Villagers: Difference between revisions

From Against the Storm Official Wiki
→Needs: Swapped inner tables for line breaks to prevent wikitable style cascading into inner tables
 
(51 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{Version|1.11}}
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]


=Overview=
== Overview ==
Villagers are the inhabitants of your settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled.


=Resolve=
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[ #Caravans | Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled.
Each villager has a [[Resolve]] stat. [[Resolve]] is the main indicator of the villagers’ well-being. It’s represented by a number between -50 and 50, and is calculated for each species based on its Base [[Resolve]] and all positive and negative effects influencing it. To increase [[Resolve]], you have to satisfy your villagers’ needs by giving them [[Housing]], [[Complex Food]] (like [[Jerky]], [[Pie]], etc.), [[Clothing]], or access to [[Services]] (like a [[Tavern]] serving [[Ale]]). When [[Resolve]] goes above the High [[Resolve]] threshold, villagers will generate Reputation. The speed at which [[Reputation]] is generated scales with the number of villagers and how high above the High [[Resolve]] threshold they are. If [[Resolve]] falls to 0 or lower, villagers will start leaving.


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 Future [[Resolve]]. Current [[Resolve]] reflects the [[Resolve]] a given species currently has, and Future [[Resolve]] is the sum of all effects – in other words, the value that the Current [[Resolve]] will eventually reach over time. Raising [[Resolve]] to a high level (indicated by the blue line on the [[Resolve]] Bar) will generate [[Reputation]] as long as they stay above the High [[Resolve]] mark. However, villagers get used to their standard of living, so their High [[Resolve]] threshold goes up after each point of [[Reputation]] acquired, up to the maximum of 50.
== Resolve ==
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]
:''Main article: [[Resolve]]''


=Occupation=
Each villager has a [[Resolve]] stat. Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]]. Please see [[Resolve]] for more information.<br/><br/><br/><br/><br/>
Villagers can be assigned to [[Hearths]], [[Camps]], [[Production Buildings]], [[Service Buildings]], [[Farms]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a break or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as [[Builders]].  
 
{| class="wikitable" style="text-align:center;margin: auto;"
== Species ==
! Building Type !! Occupation
 
Each villager is a member of one of 7 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).
 
{|class="wikitable sortable"
|+ Species and their descriptions
! Species !!class=unsortable| Description
|-
| {{Species link|Humans|large}}
|class=ats-flavor-text| "Humans are an adaptable species, but they are also very susceptible to the rain. They rely heavily on special clothing, such as their famous rain shells, to keep them dry."
|-
| {{Species link|Beavers|large}}
|class=ats-flavor-text| "Beavers are hardworking and honest, but also quite demanding. Beavers are also known for their innate talent for salesmanship"
|-
| {{Species link|Lizards|large}}
|class=ats-flavor-text| "Lizards are a very resilient species, but their cold-blooded nature makes them more dependent on fire than other species. They are very distrustful and religiously believe that true bonds are only forged in battle."
|-
| {{Species link|Harpies|large}}
|class=ats-flavor-text| "Harpies are a noble and fragile species, with a primal, aggressive side to them. They lost their ability to fly due to centuries of exposure to the rain."
|-
| {{Species link|Foxes|large}}
|class=ats-flavor-text| "Majestic and mysterious creatures, deeply connected to the forest. They have developed a symbiosis with Blightrot through their long exposure to rainwater."
|-
| {{Species link|Frogs|large}}
|class=ats-flavor-text| "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water."
|-
| {{Species link|Bats|large}}
|class=ats-flavor-text| "A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored."
|}
 
 
=== Resolve stats ===
 
Each species has the following stats describing their Resolve:
 
; Base Resolve : The species's [[Resolve]] without any positive or negative effects.
; Resilience : How fast the species' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.
; Demand : Also called '''Resolve Threshold,''' how much Resolve a species needs before they start generating [[Reputation]] for their viceroy.
; Decadence : How much their '''Demand''' rises after they earn their viceroy a Reputation Point through their own high Resolve.
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying.
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]].
 
