Complex Food Needs: Difference between revisions

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[[File:Species Complex Food Needs.png|thumb|360px|Diagram connecting the Species with the Complex Food they need.]]
{{Version|1.8.9}}


== Overview ==
== Overview ==


[[File:Icon UI CategoryFood.png|{{ImgH}}|left]] [[Villagers]] prefer to eat '''Complex Food,''' like {{rl|Pie}}, instead of raw food, like {{rl|Roots}}. While this need is satisfied, the villager will get a bonus to their [[Resolve]]. The bonus to Resolve is higher than satisfying their needs for [[Housing Need|Housing]] and [[Clothing Need|Clothing]], but not higher than satisfying their [[Services Need|need for Services]].
[[File:Construct Food Production.png|{{ImgH}}|left]] [[Villagers]] prefer to eat complex food, like {{rl|Pie}}, instead of raw food, like {{rl|Roots}}. While this need is satisfied, the villager will get a bonus to their [[Resolve]] and a +5% chance of producing double yields. The bonus to Resolve is higher than satisfying their needs for [[Housing Need|Housing]] and [[Clothing Need|Clothing]], but not higher than satisfying their [[Services Needs]].


Villagers satisfy their need for Complex Food when they rest at the {{bl|Hearth}}. When resting, they will eat one of every food item available for every Complex Food Need that they can satisfy, and the Resolve bonuses from every Complex Food Need they satisfy stack.
Villagers satisfy their need for complex food when they rest at the [[Hearths]]. When resting, they will eat one of every food item available for every complex food that they can satisfy, and the Resolve and production bonuses from every need they satisfy stack.


== Consumption and Satisfaction ==
== Consumption and Satisfaction ==
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{| class="wikitable"
{| class="wikitable"
! Species !! Complex Food Needed
! Species !! Complex Food Needed
|-
| {{Species link|Bats|large}} ||
{|class="ats-resource-list"
| {{rl|Biscuits|medium}}
|-
| {{rl|Paste|medium}}
|-
| {{rl|Skewers|medium}}
|}
|-
|-
| {{Species link|Beavers|large}} ||
| {{Species link|Beavers|large}} ||
 
{|class="ats-resource-list"
{|
| {{rl|Biscuits|medium}}
| {{rl|Biscuits|med}}
|-
|-
| {{rl|Pickled Goods|med}}
| {{rl|Pickled Goods|medium}}
|}
|}
|-
|-
| {{Species link|Foxes|large}} ||
| {{Species link|Foxes|large}} ||
 
{| class="ats-resource-list"
{|  
| {{rl|Pickled Goods|medium}}
| {{rl|Pickled Goods|med}}
|-
| {{rl|Porridge|medium}}
|-
| {{rl|Skewers|medium}}
|}
|-
| {{Species link|Frogs|large}} ||
{|class="ats-resource-list"
| {{rl|Porridge|medium}}
|-
|-
| {{rl|Porridge|med}}
| {{rl|Paste|medium}}
|-
|-
| {{rl|Skewers|med}}
| {{rl|Pie|medium}}
|}
|}
|-
|-
| {{Species link|Harpies|large}} ||
| {{Species link|Harpies|large}} ||
 
{|class="ats-resource-list"
{|
| {{rl|Paste|medium}}
| {{rl|Biscuits|med}}
|-
| {{rl|Pie|med}}
|-
|-
| {{rl|Jerky|med}}
| {{rl|Jerky|medium}}
|}
|}
|-
|-
| {{Species link|Humans|large}} ||
| {{Species link|Humans|large}} ||
 
{|class="ats-resource-list"
{|
| {{rl|Biscuits|medium}}
| {{rl|Biscuits|med}}
|-
|-
| {{rl|Pie|med}}
| {{rl|Pie|medium}}
|-
|-
| {{rl|Porridge|med}}
| {{rl|Porridge|medium}}
|}
|}
|-
|-
| {{Species link|Lizards|large}} ||
| {{Species link|Lizards|large}} ||
 
