Villagers

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Revision as of 02:58, 17 November 2023 by mostly willing (talk | contribs)

Villagers can be obtained at regular intervals, with a choice between two groups. Additional villagers can also be obtained by completing Orders.

Each villager has a Resolve stat. If it reaches above a certain threshold it will generate Reputation. If it falls to 0 the villager will leave, increasing the queen's Impatience.

Resolve

Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between 0 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. If it drops to 0 the villager will try to leave the settlement. To increase Resolve, you have to satisfy your villagers’ needs - by giving them complex food (like Jerky, Pie, etc.), clothing (Coats), or access to services (like a Tavern serving Ale). Resolve growth is gradual and takes different amounts of time for each species.

To see the exact Resolve change, open the species panel using the arrow key next to the species’ portrait and hover over the numbers shown next to the species name. There you will find the Current Resolve and Target Resolve. Current Resolve reflects the Resolve a given species currently has, and Target Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. Raising Resolve to an exceptionally high level (indicated by the blue line on the Resolve Bar) will generate Reputation Points passively. However, this won't last indefinitely, as villagers will get used to their standard of living after each point acquired, and the blue line on the Resolve bar will move further up.

Species

Each villager is part of one of 4 species, which determines their stats:

  • Base Resolve is villagers' Resolve when there are no positive or negative effects affecting them.
  • Break Interval is the period of time before a villager will take a break at the Hearth.
  • Resilience is how fast the villagers' Resolve reacts to change. A highly resilient species reacts very slowly to Resolve effects.
  • Demands is how much Resolve a villager needs before they start generating Reputation.
  • Decadence is how much Demands are raised after gaining each Reputation Point through High Resolve (tracked separately for each of the species in the current settlement).
  • Specialization grants villagers a 10% chance to produce twice the amount of resources when working in a building related to their specialization. Foxes' Forest specialization grants them a +5% Glade Event working speed bonus instead.
  • Comfort grants villagers 5 Resolve when working in a building related to their comfort.
  • Hunger Tolerance is the maximum amount of hunger stacks a villager can withstand before dying.

A species can be offered lighter treatment from its needs menu. This will raise its Resolve by 5 but decrease the resolve of other species by 5.

Species Base
Resolve
Break
Interval
Resilience Demands Decadence Hunger
Tolerance
Specialization Comfort Needs
(Goods)
Needs
(Services)
Description

Human
15 2:00 Low 30 4 6
Farming

Brewing
Porridge
Biscuits
Pie
Clothing
Leisure
Religion
An adaptable species, but very susceptible to the rain.

Beaver
10 2:00 Low 30 2 6
Woodworking

Engineering
Biscuits
Pickled Goods
Clothing
Leisure
Education
Luxury
Beavers are hardworking and honest, but also quite demanding.

Lizard
5 1:40 High 15 7 12
Meat Production

Warmth
Jerky
Skewers
Pie
Pickled Goods
Brawling
Religion
Lizards are a very resilient and distrustful species.

Harpy
5 1:40 Low 15 3 4
Alchemy

Cloth
Jerky
Biscuits
Pie
Clothing
Education
Treatment
Harpies are a noble and fragile species, yet with a primal, aggressive side.

Fox
5 2:00 Low 15 5 3
Forest

Rainwater
Porridge
Skewers
Pickled Goods
Brawling
Luxury
Treatment
Foxes are majestic and mysterious creatures deeply bonded with the forest.