{| class="wikitable sortable"
|+ Species' stats related to Resolve
! Species
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence
! Hunger threshold !! Break interval
|-
| {{Species link|Humans|medium}}
| 15 ||data-sort-value=1| ''low'' || 30 || 4
| 6 ||data-sort-value=2| 2:00
|-
| {{Species link|Beavers|medium}}
| 10 ||data-sort-value=1| ''low'' || 30 || 2
| 6 ||data-sort-value=2| 2:00
|-
| {{Species link|Lizards|medium}}
| 5 ||data-sort-value=3| ''high'' || 15 || 7
| 12 ||data-sort-value=1.67| 1:40
|-
| {{Species link|Harpies|medium}}
| 5 ||data-sort-value=1| ''low'' || 15 || 3
| 4 ||data-sort-value=1.67| 1:40
|-
| {{Species link|Foxes|medium}}
| 5 ||data-sort-value=1| ''low'' || 15 || 5
| 3 ||data-sort-value=2| 2:00
|-
| {{Species link|Frogs|medium}}
| 10 ||data-sort-value=2| ''medium'' || 25 || 5
| 8 ||data-sort-value=2| 2:30
|-
| {{Species link|Bats|medium}}
| 5 ||data-sort-value=2| ''high'' || 12 || 4
| 4 ||data-sort-value=2| 1:40
|}
 
=== Specializations ===
 
Each species has the following two types of specializations:
 
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} '''Proficiency Specialization''' reduces the time needed to complete [[Glade Events]] by 5% per assigned fox.
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization. {{Species link|Bats}} have no Comfort. For {{Species link|Foxes}}, their {{sl|Cooperation}} '''Comfort Specialization''' is not tied to specific buildings tagged with that Specialization, but is instead granted whenever 3 or more Foxes are assigned to the same building.
 
{|class="wikitable sortable"
|+ Species' specializations
! Species !! Comfort !! Proficiency
|-
| {{Species link|Humans|medium}} || {{sl|Brewing|medium}} || {{sl|Farming|medium}}
|-
| {{Species link|Beavers|medium}} || {{sl|Engineering|medium}} || {{sl|Woodworking|medium}}
|-
| {{Species link|Lizards|medium}} || {{sl|Warmth|medium}} || {{sl|Meat production|medium}}
|-
|-
|[[Hearth]]||Firekeeper
| {{Species link|Harpies|medium}} || {{sl|Tailoring|medium}} || {{sl|Alchemy|medium}}
|-
|-
|[[Woodcutters' Camp]]||Woodcutter
| {{Species link|Foxes|medium}} || {{sl|Cooperation|medium}} || {{sl|Forest|medium}}
|-
|-
|[[Gathering Camps]]||Gatherer
| {{Species link|Frogs|medium}}  || {{sl|Rainwater|medium}} || {{sl|Masonry|medium}}
|-
|-
|[[Farms]]||Farmer
| {{Species link|Bats|medium}}  || — || {{sl|Metallurgy|medium}}
|}
 
=== Needs ===
 
:''Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]''
 
Each species has the following needs:
 
; Shelter Need : Also called '''Basic Housing''', every species but [[Frogs]] needs to have a roof of some kind over their head.
; Housing Need : Also called '''Species-specific Housing,''' their need for the [[Housing Need|comforts of home]] unique to their species.
; Complex Food Need : Their need for [[Complex Food Need|tasty food]] that isn't raw, but cooked or made up of several ingredients to their liking.
; Service Need : Their need for consumption of fine goods related to [[Services Needs|comforts, relaxation, and self-improvement]].
 
