Services Needs: Difference between revisions

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In addition to shelter and food, Villagers need [[Services]], such as [[Education]] or [[Leisure]]. Once a Villager's need for a Service is satisfied, they receive a larger bonus to [[Resolve]] than from their other needs.
{{Version|1.9.8}}


For convenience and since it also differs by Species, the need for [[Coats]] is also included here even though it is not technically a Service. Being satisfied by Coats does not result in as large of a Resolve bonus as being satisfied by a Service.
== Overview ==
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.


Species differ in which of the [[Services]] they desire. The following is a summary of these needs by Species, then by Service:
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.


[[File:Species Servies Needs.png|thumb|360px|This diagram illustrates the connections between Species and Services (and Coats).]]
== Consumption and Satisfaction ==
{| class="wikitable"
<div style="float:right; padding-left:2em">
! By Species !! By Service
{|class="wikitable"
|- style="vertical-align:top;"
! Species !! Services Needed
|
|-
# [[Human]]
| {{Species link|Bats|large}} ||
## [[File:Icon_Need_Leisure.png|32px]] [[Leisure]]
{|class="ats-resource-list"
## [[File:Icon_Need_Religion.png|32px]] [[Religion]]
| {{Service link|Brawling|medium}}
## [[File:Coats.png|32px]] [[Coats]]
|-
# [[Beaver]]
| {{Service link|Education|medium}}
## [[File:Icon_Need_Education.png|32px]] [[Education]]
## [[File:Icon_Need_Leisure.png|32px]] [[Leisure]]
## [[File:Icon_Need_Luxury.png|32px]] [[Luxury]]
## [[File:Coats.png|32px]] [[Coats]]
# [[Lizard]]
## [[File:Icon Need Brawling.png|32px]] [[Brawling]]
## [[File:Icon_Need_Religion.png|32px]] [[Religion]]
# [[Harpy]]
## [[File:Icon Need Brawling.png|32px]] [[Brawling]]
## [[File:Icon_Need_Cleanliness.png|32px]] [[Cleanliness]]
## [[File:Icon_Need_Education.png|32px]] [[Education]]
|
# [[File:Icon Need Brawling.png|32px]] [[Brawling]]
## [[Lizard]]
## [[Harpy]]
# [[File:Icon_Need_Cleanliness.png|32px]] [[Cleanliness]]
## [[Harpy]]
# [[File:Icon_Need_Education.png|32px]] [[Education]]
## [[Beaver]]
## [[Harpy]]
# [[File:Icon_Need_Leisure.png|32px]] [[Leisure]]
## [[Human]]
## [[Beaver]]
# [[File:Icon_Need_Luxury.png|32px]] [[Luxury]]
## [[Beaver]]
# [[File:Icon_Need_Religion.png|32px]] [[Religion]]
## [[Human]]
## [[Lizard]]
# [[File:Coats.png|32px]] [[Coats]]
## [[Human]]
## [[Beaver]]
|}
|}
|-
| {{Species link|Beavers|large}} ||
{|class="ats-resource-list"
| {{Service link|Education|medium}}
|-
| {{Service link|Leisure|medium}}
|-
| {{Service link|Luxury|medium}}
|}
|-
| {{Species link|Foxes|large}} ||
{|class="ats-resource-list"
| {{Service link|Religion|medium}}
|-
| {{Service link|Treatment|medium}}
|}
|-
| {{Species link|Frogs|large}} ||
{|class="ats-resource-list"
| {{Service link|Brawling|medium}}
|-
| {{Service link|Luxury|medium}}
|-
| {{Service link|Religion|medium}}
|}
|-
| {{Species link|Harpies|large}} ||
{|class="ats-resource-list"
| {{Service link|Education|medium}}
|-
| {{Service link|Treatment|medium}}
|}
|-
| {{Species link|Humans|large}} ||
{|class="ats-resource-list"
| {{Service link|Leisure|medium}}
|-
| {{Service link|Religion|medium}}
|}
|-
| {{Species link|Lizards|large}} ||
{|class="ats-resource-list"
| {{Service link|Brawling|medium}}
|}
|}
</div>
=== 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 {{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 [[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|400px|left]]
=== Controlling Services ===
On the left, we can see:
# The [[Specialization]] or [[Comfort]] bonus workers get from working in this [[Building]]
# One worker is assigned. This is enough to enable the Service Need.
# {{Service link|Leisure|small}} is enabled in this building
# {{Service link|Luxury|small}} is disabled in this building
# We need 3 workers to gain the special effect this building provides. Hovering over this panel will tell you what the effect is.


