Resolve: Difference between revisions
Anteprefix (talk | contribs) Added details on Resilience numbers |
Anteprefix (talk | contribs) Made favoring its own section |
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Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat. | Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat. | ||
== Favoring == | |||
[[File:Favoring Icon Highlighted.png|thumb|right|500px|The button to favor Lizards]] | |||
By favoring a species, the Resolve of that species will increase by 5 and the resolve of all other species will decrease by 5 until favoring stops. You cannot favor a species if there is currently only 1 species present in your settlement and there is a 60 second cooldown after favoring stops where you cannot favor any species. {{Species link|Bats}} cannot be favored. Some [[World Events]], [[World Map modifiers]], [[Forest Mysteries]], and [[Cornerstones]] can negatively affect favoring or prevent favoring altogether. | |||
== Gaining Reputation Points through Resolve == | == Gaining Reputation Points through Resolve == | ||
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# -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources. | # -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources. | ||
# Expand or Close this panel. | # Expand or Close this panel. | ||
# [[Favor]] this species | # [[Resolve#Favoring|Favor]] this species. | ||
== Leaving == | == Leaving == | ||
Revision as of 01:45, 6 November 2025

Foxes with high ResolveOverview
Resolve refers to the happiness of your Villagers and is affected by both positive and negative influences.
Positive influences can be:
- Meeting their Services Needs.
- Providing Complex Food options.
- Having Complex Housing.
- Fulfilling their Clothing Needs.
- Favoring their species.
- Assigning workers to Buildings that provide Comfort.
- Encountering certain Positive Forest Mysteries during the Drizzle Season.
Other Positives:
- Assigning Villagers to Buildings with Rainpunk Engines enabled.
- Lowering Hostility.
- Certain Perks and Cornerstones.
- Increasing the Dedication level of
Bats by having non-Bat villagers leave or die.
Negative Influences can be:
- Starvation.
- Consumption Control of available Foods / Services.
- Homelessness.
- Favoring other species.
- Hostility.
- Negative Forest Mysteries.
- The Storm Season.
- Certain Effects.
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.
Current Resolve reflects the current resolve of a specific species, while Future Resolve is the sum of all effects and is subject to change over time based on influencing factors. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.
Resilience, Demand, Decadence, and Hunger Tolerance
| Species | Base Resolve | Break Interval | Resilience | Demand | Decadence | Hunger Tolerance |
|---|---|---|---|---|---|---|
| 10 | 02:00 | Low | 30 | 2 | 6 | |
| 5 | 02:00 | Low | 15 | 5 | 3 | |
| 10 | 02:30 | Medium | 25 | 5 | 8 | |
| 5 | 01:40 | Low | 15 | 3 | 4 | |
| 15 | 02:00 | Low | 30 | 4 | 6 | |
| 5 | 01:40 | High | 15 | 7 | 12 | |
| 5 | 01:40 | High | 12 | 4 | 4 |
Base Resolve
This is the base level of Resolve a species starts with in each settlement, before any modifiers.
Resilience

Resilience refers to how quickly the species' Resolve drops. The exact rate at which Resolve drops depends on the difference between the current Resolve and the future Resolve. The larger the gap, the faster Resolve will drop.
Lizards and
Bats have high Resilience, while
Frogs have medium Resilience. All other species have low Resilience. High Resilience species' Resolve drops at a rate between 40 - 50% of that of Medium Resilience species and between 20 - 33% of that of Low Resilience species. Medium Resilience species' Resolve drops at a rate between 55 - 60% of that of Low Resilience species. Larger drops in Resolve result in larger effects from Resilience. See the table below for more precise numbers.
| Total Resolve Drop | High/Medium Ratio | High/Low Ratio | Medium/Low Ratio |
|---|---|---|---|
| 50 | 40% | 22% | 55% |
| 40 | 41% | 23% | 56% |
| 30 | 43% | 25% | 58% |
| 20 | 47% | 28% | 59% |
| 10 | 52% | 33% | 63% |
Demand
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating Reputation.
Decadence
Decadence refers to the amount of points the Resolve Threshold will increase each time a Viceroy gains a Reputation point through Resolve from a specific species.
For example,
Foxes have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their
Foxes, and from 20 to 25 with the second point.
Hunger Tolerance
Your Villagers have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every break), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don't have anything to eat by the time of their next break, they will die.
Each stack of Hunger lowers Resolve by 4, so species other than
Foxes usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.
Favoring

By favoring a species, the Resolve of that species will increase by 5 and the resolve of all other species will decrease by 5 until favoring stops. You cannot favor a species if there is currently only 1 species present in your settlement and there is a 60 second cooldown after favoring stops where you cannot favor any species.
Bats cannot be favored. Some World Events, World Map modifiers, Forest Mysteries, and Cornerstones can negatively affect favoring or prevent favoring altogether.
Gaining Reputation Points through Resolve