{|class="wikitable sortable"
|+ Species' needs
! Species
! Housing Need
!class=unsortable| Complex Food Needs
! Clothing Needs
!class=unsortable| Services Needs
|-
|-
|[[Mines]]||Miner
| {{Species link|Humans|large}}
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need HumanHousing.png|{{ImgM}}]]</span> [[Housing Need|Human Housing]]
| {{rl|Biscuits|medium}}<br />{{rl|Pie|medium}}<br />{{rl|Porridge|medium}}
| {{rl|Coats|medium}}
| {{Service link|Leisure|medium}}<br />{{Service link|Religion|medium}}
|-
|-
|[[Production Buildings]]<br>[[Service Buildings]]<br>[[Geyser Pumps]]||Worker
| {{Species link|Beavers|large}}
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need beaverHousing.png|{{ImgM}}]]</span> [[Housing Need|Beaver Housing]]
| {{rl|Biscuits|medium}}<br />{{rl|Pickled Goods|medium}}
| {{rl|Coats|medium}}
| {{Service link|Leisure|medium}}<br />{{Service link|Education|medium}}<br />{{Service link|Luxury|medium}}
|-
|-
|[[Warehouses]]||Hauler
| {{Species link|Lizards|large}}
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need LizardHousing.png|{{ImgM}}]]</span> [[Housing Need|Lizard Housing]]
| {{rl|Jerky|medium}}<br />{{rl|Pickled Goods|medium}}<br />{{rl|Pie|medium}}<br />{{rl|Skewers|medium}}
| {{rl|Boots|medium}}
| {{Service link|Brawling|medium}}
|-
|-
|[[Blight Post]]||Blight Fighter
| {{Species link|Harpies|large}}
 
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need HarpyHousing.png|{{ImgM}}]]</span> [[Housing Need|Harpy Housing]]
| {{rl|Paste|medium}}<br />{{rl|Jerky|medium}}
| {{rl|Coats|medium}}<br/>{{rl|Boots|medium}}
| {{Service link|Education|medium}}<br />{{Service link|Treatment|medium}}
|-
|-
|[[Glade Event]]|| Scout
| {{Species link|Foxes|large}}
 
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need FoxHousing.png|{{ImgM}}]]</span> [[Housing Need|Fox Housing]]
| {{rl|Pickled Goods|medium}}<br />{{rl|Porridge|medium}}<br />{{rl|Skewers|medium}}
| {{rl|Boots|medium}}
| {{Service link|Treatment|medium}}<br />{{Service link|Religion|medium}}
|-
| {{Species link|Frogs|large}}
 
| <span class="ats-link-resource">[[File:Icon Need FrogHousing 1.png|{{ImgM}}]]</span> [[Housing Need|Frog Housing]]
| {{rl|Porridge|medium}}<br/>{{rl|Paste|medium}}<br/>{{rl|Pie|medium}}
| {{rl|Boots|medium}}
| {{Service link|Brawling|medium}}<br/>{{Service link|Luxury|medium}}<br/>{{Service link|Religion|medium}}
|-
| {{Species link|Bats|large}}
 
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Needs BatHousing.png|{{ImgM}}]]</span> [[Housing Need|Bat Housing]]
| {{rl|Biscuits|medium}}<br/>{{rl|Paste|medium}}<br/>{{rl|Skewers|medium}}
| {{rl|Coats|medium}}
| {{Service link|Brawling|medium}}<br/>{{Service link|Education|medium}}
|}
|}
=Species=
 
Each villager is part of one of 5 species, which determine their stats:
== Workers ==
* '''Base Resolve''' is villagers' Resolve without any positive or negative effects.
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, production [[buildings]], Service buildings, [[Geyser Pumps]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a [[break]] or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.
* '''Break Interval''' is the minimum period of time before a villager will take a break at the Hearth.
 
* '''Resilience''' is how fast the villagers' Resolve reacts to change. A highly resilient species reacts very slowly to Resolve effects.
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.
* '''Demands''' is how much Resolve a villager needs before they start generating Reputation.
 
