Resolve: Difference between revisions

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m linked some keywords
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* Having [[Complex Housing]].
* Having [[Complex Housing]].
* Fulfilling their [[Clothing Need]]s.
* Fulfilling their [[Clothing Need]]s.
* Favoring their species.
* [[#Favoring|Favoring]] their species.
* Assigning workers to Buildings that provide [[Comfort]].
* Assigning workers to Buildings that provide [[Comfort]].
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]].
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Negative Influences can be:
Negative Influences can be:
* Starvation.
* [[#Hunger Tolerance|Starvation]].
* Consumption Control of available Foods / Services.
* [[Consumption Control#Resolve Penalties|Consumption Control]] of available Foods / Services.
* Homelessness.
* Homelessness.
* Favoring other species.
* Favoring other species.

Revision as of 09:07, 9 May 2026

This article was last updated during version 1.9.5. 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 Some information may be out of date.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.

Foxes Foxes with high Resolve

Overview

Resolve refers to the happiness of your Villagers and is affected by both positive and negative influences.

Positive influences can be:

Other Positives:

Negative Influences can be:

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
Bats Bats 5 01:40 High 12 4 4
Beavers Beavers 10 02:00 Low 30 2 6
Foxes Foxes 5 02:00 Low 15 5 3
Frogs Frogs 10 02:30 Medium 25 5 8
Harpies Harpies 5 01:40 Low 15 3 4
Humans Humans 15 02:00 Low 30 4 6
Lizards Lizards 5 01:40 High 15 7 12

Base Resolve

This is the base level of Resolve a species starts with in each settlement, before any modifiers.

Resilience

Graph of High, Medium, and Low Resilience species Resolve decaying from 50 to 0 over time.[1]

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 Lizards and Bats Bats have high Resilience, while Frogs 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.

Relative Resolve Decay Rate[1]
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 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 Foxes, and from 20 to 25 with the second point. Villagers will always generate Reputation at 50 Resolve.

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 Foxes usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.

Favoring

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. Bats 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 Humans, Beavers Beavers, and Frogs Frogs, and 0.0000195 for Lizards Lizards, Harpies Harpies, and Foxes Foxes, and Bats 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).

Reputation generation cap and Decadence

The table below[3] lists the minimum amount of Villagers of each species you need to sustain at 50 Resolve to generate the maximum possible amount of Reputation, as well as how many points of Reputation you can expect to generate from each species before their Decadence raises the Resolve Threshold to 50.

For example, with a Resolve to Reputation Ratio of 0.0000195, you will need only 19 Bats Bats at 50 Resolve to keep their Reputation generation at 0.75 Reputation per minute. Taking on more than 19 Bats will not lead to a higher Reputation generation rate, as long as they are at 50 Resolve. Bats will generate 9 full points of Reputation before their Resolve Threshold reaches 50 due to Decadence, or 7 above P14.

Species Species Resolve to
Reputation Ratio
Minimum
Population
Rep. points until 50
before Prestige 14
Rep. points until 50
after Prestige 15
Bats Bats 0.0000195 19 9 7
Beavers Beavers 0.000013 28 10 6
Foxes Foxes 0.0000195 19 7 5
Frogs Frogs 0.000013 28 5 4
Harpies Harpies 0.0000195 19 11 8
Humans Humans 0.000013 28 5 4
Lizards Lizards 0.0000195 19 5 4

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.

  1. Basic Shelter, +3 Resolve per Villager (Bottom right)
  2. Species Specific Shelter, +3 Resolve per Villager (Top left "6" means how many empty spaces are available)
  3. Complex Food Need Fulfilled, in this case Porridge Porridge. (Bottom Right, +4 Resolve to each Villager, Top left, 770 Units of Porridge remaining.)
  4. Complex Food Need Fulfilled, Biscuits Biscuits in this case. (+5 Resolve per Villager, 773 Units remaining.)
  5. Complex Food Need Fulfilled, Pie Pies in this case.(+5 Resolve per Villager, 767 units remaining.)
  6. Clothing Need Fulfilled. (+5 Resolve per Villager, 768 units of Coats Coats remaining.)
  7. Service Need Fulfilled. Leisure Leisure in this case. (+8 Resolve per Villager, 755 units of Ale Ale remaining.)
  8. Service Need Fulfilled. Religion Religion in this case. (+8 Resolve per Villager, 750 units of Incense Incense remaining.)
  9. +4 Resolve per Villager from other sources. Hover over this image to see from which sources.
  10. -4 Resolve per Villager from other sources. Hover over this image to see from which sources.
  11. Expand or Close this panel.
  12. 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.