{|class="ats-resource-list"
{|
| {{rl|Pickled Goods|medium}}
| {{rl|Pickled Goods|med}}
|-
|-
| {{rl|Pie|med}}
| {{rl|Pie|medium}}
|-
|-
| {{rl|Jerky|med}}
| {{rl|Jerky|medium}}
|-
|-
| {{rl|Skewers|med}}
| {{rl|Skewers|medium}}
|}
|}
|}
|}
</div>
</div>


[[Species]] differ in which of the Complex Foods they want, so you will need to supply more than one type of Complex Food to satisfy all three Species in your settlement. In addition, every Species has more than one Complex Food Need, which means they can get more than one Resolve bonus if you provide enough variety.
[[Species]] differ in which of the complex foods they want, so you may need to supply more than one type of complex food to satisfy all three species in your settlement. In addition, every species has more than one complex food need, which means they can get more than one [[Resolve]] bonus if you provide enough variety.


On the other hand, if your settlement is running low on food, Villagers will eat a Complex Food that they do not need if there is no other food available to them, including raw food.  
On the other hand, if your settlement is running low on food, villagers will eat a complex food that they do not need if there is no other food available to them, including raw food. If even that is not available, villagers will starve, resulting in stacking Resolve penalties and eventually, death.


Like with raw food and [[Service Need|Services]], access to Complex Food can be disabled through [[Consumption Control]], and denying a food incurs a Resolve penalty to those Villagers who need that particular food.
Like with raw food and [[Services Needs|services]], access to complex food can be disabled through [[Consumption Control]], and denying a food incurs a Resolve penalty to those villagers who need that particular food.


== List of Complex Foods ==
<onlyinclude>
=== List of complex foods ===


Each Complex Food can satisfy more than one Species. Correspondingly, each of the five different Species require different combinations of the possible Complex Foods available. The following table shows these relationships.
Each complex food can satisfy more than one species. Correspondingly, each species require different combinations of the complex foods available. The following table shows these relationships.


The Production Building options are shown for convenience. See the next section for a table of Buildings that can help you choose your [[Blueprints]].
The [[Buildings#Food_Production_2|food production building]] options are shown for convenience.
</onlyinclude>
[[#Detailed table of all buildings for complex food|See the next section]] for a detailed and highly sortable table of buildings that can help you choose your [[Blueprints]].


<onlyinclude>
{| class="wikitable"
{| class="wikitable"
|-
|-
! Complex Food !! Species !! Production Building
! Complex food !! Species !! Production building
|-
|-
| {{rl|Biscuits|med}}
| {{rl|Biscuits|medium}} ||
| <table><tr><td>{{Species link|Beavers|med}}</td></tr><tr><td>{{Species link|Harpies|med}}</td></tr><tr><td>{{Species link|Humans|med}}</td></tr></table>
{|class="ats-inner-list"
| {{Recipe|Biscuits|display=list}}
| {{Species link|Bats|medium}}
|-
|-
| {{rl|Jerky|med}}
| {{Species link|Beavers|medium}}
| <table><tr><td>{{Species link|Harpies|med}}</td></tr><tr><td>{{Species link|Lizards|med}}</td></tr></table>
| {{Recipe|Jerky|display=list}}
|-
|-
| {{rl|Pickled Goods|med}}
| {{Species link|Humans|medium}}
| <table><tr><td>{{Species link|Beavers|med}}</td></tr><tr><td>{{Species link|Foxes|med}}</td></tr><tr><td>{{Species link|Lizards|med}}</td></tr></table>
|}
| {{Recipe|Pickled Goods|display=list}}
| {{Recipe|Biscuits|display=list}}
|-
| {{rl|Pie|med}}
| <table><tr><td>{{Species link|Harpies|med}}</td></tr><tr><td>{{Species link|Humans|med}}</td></tr><tr><td>{{Species link|Lizards|med}}</td></tr></table>
| {{Recipe|Pie|display=list}}
|-
|-
| {{rl|Porridge|med}}
| {{rl|Jerky|medium}} ||
| <table><tr><td>{{Species link|Foxes|med}}</td></tr><tr><td>{{Species link|Humans|med}}</td></tr></table>
{|class="ats-inner-list"
| {{Recipe|Porridge|display=list}}
| {{Species link|Harpies|medium}}
|-
|-
| {{rl|Skewers|med}}
| {{Species link|Lizards|medium}}
| <table><tr><td>{{Species link|Foxes|med}}</td></tr><tr><td>{{Species link|Lizards|med}}</td></tr></table>
| {{Recipe|Skewers|display=list}}
|}
|}
 