* '''Decadence''' is how much Demands are raised after gaining each Reputation Point through High Resolve (tracked separately for each of the species in the current settlement).
{| class=wikitable
* '''Specialization''' grants villagers a 10% chance to produce twice the amount of resources when working in a building related to their specialization. Foxes' [[Forest]] specialization grants them a +5% Glade Event working speed bonus instead.
! Name of Job !! Building
* '''Comfort''' grants villagers 5 Resolve when working in a building related to their comfort.
|-
* '''Hunger Tolerance''' is the maximum amount of hunger stacks a villager can withstand before dying.
| "Blight fighter" || [[Blight Post]]
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.
|-
{| class="wikitable" style="text-align:center;"
| "Craftsman" || [[Makeshift Post]]
! Species !! Base<br>Resolve !! Break<br>Interval !! Resilience !! Demands !! Decadence !! Hunger<br>Tolerance !!style="width:80px" | Specialization !! style="width:80px" | Comfort  !! style="width:105px" | Needs<br>(Goods) !! style="width:90px" | Needs<br>(Services) !! Description
|-
| "Druid" || {{bl|Druid's Hut}}
|-
| "Farmer" || [[List of Buildings#Farms|Farms]]
|-
| "Firekeeper" || [[Hearths]]
|-
| "Gatherer" || [[List of Buildings#Camps|Gathering Camps]]
|-
|-
| {{Species link|Humans|huge}} || 15 || 2:00 || Low || 30 || 4 || 6 || align="center" | [[File:Icon Spec Farm 64x64.png|30px]]<br>[[Farming]] ||align="center" | [[File:Icon Spec Brewing 64x64.png|30px]]<br>[[Brewing]] ||align="left" |  [[File:Porridge.png|25px]] [[Porridge]]<br>[[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" | [[File:Icon Need Leisure.png|25px]] [[Leisure]]<br>[[File:Icon Need Religion.png|25px]] [[Religion]] || ''An adaptable species, but very susceptible to the rain.''
| "Hauler" || [[Warehouse]]s
|-
|-
| {{Species link|Beavers|huge}} || 10 || 2:00 || Low || 30 || 2 || 6 || align="center" | [[File:Icon Spec Wood 64x64.png|30px]]<br>[[Woodworking]] ||align="center" | [[File:Icon Spec Gear 64x64.png|30px]]<br>[[Engineering]] ||align="left" |  [[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" | [[File:Icon Need Leisure.png|25px]] [[Leisure]]<br>[[File:Icon Need Education.png|25px]] [[Education]]<br>[[File:Icon Need Luxury.png|25px]] [[Luxury]] || ''Beavers are hardworking and honest, but also quite demanding.''
| "Scout" || [[Glade Events]]
|-
|-
| {{Species link|Lizards|huge}} || 5 || 1:40 || High || 15 || 7 || 12 || text-align="right"; vertical-align="bottom" | [[File:Icon Spec Meat 64x64.png|30px]]<br>[[Meat Production]] ||align="center" | [[File:Icon Spec Fire 64x64.png|30px]]<br>[[Warmth]] ||align="left" |  [[File:Jerky.png|25px]] [[Jerky]]<br>[[File:Skewers.png|25px]] [[Skewers]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]] ||align="left" |  [[File:Icon Need Brawling.png|25px]] [[Brawling]]<br>[[File:Icon Need Religion.png|25px]] [[Religion]] || ''Lizards are a very resilient and distrustful species.''
| "Woodcutter" || {{bl|Woodcutters' Camp}}
|-
|-
| {{Species link|Harpies|huge}} || 5 || 1:40 || Low || 15 || 3 || 4 ||align="center" | [[File:Icon Spec Alchemy 64x64.png|30px]]<br>[[Alchemy]] ||align="center" | [[File:Icon Spec Cloth 64x64.png|30px]]<br>[[Cloth]] ||align="left" |  [[File:Jerky.png|25px]] [[Jerky]]<br>[[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" |  [[File:Icon Need Education.png|25px]] [[Education]]<br>[[File:Icon Service Treatment.png|25px]] [[Treatment]] || ''Harpies are a noble and fragile species, yet with a primal, aggressive side.''
| "Miner" || {{bl|Mine}}
|-
|-
| {{Species link|Foxes|huge}} || 5 || 2:00 || Low || 15 || 5 || 3 || align="center" | [[File:Icon Spec Forest 64x64.png|30px]]<br>[[Forest]] ||align="center" | [[File:Icon Spec RainWater 64x64.png|30px]]<br>[[Rainwater]] ||align="left" |  [[File:Porridge.png|25px]] [[Porridge]]<br>[[File:Skewers.png|25px]] [[Skewers]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]] ||align="left" |  [[File:Icon Need Brawling.png|25px]] [[Brawling]]<br>[[File:Icon Need Luxury.png|25px]] [[Luxury]]<br>[[File:Icon Service Treatment.png|25px]] [[Treatment]] || ''Foxes are majestic and mysterious creatures deeply bonded with the forest. ''
| "Worker" || Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the {{bl|Greenhouse}}.
|}
|}
== Caravans ==
''Main article: [[Embarking]]''
[[File:Caravan.png|thumb|Caravan menu|right]]
The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting [[resources]]. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire '''Pioneers’ Gate''' level 4 [[upgrade]].
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.
Before [[World Events]] and [[Upgrades]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers.
{{clear}}
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}}
[[Category:Villagers| ]]
[[Category:Villager needs]]
[[Category:Settlements]]
[[Category:Resolve]]

