Services Needs
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
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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.
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.
Feast Hall: +2 Resolve to villagers with the Species Housing need satisfied.
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.
Market: Global Carrying capacity increased by 10.
Monastery: -100 Hostility.
Tavern: +3 to Global Resolve.
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 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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