| {{Recipe|Jerky|display=list}}
== List of Production Buildings for Complex Food ==
 
This table might help you choose Blueprints based on the Species in your settlement.
 
For brevity and since they are never Blueprint choices, Flawless versions of production buildings are omitted from this table. Similarly, because it is an '''Essential Blueprint''' that your settlement starts out with, the Field Kitchen is omitted.
 
{|class="wikitable sortable"
! Production Building !! Efficiency !! Complex Food !! Species Satisfied
|-
|-
| Apothecary || {{2Star}} || Biscuits || Beaver
| {{rl|Paste|medium}} ||
{|class="ats-inner-list"
| {{Species link|Bats|medium}}
|-
|-
| Apothecary || {{2Star}} || Biscuits || Harpy
| {{Species link|Frogs|medium}}
|-
|-
| Apothecary || {{2Star}} || Biscuits || Human
| {{Species link|Harpies|medium}}
|}
| {{Recipe|Paste|display=list}}
|-
|-
| Bakery || {{2Star}} || Biscuits || Beaver
| {{rl|Pickled Goods|medium}} ||
{|class="ats-inner-list"
| {{Species link|Beavers|medium}}
|-
|-
| Bakery || {{2Star}} || Biscuits || Harpy
| {{Species link|Foxes|medium}}
|-
|-
| Bakery || {{2Star}} || Biscuits || Human
| {{Species link|Lizards|medium}}
|}
| {{Recipe|Pickled Goods|display=list}}
|-
|-
| Cookhouse || {{2Star}} || Biscuits || Beaver
| {{rl|Pie|medium}} ||
{|class="ats-inner-list"
| {{Species link|Frogs|medium}}
|-
|-
| Cookhouse || {{2Star}} || Biscuits || Harpy
| {{Species link|Humans|medium}}
|-
|-
| Cookhouse || {{2Star}} || Biscuits || Human
| {{Species link|Lizards|medium}}
|}
| {{Recipe|Pie|display=list}}
|-
|-
| Smelter || {{1Star}} || Biscuits || Beaver
| {{rl|Porridge|medium}} ||
{|class="ats-inner-list"
| {{Species link|Foxes|medium}}
|-
|-
| Smelter || {{1Star}} || Biscuits || Harpy
| {{Species link|Frogs|medium}}
|-
|-
| Smelter || {{1Star}} || Biscuits || Human
| {{Species link|Humans|medium}}
|}
| {{Recipe|Porridge|display=list}}
|-
|-
| Butcher || {{2Star}} || Jerky || Harpy
| {{rl|Skewers|medium}} ||
{|class="ats-inner-list"
| {{Species link|Bats|medium}}
|-
|-
| Butcher || {{2Star}} || Jerky || Lizard
| {{Species link|Foxes|medium}}
|-
|-
| Cellar || {{1Star}} || Jerky || Harpy
| {{Species link|Lizards|medium}}
|-
|}
| Cellar || {{1Star}} || Jerky || Lizard
| {{Recipe|Skewers|display=list}}
|-
| Kiln || {{1Star}} || Jerky || Harpy
|-
| Kiln || {{1Star}} || Jerky || Lizard
|-
| Smokehouse || {{3Star}} || Jerky || Harpy
|-
| Smokehouse || {{3Star}} || Jerky || Lizard
|-
| Beanery || {{2Star}} || Pickled Goods || Beaver
|-
| Beanery || {{2Star}} || Pickled Goods || Fox
|-
| Beanery || {{2Star}} || Pickled Goods || Lizard
|-
| Brewery || {{1Star}} || Pickled Goods || Beaver
|-
| Brewery || {{1Star}} || Pickled Goods || Fox
|-
| Brewery || {{1Star}} || Pickled Goods || Lizard
|-
| Cellar || {{1Star}} || Pickled Goods || Beaver
|-
| Cellar || {{1Star}} || Pickled Goods || Fox
|-
| Cellar || {{1Star}} || Pickled Goods || Lizard
|-
| Granary || {{2Star}} || Pickled Goods || Beaver
|-
| Granary || {{2Star}} || Pickled Goods || Fox
|-
| Granary || {{2Star}} || Pickled Goods || Lizard
|-
| Bakery || {{2Star}} || Pie || Harpy
|-
| Bakery || {{2Star}} || Pie || Human
|-
| Bakery || {{2Star}} || Pie || Lizard
|-
| Brick Oven || {{3Star}} || Pie || Harpy
|-
| Brick Oven || {{3Star}} || Pie || Human
|-
| Brick Oven || {{3Star}} || Pie || Lizard
|-
| Furnace || {{2Star}} || Pie || Harpy
|-
| Furnace || {{2Star}} || Pie || Human
|-
| Furnace || {{2Star}} || Pie || Lizard
|-
| Beanery || {{3Star}} || Porridge || Fox
|-
| Beanery || {{3Star}} || Porridge || Human
|-
| Distillery || {{2Star}} || Porridge || Fox
|-
| Distillery || {{2Star}} || Porridge || Human
|-
| Teahouse || {{2Star}} || Porridge || Fox
|-
| Teahouse || {{2Star}} || Porridge || Human
|-
| Butcher || {{2Star}} || Skewers || Fox
|-
| Butcher || {{2Star}} || Skewers || Lizard
|-
| Cookhouse || {{2Star}} || Skewers || Fox
|-
| Cookhouse || {{2Star}} || Skewers || Lizard
|-
| Grill || {{3Star}} || Skewers || Fox
|-
| Grill || {{3Star}} || Skewers || Lizard
|}
|}
</onlyinclude>