Latest revision as of 01:59, 26 September 2026

Villagers gathered at the Hearth

Overview

Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the Caravan you pick on the World Map. Newcomers come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing Orders or Glade Events. There are also Cornerstones like Surprise Child that reward villagers every time their conditions are fulfilled.

Resolve

Harpy icon showing Resolve change
Main article: Resolve

Each villager has a Resolve stat. Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to leave. Please see Resolve for more information.




Species

Each villager is a member of one of 7 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).

Species and their descriptions
Species Description
Humans Humans "Humans are an adaptable species, but they are also very susceptible to the rain. They rely heavily on special clothing, such as their famous rain shells, to keep them dry."
Beavers Beavers "Beavers are hardworking and honest, but also quite demanding. Beavers are also known for their innate talent for salesmanship"
Lizards Lizards "Lizards are a very resilient species, but their cold-blooded nature makes them more dependent on fire than other species. They are very distrustful and religiously believe that true bonds are only forged in battle."
Harpies Harpies "Harpies are a noble and fragile species, with a primal, aggressive side to them. They lost their ability to fly due to centuries of exposure to the rain."
Foxes Foxes "Majestic and mysterious creatures, deeply connected to the forest. They have developed a symbiosis with Blightrot through their long exposure to rainwater."
Frogs Frogs "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water."
Bats Bats "A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored."


Resolve stats

Each species has the following stats describing their Resolve:

Base Resolve
The species's Resolve without any positive or negative effects.
Resilience
How fast the species' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.
Demand
Also called Resolve Threshold, how much Resolve a species needs before they start generating Reputation for their viceroy.
Decadence
How much their Demand rises after they earn their viceroy a Reputation Point through their own high Resolve.
Hunger Tolerance
The maximum amount of Hunger a villager can withstand before dying.
Break Interval
The minimum amount of time before a villager will take a break at a Hearth.
Species' stats related to Resolve
Species Base Resolve Resilience Demand (Resolve Threshold) Decadence Hunger threshold Break interval
Humans Humans 15 low 30 4 6 2:00
Beavers Beavers 10 low 30 2 6 2:00
Lizards Lizards 5 high 15 7 12 1:40
Harpies Harpies 5 low 15 3 4 1:40
Foxes Foxes 5 low 15 5 3 2:00
Frogs Frogs 10 medium 25 5 8 2:30
Bats Bats 5 high 12 4 4 1:40

