Species Housing need satisfied.
  • Forum Forum
    • 3 villagers assigned: Chance of producing double yields increases by 15%.
  • Guild House Guild House
    • 3 villagers assigned: +1 to Global Resolve for every 75 Amber Amber worth of goods sold. Retroactive.
    • (Holy Guild House Holy Guild House only) 1 villager assigned: Traders arrive 50% faster.
  • Market Market
    • 2 villagers assigned: Global Carrying capacity increased by 10.
    • (Holy Market Holy Market only) 1 villager assigned: +20% Reputation generation rate for every 2 villagers with the need for Leisure fulfilled
  • Monastery Monastery
  • Tavern Tavern
    • 3 villagers assigned: +3 to Global Resolve.
  • Tea Doctor Tea Doctor
    • 3 villagers assigned: +1 to Global Resolve for every 200 Complex Food eaten. Retroactive.
  • Temple Temple


The Commons

As an alternative to supplying Service Goods through Service Buildings, you have the option to set up the Commons at your Hearth at the cost of 8 Planks Planks. With the Commons set up, all Service Needs can be fulfilled as long as the appropriate Service Goods are available in storage. Fulfilling Service Needs this way provides only half the normal Resolve bonus.


List of services needs

Each service can satisfy more than one species. Correspondingly, each of the seven species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.

The service building is also listed for convenience.

Service Corresponding service good Species satisfied Service building options
Brawling Brawling Training Gear Training Gear Bats Bats
Frogs Frogs
Lizards Lizards


Education Education Scrolls Scrolls Bats Bats
Beavers Beavers
Harpies Harpies


Leisure Leisure Ale Ale Beavers Beavers
Humans Humans


Luxury Luxury Wine Wine Beavers Beavers
Frogs Frogs


Religion Religion Incense Incense Foxes Foxes
Frogs Frogs
Humans Humans


Treatment Treatment Tea Tea Foxes Foxes
Harpies Harpies