== Strategy and Special Combinations ==
== Strategies ==
 
Based on the Species in your settlement, there are obvious choices and options to avoid when seeking to provide Complex Food. However, most production buildings do not  produce ''only'' food, but this section cannot also take into account producing goods for [[Services Need]]s.
 
* The [[Cookhouse]] produces both [[Skewers]] and [[Biscuits]], which satisfy the Complex Food Needs for mutually exclusive set of Species. It is the only Building that can produce one good that satisfies every Species.
 
* Three Buildings produce two Complex Foods that together can satisfy four out of the five Species. The only other Building that makes two Complex Foods is the [[Butcher]], which satisfies only three Species with its products, but has a different advantage.
** The [[Bakery]] produces both [[Biscuits]] and [[Pie]]; only [[Fox]]es are not satisfied by something from the Bakery. In addition, [[Harpies]] need both, making this Building a great choice for settlements with Harpies.
** The [[Beanery]] produces both [[Pickled Goods]] and [[Porridge]]; only [[Harpies]] are not satisfied by something from the Beanery. In addition, [[Foxes]] need both, making this a great choice for settlements with them.
** The [[Cellar]] produces both [[Jerky]] and [[Pickled Goods]]; only [[Human]]s are not satisfied by something from the Cellar. In addition, Lizards need both, making this a great choice for settlements with them.
 
* The [[Butcher]] produces both [[Jerky]] and [[Skewers]], which can use as an ingredient the Jerky it produces. If you have [[Lizard]]s in your settlement and either sustain the supply of Jerky or limit the production of Skewers so that you can satisfy both needs, the Butcher can be a great choice.
 
* [[Lizard]]s are the hardest to completely satisfy with Complex Food, since they require four different goods. It is more likely you'll be able to satisfy their [[Services Need]]s before you are able to produce all four Complex Foods they need. Plus, the [[Resolve]] bonus from Services is bigger then from Complex Food.