Viceroys can earn
Reputation points by raising Villagers' resolve to reach the "Reputation Threshold". Once a Villager's portrait turns blue, they will start generating Reputation. The more Villagers that reach the threshold, the more Reputation is gained.
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.
The rate of Reputation generation per species per minute is estimated by:
(population of the species)*(current resolve of the species)/1800 for Humans, Beavers, and Frogs (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies, Foxes, and Bats
The actual[2] formula (Reputation per second) is:
(Species' Resolve to Reputation Ratio x Species' Resolve) x (Species' Population to Reputation Ratio x Species' Population) x [Sum of All Modifiers]
- Species' Resolve to Reputation Ratio is 0.000013 for
Humans,
Beavers, and
Frogs, and 0.0000195 for
Lizards,
Harpies, and
Foxes, and
Bats. - Species' Population to Reputation Ratio is 0.7 for every species.
- Sum of All Modifiers is 1 by default.
- Max Reputation from Resolve a species can generate is clamped at 0.0125 per second (0.75 Reputation per minute).
Interpreting Species Panels

These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable "Species Panel Open by Default" to always have the panels expanded when starting a settlement.
In this panel, you can see what gives your Villagers Resolve, and what is taking away their Resolve.
- Basic Shelter, +3 Resolve per Villager (Bottom right)
- Species Specific Shelter, +3 Resolve per Villager (Top left "6" means how many empty spaces are available)
- Complex Food Need Fulfilled, in this case
Porridge. (Bottom Right, +4 Resolve to each Villager, Top left, 770 Units of Porridge remaining.) - Complex Food Need Fulfilled,
Biscuits in this case. (+5 Resolve per Villager, 773 Units remaining.) - Complex Food Need Fulfilled,
Pies in this case.(+5 Resolve per Villager, 767 units remaining.) - Clothing Need Fulfilled. (+5 Resolve per Villager, 768 units of
Coats remaining.) - Service Need Fulfilled.
Leisure in this case. (+8 Resolve per Villager, 755 units of
Ale remaining.) - Service Need Fulfilled.
Religion in this case. (+8 Resolve per Villager, 750 units of
Incense remaining.) - +4 Resolve per Villager from other sources. Hover over this image to see from which sources.
- -4 Resolve per Villager from other sources. Hover over this image to see from which sources.
- Expand or Close this panel.
- Favor this species.
Leaving
When your villagers' Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, Difficulty, as well as a number of other possible Effects. While species with high or medium Resilience slow down the rate at which their Resolve drops, it does not affect the rate at which they leave once their Resolve is at 0 or lower.
| Current Resolve | 0 to -4 | -5 to -14 | -15 to -24 | -25 and lower | |
|---|---|---|---|---|---|
| Leave Rate | Before Prestige 5 | 100% | 150% | 200% | 300% |
| Prestige 5 and higher | 200% | 250% | 300% | 400% | |
Species Resolve Data
For more information, please see Complex Needs
Resolve Data per Species
Cornerstones and Perks influencing Resolve
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| None | Reputation generated through high Resolve grows +20% faster for every 2 villagers with the need for leisure fulfilled. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Legendary | A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+3 to Global Resolve) | x | x | Ord | Rel | x | x | Por | x | x | x | 0 | |
| Rare | Bats have always been wary and somewhat hostile, but you've proven yourself worthy of their trust. (+3 to Bats Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Beaver clan remembers your help. (+3 to Beavers Resolve) | x | x | Ord | x | Tra | x | x | x | x | x | 24 | |
| Legendary | A crystalline filter designed to mitigate the negative environmental impact of infused rainwater. Blightrot Cysts appear 50% slower when using rain engines, but Reputation from Resolve is generated 90% slower for the next 2 Reputation Points. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| None | Lizard tribes have a long tradition of both animal husbandry and meat preparation. All meat-based complex foods (jerky, skewers, pies, paste) give 2 more Resolve. Same building effects do not stack. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| None | When your villagers' needs are met, Harmony is fostered. Each unique service building adds 2 to Global Resolve. This effect is retroactive. | x | x | x | x | x | Dec | x | x | x | x | 0 | |
| Rare | A Totem of Denial cleansed by the Holy Flame. Grants a Global Resolve bonus. (+3 to Global Resolve) | x | x | x | x | x | Dec | x | x | x | x | 0 | |
| Legendary | You took some of the best explorers from the Smoldering City with you. Global Resolve is boosted by +5 for 180 seconds every time a new glade is discovered, but woodcutting is 25% slower until you open at least 2 glades. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Mythic | You took some of the best explorers from the Smoldering City with you. Global Resolve is boosted by +10 for 180 seconds every time a new glade is discovered. | Alt | x | x | x | x | x | x | x | x | x | 0 | |
| Legendary | Relatives of your villagers send gifts for treating their family members well. Get 40 |
x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Legendary | Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. Global Resolve drops 30% faster. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| None | Villagers with their need for species-specific housing met will get an additional +2 to Resolve. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Fox tribe remembers your help. (+3 to Foxes Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Epic | Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. This effect is retroactive. | x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Frogs remember your help. (+3 to Frogs Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Rare | Some much needed furnishings. Adds an additional +1 to Resolve for villagers with a home. (This effect is applied to villagers during their break) | x | x | x | x | Tra | x | Por | x | x | x | 22 | |
