Complex Needs: Difference between revisions
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All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the Complex Food Need. All Species have different preferences. | All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the Complex Food Need. All Species have different preferences. | ||
Unless forced to with [[Consumption Control]], Villagers will eat only their preferred Complex Food, which they gain [[Resolve]] from, or raw food if no preferred Complex Food is available. If they are forced to eat a non-preferred Complex Food, they will not gain Resolve, but they will also not go hungry. | Unless forced to with [[Consumption Control]], Villagers will eat only their preferred Complex Food, which they gain [[Resolve]] from, or raw food if no preferred Complex Food is available. If they are forced to eat a non-preferred Complex Food, they will not gain Resolve, but they will also not go hungry. Each liked Complex Food consumed grants a +5% double production chance bonus until the next [[break]]. | ||
Services are another opportunity for Viceroys to boost Villager resolve. Services need '''both a [[Building]] and a Good''' to be used by Villagers. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a Building like a {{bl|Forum}} who can disperse these to your Villagers. Once unlocked, the Commons are available as a weaker yet reliable alternative to service Buildings. | Services are another opportunity for Viceroys to boost Villager resolve. Services need '''both a [[Building]] and a Good''' to be used by Villagers. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a Building like a {{bl|Forum}} who can disperse these to your Villagers. Once unlocked, the Commons are available as a weaker yet reliable alternative to service Buildings. Each Service grants a +10% double production chance bonus when fulfilled. | ||
The Services need the following [[Goods]] to be fulfilled: | The Services need the following [[Goods]] to be fulfilled: | ||
Revision as of 21:28, 6 August 2026
Overview
Complex Needs are opportunities for Viceroys to boost Villager Resolve when fulfilled. There are 4 types of Complex Needs, they are:
Fulfilling these Needs
Complex Food & Services
All Villagers will eat raw food to survive, but they need Complex Food to thrive and fulfill the Complex Food Need. All Species have different preferences.
Unless forced to with Consumption Control, Villagers will eat only their preferred Complex Food, which they gain Resolve from, or raw food if no preferred Complex Food is available. If they are forced to eat a non-preferred Complex Food, they will not gain Resolve, but they will also not go hungry. Each liked Complex Food consumed grants a +5% double production chance bonus until the next break.
Services are another opportunity for Viceroys to boost Villager resolve. Services need both a Building and a Good to be used by Villagers. For example, if you have
Scrolls in your Warehouse, you also need a Building like a Forum who can disperse these to your Villagers. Once unlocked, the Commons are available as a weaker yet reliable alternative to service Buildings. Each Service grants a +10% double production chance bonus when fulfilled.
The Services need the following Goods to be fulfilled:
- Education:
Scrolls - Brawling:
Training Gear - Leisure:
Ale - Luxury:
Wine - Treatment:
Tea - Religion:
Incense
For more information, please see Complex Food.
Complex Housing Need
- Main article: Housing Need


On the left, we can see:
- The "Basic Shelter" need
- The "Complex Housing" need
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:
- How many Species Specific (Complex Housing) is available.
- How many are "affected" (or live in this housing).
- How many are "unaffected" (Homeless or living in Basic Shelters).
- The average amount of Resolve Villagers are gaining from living in these houses.
- The maximum amount of Resolve Villagers can gain if everyone lives in these houses.
Villagers can stay in
Basic Shelters and
Large Shelters, but they will prefer their own Species Specific housing. These are:
Bat Houses for
Bats
Beaver Houses for
Beavers
Fox Houses for
Foxes
Harpy Houses for
Harpies
Human Houses for
Humans
Lizard Houses for
Lizards
Frog Houses for
Frogs
The need for Basic Housing and the Need for Species-Specific Housing are separate bonuses, so a Human living in a Human House will receive both a +3 Resolve bonus for Basic Housing fulfilled and a +3 Resolve bonus for Human Housing fulfilled for a total of +6 to their Resolve.
Frogs do not have a need for Basic Housing, so they will not occupy shelters. Frog Houses are required to avoid homelessness in Frogs.
All Species Housing give +3 Resolve to each Villager affected, except for
Fox Houses, which give +4 Resolve, and
Frog Houses, which give +5 Resolve.
Clothing Need
- Main article: Clothing Need
4 / 7 Species use
Coats to boost Resolve by +5, these are:
4 / 7 Species use
Boots to boost Resolve by +5, these are:
New Coats and/or Boots will be used every time a Villager takes a break, much like Food. Each clothing need fulfilled also provides a secondary bonus for those villagers:
Services Needs
- Main article: Services Needs
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 |
|---|---|---|---|
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