* [[Beaver]]s, in contrast, need only two Complex Foods. However, no single Building produces both [[Biscuits]] and [[Pickled Goods]]. This means you will always need at least two Buildings to produce Complex Food if you intend to satisfy all of your Villagers' Complex Food needs.
* In addition to producing Complex Food through your settlement's buildings, you should also consider what Complex Foods are available to purchase from [[Traders]] or can be obtained as rewards from opening abandoned caches and solving other Glade Events. Although these sources are temporary, providing extra Complex Food for even a short period of time can greatly increase the amount of Reputation your villagers can generate from high Resolve.
* No Complex Food recipe creates less food than its raw food inputs. You can use this to your advantage to feed your villagers more efficiently and save raw food for making more Complex Food or producing other goods, even if the Complex Food created is not one that they prefer. Simply disable all raw foods in Consumption Control once sufficient Complex Food is available.


== See Also ==
== See Also ==
* [[Clothing Need]]
* [[Clothing Need]]
* [[Housing Need]]
* [[Housing Need]]
* [[Services Need]]
* [[Services Needs]]


[[Category:Buildings]]
[[Category:Buildings]]
[[Category:Complex Food]]
[[Category:Complex Food]]
[[Category:Need]]
[[Category:Villager needs]]
[[Category:Resolve]]
[[Category:Resolve]]
[[Category:Villagers]]

Latest revision as of 01:52, 26 September 2026

This article was last updated during version 1.8.9. 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

Villagers prefer to eat complex food, like Pie Pie, instead of raw food, like Roots Roots. While this need is satisfied, the villager will get a bonus to their Resolve and a +5% chance of producing double yields. The bonus to Resolve is higher than satisfying their needs for Housing and Clothing, but not higher than satisfying their Services Needs.

Villagers satisfy their need for complex food when they rest at the Hearths. When resting, they will eat one of every food item available for every complex food that they can satisfy, and the Resolve and production bonuses from every need they satisfy stack.

Consumption and Satisfaction

Species differ in which of the complex foods they want, so you may need to supply more than one type of complex food to satisfy all three species in your settlement. In addition, every species has more than one complex food need, which means they can get more than one Resolve bonus if you provide enough variety.

On the other hand, if your settlement is running low on food, villagers will eat a complex food that they do not need if there is no other food available to them, including raw food. If even that is not available, villagers will starve, resulting in stacking Resolve penalties and eventually, death.

Like with raw food and services, access to complex food can be disabled through Consumption Control, and denying a food incurs a Resolve penalty to those villagers who need that particular food.


List of complex foods

Each complex food can satisfy more than one species. Correspondingly, each species require different combinations of the complex foods available. The following table shows these relationships.

The food production building options are shown for convenience.

See the next section for a detailed and highly sortable table of buildings that can help you choose your Blueprints.


Complex food Species Production building
Biscuits Biscuits
Bats Bats
Beavers Beavers
Humans Humans


Jerky Jerky
Harpies Harpies
Lizards Lizards


Paste Paste
Bats Bats
Frogs Frogs
Harpies Harpies


Pickled Goods Pickled Goods
Beavers Beavers
Foxes Foxes
Lizards Lizards


Pie Pie
Frogs Frogs
Humans Humans
Lizards Lizards


Porridge Porridge
Foxes Foxes
Frogs Frogs
Humans Humans


Skewers Skewers
Bats Bats
Foxes Foxes
Lizards Lizards



Strategies

  • In addition to producing Complex Food through your settlement's buildings, you should also consider what Complex Foods are available to purchase from Traders or can be obtained as rewards from opening abandoned caches and solving other Glade Events. Although these sources are temporary, providing extra Complex Food for even a short period of time can greatly increase the amount of Reputation your villagers can generate from high Resolve.
  • No Complex Food recipe creates less food than its raw food inputs. You can use this to your advantage to feed your villagers more efficiently and save raw food for making more Complex Food or producing other goods, even if the Complex Food created is not one that they prefer. Simply disable all raw foods in Consumption Control once sufficient Complex Food is available.

See Also