Leave Rate[4]
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

Resolve bonuses earned for each satisfied need
Species Complex Foods Clothing Services
Jerky Porridge Skewers Biscuits Pie Pickled Goods Paste Coats Boots Leisure Brawling Religion Education Luxury Treatment
Bats +5 +5 +6 +5 +8 +10
Beavers +5 +8 +5 +8 +10 +10
Foxes +4 +5 +8 +5 +8 +10
Frogs +4 +5 +6 +5 +8 +8 +10
Harpies +4 +6 +5 +5 +10 +10
Humans +4 +5 +5 +5 +8 +8
Lizards +4 +5 +5 +8 +5 +8
(Transposed table) Resolve bonuses earned for each satisfied need
Species Bats Beavers Foxes Frogs Harpies Humans Lizards
Complex
Foods
Jerky +4 +4
Porridge +4 +4 +4
Skewers +5 +5 +5
Biscuits +5 +5 +5
Pie +5 +5 +5
Pickled Goods +8 +8 +8
Paste +6 +6 +6
Clothing Coats +5 +5 +5 +5
Boots +5 +5 +5 +5
Services Leisure +8 +8
Brawling +8 +8 +8
Religion +8 +8 +8
Education +10 +10 +10
Luxury +10 +10
Treatment +10 +10

Cornerstones and Perks influencing Resolve

45 Perks mentioning 'Resolve'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra Dec Por Fir Ser Bio
Ale and Hearty Ale and Hearty 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
Ancient Artifact Ancient Artifact 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
Bat Clan Support Bat Clan Support 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
Beaver Clan Support Beaver Clan Support 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
Carnivorous Tradition Carnivorous Tradition 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
Converted Harmony Spirit Altar Converted Harmony Spirit Altar 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
Converted Totem of Denial Converted Totem of Denial 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
Exploration Expedition Exploration Expedition 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
Exploration Expedition (Stormforged) Exploration Expedition (Stormforged) 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
Family Gratitude Family Gratitude Legendary Relatives of your villagers send gifts for treating their family members well. Get 40 Waterskins Waterskins for every full Reputation Point obtained through high Resolve. x Cor x x x x Por x x x 0
Festering Wounds Festering Wounds 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
Festive Mood Festive Mood 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
Fox Pack Support Fox Pack Support 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
Friendly Relations Friendly Relations 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
Frog Clan Support Frog Clan Support 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
Furniture Furniture 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
Generous Rations Generous Rations 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
Generous Rations (Stormforged) Generous Rations (Stormforged) 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
Gleeman's Tales Gleeman's Tales 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
Harpy Clan Support Harpy Clan Support 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
Human Clan Support Human Clan Support 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
Lizard Clan Support Lizard Clan Support 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
Long Live the Queen Long Live the Queen 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
Long Term Contract Long Term Contract 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
Prosperous Archaeology Prosperous Archaeology 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
Prosperous Settlement Prosperous Settlement Legendary Gain +1 to Global Resolve every time you sell goods worth 50 Amber Amber, but scouts work 10% slower on Glade Events. x Cor x x x x x x x x 0
Protected Trade Protected Trade 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
Rebellious Spirit Rebellious Spirit 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
Rebellious Spirit (Stormforged) Rebellious Spirit (Stormforged) 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
Regular Baths Regular Baths 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
Royal Guard Training Royal Guard Training 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
Royal Guard Training (Stormforged) Royal Guard Training (Stormforged) 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
Sacred Pyre Sacred Pyre None Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve) x x x x x x x Fir x x 0
Spiced Ale Spiced Ale Rare Spiced ale is even better than regular ale. Additional +5 to Resolve when under the effect of Ale leisure. x x Ord x Tra x Por x x x 20
Spirit of Cooperation Spirit of Cooperation 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
Strength in Numbers Strength in Numbers 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
Survivor Bonding Survivor Bonding 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
Survivor Bonding (Stormforged) Survivor Bonding (Stormforged) 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
The Crown Chronicles The Crown Chronicles 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
The Guild's Welfare The Guild's Welfare 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 Amber Amber (the bonus will be added retroactively). Same building effects do not stack. x x x x x x x x Ser x 0
Training Grounds Training Grounds Epic The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 Training Gear Training Gear produced. x Cor Ord x x x Por x x x 0
Unique Ally Unique Ally 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
Vineyard Town Vineyard Town Epic The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 Wine Wine produced. x Cor Ord x x x x x x x 0
Vitality Vitality 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
Woodcutter's Song Woodcutter's Song 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.[5]
  • 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).[5]
  • 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

  1. ↑ 1.0 1.1 Data collected by Discord user Anteprefix.
  2. ↑ 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.
  3. ↑ Table was made by Discord user @james_pham
  4. ↑ Leave Rate was tested by Discord user Jhazrun
  5. ↑ 5.0 5.1 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!