Housing Need
Overview
In addition to food, all villagers need shelter from the weather. There are two types of needs in this category, the need for Shelter, or Basic Housing, and the need for species-specific Housing. Both are discussed in this article.
Villagers who have their need for basic shelter met get a small bonus to their Resolve. When villagers are housed in a nicer home, specific to their species, they get a second small bonus to their Resolve.
Both Shelters and species-specific Houses are found under Housing on the Construction Toolbar.
Villagers never visit their homes; they only ever walk between their workplaces, Warehouses, and Hearths. Therefore, villagers' housing does not need to be close by, accessible by road, or even near the same Hearth as the villager's workplace. However, many viceroys use the areas around housing buildings for decorations needed to upgrade Hearths.
Satisfaction
When a new housing building is constructed, any villagers who still need shelter will be automatically assigned to their new home, until it reaches capacity. You need at least two Shelters at the beginning of each mission to shelter all of your starting villagers. Viceroys usually aim to have these built before the first storm. Basic Shelters and Big Shelters satisfy villagers' Shelter Need.
When a new species-specific House is built, any villagers of that species whose Housing Need hasn't been satisfied will be automatically assigned to the new House, until it reaches capacity. Once a villager moves into their species' House, their Shelter Need and their Housing Need are both satisfied.
Some viceroys have their entire population's need for shelter satisfied before they start adding any species-specific housing.
Note: Villagers of a different species cannot use species-specific Houses of another species.
List of Shelter and Housing Needs
Species | Shelter Need | Housing Need | Housing Need description | |
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"Beavers prefer to live in cozy, wooden homes." | |
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"Foxes prefer to live in wooden, well camouflaged houses." | ||
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"Harpies prefer to live in well-lit, spacious homes." | ||
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"Humans prefer to live in solid, safe homes." | ||
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"Lizards prefer to live in warm, dry homes." |
Housing slots and Resolve boosts
Housing building | Needs satisfied | Slots* | Resolve boost |
---|---|---|---|
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3 | +3 |
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6 | +3 |
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2 | +6 |
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2 | +7 |
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2 | +6 |
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2 | +6 |
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2 | +6 |
*The number of slots in a housing building can be raised with certain Perks. Purified Houses rewarded from Haunted Ruin Glade Events have 6 slots.
Housing unlocks and construction cost
Housing building | Unlock or upgrade | Base cost | Prestige 6 cost |
---|---|---|---|
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(always available) | 10 ![]() |
15 ![]() |
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Ancient Knowledge Deed | 4 ![]() |
6 ![]() |
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Vanguard Spire level 2 | 8 ![]() |
12 ![]() |
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Vanguard Spire level 6 | 4 ![]() 2 ![]() |
6 ![]() 3 ![]() |
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Vanguard Spire level 4 | 4 ![]() |
6 ![]() |
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Vanguard Spire level 1 | 4 ![]() 2 ![]() |
6 ![]() 3 ![]() |
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Vanguard Spire level 3 | 2 ![]() 2 ![]() |
3 ![]() 3 ![]() |
Upgrading Houses
Each species' Houses will give different bonus perks when upgraded. Only one upgrade per level can be selected, these are:
House | Upgrades Level I | Cost | Upgrades Level II | Cost |
---|---|---|---|---|
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
All Trade Routes are 5% faster for every Inhabitant. +1 Resolve to every Inhabitant. |
5 ![]() ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+2% Scout Working Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
10 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Production Speed for every Inhabitant to recipes that use or make ![]() +1 Resolve to every Inhabitant. |
10 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Harvesting and Planting Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
2 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Global Gathering Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
10 ![]() ![]() 2 ![]() |
Perks and Cornerstones influencing housing
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
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Legendary | All houses have room for 1 more villager. | x | Cor | x | x | x | 0 |
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Mythic | All houses have room for 1 more villager, and the time between breaks for workers is increased by +25%. | Alt | x | x | x | x | 0 |
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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 | 20 |
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Legendary | For every 10 completed trade routes, all houses will have room for one more person. | x | Cor | x | x | x | 0 |
Note: "all houses" includes both Shelters and species-specific Houses. "Villager with a home" counts villagers housed in both Shelters and Houses.