| Legendary | Global Resolve is increased by 5, but the chance of villagers consuming twice the amount of food during a break is increased by +50%. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Mythic | Global Resolve is increased by 5, and villagers have a +10% chance of not consuming food during a break. | Alt | x | x | x | x | x | x | x | x | x | 0 | |
| None | Every evening, a Gleeman tells stories about past glories, and times before the Great Civil War. (+3 to Global Resolve) Same building effects do not stack. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Rare | The Flock was neutral during the Great Civil War, but you've proven your worth to them now. (+3 to Harpies Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Humans remember your help. (+3 to Humans Resolve) | x | x | Ord | x | Tra | x | x | x | x | x | 24 | |
| Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Lizard elders remember your help. (+3 to Lizards Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Rare | Villagers tell stories of the Queen's unparalleled power. Global Resolve grows by 1 for every 3 Reputation Points gained. This effect is retroactive. | x | x | x | x | x | Dec | x | x | x | x | 0 | |
| Rare | Workers who are assigned to a workplace that matches their comfort specialization receive an additional +2 Resolve from the "Comfortable" effect. | x | x | Ord | x | Tra | x | Por | x | x | x | 18 | |
| Epic | The people are invigorated by every discovered cache. Every time you open or send 2 Abandoned Caches to the Citadel, you gain +1 to Global Resolve. | x | Cor | x | Rel | x | x | Por | x | x | x | 0 | |
| Legendary | Gain +1 to Global Resolve every time you sell goods worth 50 |
x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Legendary | The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Legendary | The people are feeling oddly rebellious. Gain +1 Global Resolve for every 2 Impatience Points. Every time a villager leaves or dies, Impatience is increased by an additional 0.2 points. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Mythic | The people are feeling oddly rebellious. Gain +1 Global Resolve for every 1 Impatience Point. | Alt | x | x | x | x | x | x | x | x | x | 0 | |
| None | Every evening, villagers gather to talk, bathe, and strengthen their bonds with one another. Villagers with low resolve will leave the town 30% slower. Same building effects do not stack. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Legendary | A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +5 to Resolve, but attacking a trader adds 2 extra Impatience Points. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Mythic | A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +10 to Resolve. | Alt | x | x | x | x | x | x | x | x | x | 0 | |
| None | Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve) | x | x | x | x | x | x | x | Fir | x | x | 0 | |
| Rare | Spiced ale is even better than regular ale. Additional +5 to Resolve when under the effect of |
x | x | Ord | x | Tra | x | Por | x | x | x | 20 | |
| Legendary | High spirits can be contagious. Beavers gain +2 Resolve for every Reputation Point gained through Harpy Resolve. This effect is retroactive. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Legendary | The storm seems less threatening in a well-populated settlement. Global Resolve drops 2% slower for every Frog villager. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Legendary | The people in your settlement have survived many hardships, bringing them closer together (+10% villager speed, 1 Global Resolve). | x | Cor | Ord | Rel | x | x | Por | x | x | x | 0 | |
| Mythic | The people in your settlement have survived many hardships, bringing them closer together (+25% villager speed, 3 Global Resolve). | Alt | x | x | x | x | x | x | x | x | x | 0 | |
| None | A generation that ignores its history has no past and no future. Gain +1 to Global Resolve for each rebuilt or salvaged ruin found in glades (the bonus is added retroactively). Same building effects do not stack. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| None | According to custom, a small part of the Amber that goes through each guild should be repaid to support the locals. Gain +1 to Global Resolve every time you sell goods worth 75 |
x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Epic | The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 |
x | Cor | Ord | x | x | x | Por | x | x | x | 0 | |
| Rare | An exceptionally strong bond has developed between the Harpies and the Stormbird. They look very pleased to be in its presence. (+3 to Harpies Resolve) | x | x | x | x | x | Dec | x | x | x | x | 0 | |
| Epic | The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 |
x | Cor | Ord | x | x | x | x | x | x | x | 0 | |
| None | A rich diet is beneficial for your villagers' health. Gain +1 to Global Resolve for every 200 times any complex food need is fulfilled (the bonus is added retroactively). Same building effects do not stack. | x | x | x | x | x | x | x | x | Ser | x | 0 | |
| Epic | It's off to work we go. For every 20 felled trees, Global Resolve is increased by 3 for 120 seconds. | x | Cor | x | x | x | x | Por | x | x | x | 0 | |
Strategies
- Species' Resolve is a resource to be spent or conserved, just like goods. Just like it's useful to stockpile goods by limiting consumption, it's useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species' Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[4]
- Similarly, there is no advantage gained by increasing a species' Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies' Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies' Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[4]
- Starting with Complex Food early is vital on some missions. Getting villagers sheltered, favored, and starting to eat Complex Food can earn viceroys early Reputation and Blueprints.
- Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.
- In mid to late game, viceroys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.
References
- Data collected by Discord user Anteprefix.
- A Steam Community post by Leisurely Luke, one of the developers, https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337 Note that due to a typo, the values given in the post are off by a factor of 10.
- Leave Rate was tested by Discord user Jhazrun
- u/Frozenstep, who contributed to "A compilation of tips for new players," https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!