== Strategy ==
=== Service Buildings and Unique Effects ===
Based on the relationships above and the Species you have in your map, you technically only need to work '''one''' Building and to provide the consumable goods for both Services in that Building to satisfy everyone. '''The [[Tavern]] (Leisure & Brawling) or the [[Temple]] (Religion & Education) will always work,''' because each offers complementary Services that can satisfy all four Species without needing any other Service Building. In addition:
* If you don't have Harpies in your map, then you can also choose the [[Monastery]] (Religion & Leisure). And no one will need the Cleanliness Service from the [[Bath House]].
* If you don't have Lizards in your map, then you can also choose the [[Forum]] (Leisure & Education).
* If you don't have Beavers in your map, then you can also choose the [[Clan Hall]] (Brawling & Religion). And no one will need the Luxury Service from the [[Guild House]].
* If you don't have Humans in your map, then you can also choose the [[Explorers' Lodge]] (Brawling & Education).


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. The Holy version of certain service buildings have an extra effect compared to the base version.


== See Also ==
[[Complex Food Need]]




[[Category:Resolve]]
Effects are as follows:
[[Category:Services]]
 
[[Category:Villagers]]
* {{bl|Academy|medium}}
** 3 villagers assigned: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive.
* {{bl|Bath House|medium}}
** 1 villager assigned: [[Villagers]] leave 30% slower.
** 3 villagers assigned: Global Production rate is 25% faster.
* {{bl|Clan Hall|medium}}
** 2 villagers assigned: All meat-based complex foods provide +2 Resolve.
** 3 villagers assigned: +100% yield to all Camps except Woodcutters.
* {{bl|Feast Hall|medium}}
** 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.
 
<onlyinclude>
=== 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 [[Buildings#Buildings#Services_Buildings|service building]] is also listed for convenience.
 
{| class="wikitable sortable mw-collapsible"
|+
! Service !! Corresponding service good !!class=unsortable| Species satisfied !!class=unsortable| Service building options
|-
| {{Service link|Brawling|large}}
| {{rl|Training Gear|medium}}
| {{Species link|Bats|medium}} <br/> {{Species link|Frogs|medium}} <br/> {{Species link|Lizards|medium}}
| {{Recipe|Brawling|display=list}}
|-
| {{Service link|Education|large}}
| {{rl|Scrolls|medium}}
| {{Species link|Bats|medium}} <br/> {{Species link|Beavers|medium}} <br/> {{Species link|Harpies|medium}}
| {{Recipe|Education|display=list}}
|-
| {{Service link|Leisure|large}}
| {{rl|Ale|medium}}
| {{Species link|Beavers|medium}} <br/> {{Species link|Humans|medium}}
| {{Recipe|Leisure|display=list}}
|-
| {{Service link|Luxury|large}}
| {{rl|Wine|medium}}
| {{Species link|Beavers|medium}} <br/> {{Species link|Frogs|medium}}
| {{Recipe|Luxury|display=list}}
|-
| {{Service link|Religion|large}}
| {{rl|Incense|medium}}
| {{Species link|Foxes|medium}} <br/> {{Species link|Frogs|medium}} <br/> {{Species link|Humans|medium}}
| {{Recipe|Religion|display=list}}
|-
| {{Service link|Treatment|large}}
| {{rl|Tea|medium}}
| {{Species link|Foxes|medium}} <br/> {{Species link|Harpies|medium}}
| {{Recipe|Treatment|display=list}}
|}
</onlyinclude>

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