Resolve

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

Positive influences can be:


 * Meeting their Service Needs.
 * Providing Complex Food options.
 * Having Complex Housing.
 * Fulfilling their Clothing Needs.
 * Assigning workers to Buildings that provide Comfort.
 * Encountering certain Positive Forest Mysteries during the Drizzle Season.

Other Positives:
 * Assigning Villagers to Buildings with Rainpunk Engines enabled.
 * Lowering Hostility.
 * Certain Perks and Cornerstones.
 * Assigning a Villager from the clan to the Ancient Hearth.

Negative Influences can be:
 * Starvation.
 * Consumption Control of available Foods / Services.
 * Homelessness.
 * Hostility.
 * Negative Forest Mysteries.
 * The Storm Season.
 * Certain Effects.

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.

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

Resilience
Resilience refers to how quickly the species' Resolve drops.

are the only species in the game with high Resilience, so the rest of the species drop Resolve 4 times faster than.

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, 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, and from 20 to 25 with the second point.

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

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 second is estimated by:

(population of the species)*(current resolve of the species)/1800 for Humans and Beavers (population of the species)*(current resolve of the species)/1200 for Lizards, Harpies and Foxes

The actual[1] formula 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 0.00013 for and, and 0.000195 for , , and.
 * 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 0.025 per second (1.5 Reputation per minute).

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 . (Bottom Right, +4 Resolve to each Villager, Top left, 770 Units of Porridge remaining.)
 * 4) Complex Food Need Fulfilled,  in this case. (+5 Resolve per Villager, 773 Units remaining.)
 * 5) Complex Food Need Fulfilled, s in this case.(+5 Resolve per Villager, 767 units remaining.)
 * 6) Clothing Need Fulfilled. (+5 Resolve per Villager, 768 units of  remaining.)
 * 7) Service Need Fulfilled.  in this case. (+8 Resolve per Villager, 755 units of  remaining.)
 * 8) Service Need Fulfilled.  in this case. (+8 Resolve per Villager, 750 units of  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. +5 Resolve to each Villager of this species, -5 Per Villager to all other species. Only available with more than 1 species present in the settlement.

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 ' high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.

Species Resolve Data
For more information, please see Complex Needs

Resolve Data per Species
Transposed:

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.[3]


 * Similarly, there is no advantage gained by increasing a species's 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).[3]


 * 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.