Specializations

Each species has the following two types of specializations:

Proficiency Specialization
Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For Foxes Foxes, their Forest Forest Proficiency Specialization reduces the time needed to complete Glade Events by 5% per assigned fox.
Comfort Specialization
Grants villagers +5 to their individual Resolve when working in that specialization. Bats Bats have no Comfort. For Foxes Foxes, their Cooperation Cooperation Comfort Specialization is not tied to specific buildings tagged with that Specialization, but is instead granted whenever 3 or more Foxes are assigned to the same building.
Species' specializations
Species Comfort Proficiency
Humans Humans Brewing Brewing Farming Farming
Beavers Beavers Engineering Engineering Woodworking Woodworking
Lizards Lizards Warmth Warmth Meat production Meat production
Harpies Harpies Tailoring Tailoring Alchemy Alchemy
Foxes Foxes Cooperation Cooperation Forest Forest
Frogs Frogs Rainwater Rainwater Masonry Masonry
Bats Bats — Metallurgy Metallurgy

Needs

Main articles: Housing Need, Complex Food Need, Clothing Need, Services Needs

Each species has the following needs:

Shelter Need
Also called Basic Housing, every species but Frogs needs to have a roof of some kind over their head.
Housing Need
Also called Species-specific Housing, their need for the comforts of home unique to their species.
Complex Food Need
Their need for tasty food that isn't raw, but cooked or made up of several ingredients to their liking.
Service Need
Their need for consumption of fine goods related to comforts, relaxation, and self-improvement.
Species' needs
Species Housing Need Complex Food Needs Clothing Needs Services Needs
Humans Humans Shelter Need
Human Housing
Biscuits Biscuits
Pie Pie
Porridge Porridge
Coats Coats Leisure Leisure
Religion Religion
Beavers Beavers Shelter Need
Beaver Housing
Biscuits Biscuits
Pickled Goods Pickled Goods
Coats Coats Leisure Leisure
Education Education
Luxury Luxury
Lizards Lizards Shelter Need
Lizard Housing
Jerky Jerky
Pickled Goods Pickled Goods
Pie Pie
Skewers Skewers
Boots Boots Brawling Brawling
Harpies Harpies Shelter Need
Harpy Housing
Paste Paste
Jerky Jerky
Coats Coats
Boots Boots
Education Education
Treatment Treatment
Foxes Foxes Shelter Need
Fox Housing
Pickled Goods Pickled Goods
Porridge Porridge
Skewers Skewers
Boots Boots Treatment Treatment
Religion Religion
Frogs Frogs Frog Housing Porridge Porridge
Paste Paste
Pie Pie
Boots Boots Brawling Brawling
Luxury Luxury
Religion Religion
Bats Bats Shelter Need
Bat Housing
Biscuits Biscuits
Paste Paste
Skewers Skewers
Coats Coats Brawling Brawling
Education Education

Workers

Villagers can be assigned to Hearths, Camps, Farms, Mines, production buildings, Service buildings, Geyser Pumps, Warehouses, Blight Posts, and Glade Events. Once assigned, villagers will immediately begin performing their work, unless they were on a break or travelling to the nearest Hearth to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.

When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.

Name of Job Building
"Blight fighter" Blight Post
"Craftsman" Makeshift Post
"Druid" Druid's Hut
"Farmer" Farms
"Firekeeper" Hearths
"Gatherer" Gathering Camps
"Hauler" Warehouses
"Scout" Glade Events
"Woodcutter" Woodcutters' Camp
"Miner" Mine
"Worker" Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the Greenhouse.

Caravans

Main article: Embarking

Caravan menu

The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting resources. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire Pioneers’ Gate level 4 upgrade.

Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.

Before World Events and Upgrades increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers.

See also