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]]
| [[Foxes]]
| [[Tea]]
|-
| [[Bath House]]
| [[Treatment]]
| [[Harpies]]
| [[Tea]]
|-
| [[Clan Hall]]
| [[Brawling]]
| [[Bats]]
| [[Training Gear]]
|-
| [[Clan Hall]]
| [[Brawling]]
| [[Frogs]]
| [[Training Gear]]
|-
| [[Clan Hall]]
| [[Brawling]]
| [[Lizards]]
| [[Training Gear]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Foxes]]
| [[Incense]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Frogs]]
| [[Incense]]
|-
| [[Clan Hall]]
| [[Religion]]
| [[Humans]]
| [[Incense]]
|-
| [[Academy]]
| [[Brawling]]
| [[Bats]]
| [[Training Gear]]
|-
| [[Academy]]
| [[Brawling]]
| [[Frogs]]
| [[Training Gear]]
|-
| [[Academy]]
| [[Brawling]]
| [[Lizards]]
| [[Training Gear]]
|-
| [[Academy]]
| [[Education]]
| [[Bats]]
| [[Scrolls]]
|-
| [[Academy]]
| [[Education]]
| [[Beavers]]
| [[Scrolls]]
|-
| [[Academy]]
| [[Education]]
| [[Harpies]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Education]]
| [[Bats]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Education]]
| [[Beavers]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Education]]
| [[Harpies]]
| [[Scrolls]]
|-
| [[Forum]]
| [[Leisure]]
| [[Beavers]]
| [[Ale]]
|-
| [[Forum]]
| [[Leisure]]
| [[Humans]]
| [[Ale]]
|-
| [[Guild House]]
| [[Luxury]]
| [[Beavers]]
| [[Wine]]
|-
| [[Guild House]]
| [[Luxury]]
| [[Frogs]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Luxury]]
| [[Beavers]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Luxury]]
| [[Frogs]]
| [[Wine]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Treatment]]
| [[Foxes]]
| [[Tea]]
|-
| [[Market]] [[Holy Market|(or Holy Market)]]
| [[Treatment]]
| [[Harpies]]
| [[Tea]]
|-
| [[Monastery]]
| [[Leisure]]
| [[Beavers]]
| [[Ale]]
|-
| [[Monastery]]
| [[Leisure]]
| [[Humans]]
| [[Ale]]
|-
| [[Monastery]]
| [[Religion]]
| [[Foxes]]
| [[Incense]]
|-
| [[Monastery]]
| [[Religion]]
| [[Frogs]]
| [[Incense]]
|-
| [[Monastery]]
| [[Religion]]
| [[Humans]]
| [[Incense]]
|-
| [[Tavern]]
| [[Leisure]]
| [[Beavers]]
| [[Ale]]
|-
| [[Tavern]]
| [[Leisure]]
| [[Humans]]
| [[Ale]]
|-
| [[Tavern]]
| [[Luxury]]
| [[Beavers]]
| [[Wine]]
|-
| [[Tavern]]
| [[Luxury]]
| [[Frogs]]
| [[Wine]]
|-
| [[Tea Doctor]]
| [[Brawling]]
| [[Bats]]
| [[Training Gear]]
|-
| [[Tea Doctor]]
| [[Brawling]]
| [[Frogs]]
| [[Training Gear]]
|-
| [[Tea Doctor]]
| [[Brawling]]
| [[Lizards]]
| [[Training Gear]]
|-
| [[Tea Doctor]]
| [[Treatment]]
| [[Foxes]]
| [[Tea]]
|-
| [[Tea Doctor]]
| [[Treatment]]
| [[Harpies]]
| [[Tea]]
|-
| [[Temple]] [[Holy Temple|(or Holy Temple)]]
| [[Education]]
| [[Bats]]
| [[Scrolls]]
|-
| [[Temple]] [[Holy Temple|(or Holy Temple)]]
| [[Education]]
| [[Beavers]]
| [[Scrolls]]
|-
| [[Temple]] [[Holy Temple|(or Holy Temple)]]
| [[Education]]
| [[Harpies]]
| [[Scrolls]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Foxes]]
| [[Incense]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Frogs]]
| [[Incense]]
|-
| [[Temple]] [[Temple|(or Holy Temple)]]
| [[Religion]]
| [[Humans]]
| [[Incense]]
|-
|}
== Strategy and Special Combinations ==
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 seven Species. This means there is no "always perfect" choice.
* One building serves all but one of the seven Species all by themselves. Additionally, the comfort specialization of this building matches that of the one species not served by this building.
** The [[Temple]] serves everyone except [[Lizards]].
* Six of the nine Buildings serve two Services to five of the Species. With the exception of [[Lizards]], who only have one Service need, and [[Harpy|Harpies]], there is a way to double-down on every other Species with only one Building:
** The [[Guild House]] 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 [[Forum]] serves [[Frog]]s both {{Service link|Brawling}} and {{Service link|Luxury}}.
** The [[Monastery]] serves [[Human]]s both {{Service link|Leisure}} and {{Service link|Religion}}.
** The [[Academy]] serves [[Bats]] both {{Service link|Brawling}} and {{Service link|Education}}.
== See Also ==
* [[Clothing Need]]
* [[Complex Food Need]]
* [[Housing Need]]
* [[Villagers]]
[[Category:Buildings]]
[[Category:Villager needs]]
[[Category:Resolve]]
[[Category:Services]]
Revision as of 03:49, 4 August 2025
This article was last updated during version 1.8.6. 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.
Services provide bonuses to Resolve. 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, a Viceroy needs to build a Tavernand provide Ale for the service need to be fulfilled.
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.
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 or Ale, the effect (-100 Hostility) will still become active if staffed to specifications.
Effects are as follows:
Academy: +1 Global Resolve for every rebuilt / salvaged Ruin. Retroactive.
Bath House: Villagers leave 30% slower. Global Production rate is 25% faster.
Clan Hall: +100% yield to all Camps except Woodcutters.
Forum: Chance of producing double yields increases by 15%.
Guild House: Traders arrive 50% faster. +1 to Global Resolve for every 75 Amber worth of goods sold. Retroactive.
Tea Doctor: +1 to Global Resolve for every 200 Complex Food eaten. Retroactive.
Temple: -25 Hostility for every 200 seconds of sacrifices in the Hearth. Retroactive.
To gain the perk a Service Building provides, it needs to be fully staffed.
List of services needs
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.