Services Needs: Difference between revisions
→List of services needs: added lizards to brawling |
|||
| Line 102: | Line 102: | ||
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|Academy|medium}}: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive. | * {{bl|Academy|medium}} | ||
* {{bl|Bath House|medium}}: [[Villagers]] leave 30% slower. Global Production rate is 25% faster. | ** 3 villagers assigned: +1 Global [[Resolve]] for every rebuilt / salvaged [[Ruin]]. Retroactive. | ||
* {{bl|Clan Hall|medium}}: +100% yield to all Camps except Woodcutters. | * {{bl|Bath House|medium}} | ||
* {{bl|Feast Hall|medium}}: +2 Resolve to villagers with the [[Housing Need|Species Housing]] need satisfied. | ** 1 villager assigned: [[Villagers]] leave 30% slower. | ||
* {{bl|Forum|medium}}: Chance of producing double yields increases by 15%. | ** 3 villagers assigned: Global Production rate is 25% faster. | ||
* {{bl|Guild House|medium}}: | * {{bl|Clan Hall|medium}} | ||
* {{bl|Market|medium}}: Global Carrying capacity increased by 10. | ** 2 villagers assigned: All meat-based complex foods provide +2 Resolve. | ||
* {{bl|Monastery|medium}}: -100 [[Hostility]]. | ** 3 villagers assigned: +100% yield to all Camps except Woodcutters. | ||
* {{bl|Tavern|medium}}: +3 to Global [[Resolve]]. | * {{bl|Feast Hall|medium}} | ||
* {{bl|Tea Doctor|medium}}: +1 to Global [[Resolve]] for every 200 Complex Food eaten. Retroactive. | ** 3 villagers assigned: +2 Resolve to villagers with the [[Housing Need|Species Housing]] need satisfied. | ||
* {{bl|Temple|medium}}: -25 [[Hostility]] for every 200 seconds of sacrifices in the [[Hearth]]. Retroactive. | * {{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. | |||
<onlyinclude> | <onlyinclude> | ||
Revision as of 09:44, 5 February 2026
Overview
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 Tavern and provide
Ale for the service need to be fulfilled.
Consumption and Satisfaction
| Species | Services Needed | |||
|---|---|---|---|---|
|
| ||||
|
| ||||
|
| ||||
|
| ||||
|
| ||||
|
| ||||
|
|
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 need, you need a Tavern, some
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:
- The Specialization or Comfort bonus workers get from working in this Building
- One worker is assigned. This is enough to enable the Service Need.
Leisure is enabled in this building
Luxury 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.
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. The Holy version of certain service buildings have an extra effect compared to the base version.
Effects are as follows:
Academy
Bath House
- 1 villager assigned: Villagers leave 30% slower.
- 3 villagers assigned: Global Production rate is 25% faster.
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
- 3 villagers assigned: +2 Resolve to villagers with the Species Housing need satisfied.
Forum
- 3 villagers assigned: Chance of producing double yields increases by 15%.
Guild House
- 3 villagers assigned: +1 to Global Resolve for every 75
Amber worth of goods sold. Retroactive. - (
Holy Guild House only) 1 villager assigned: Traders arrive 50% faster.
- 3 villagers assigned: +1 to Global Resolve for every 75
Market
- 2 villagers assigned: Global Carrying capacity increased by 10.
- (
Holy Market only) 1 villager assigned: +20% Reputation generation rate for every 2 villagers with the need for Leisure fulfilled
Monastery
- 3 villagers assigned: -100 Hostility.
Tavern
- 3 villagers assigned: +3 to Global Resolve.
Tea Doctor
- 3 villagers assigned: +1 to Global Resolve for every 200 Complex Food eaten. Retroactive.
Temple
- 3 villagers assigned: -25 Hostility for every 200 seconds of sacrifices in the Hearth. Retroactive.
- (
Holy Temple only) 3 villagers assigned: -10 Hostility for every 2 villagers with the need for Education fulfilled.
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 |
|---|---|---|---|
| |||
| |||
| |||
| |||
| |||
|


