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 med and provide  for the service need to be fulfilled.

Consumption and Satisfaction
{|class="wikitable" ! Species !! Services Needed










 * }

= 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 med, some 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 Buildings can be purchased from Traders, rewarded as Blueprints for Reputation gain, or repaired from Ruins. Service Goods can be purchased from Traders, found in Abandoned Caches and manufactured by Viceroys in the settlement.

= Controlling Services = On the left, we can see:
 * 1) The Specialization or Comfort bonus workers get from working in this Building
 * 2) One worker is assigned. This is enough to enable the Service Need.
 * 3) Leisure is enabled in this building, but Luxury is not.
 * 4) 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 med, but do not have or, the effect (-100 Hostility will still become active if staffed to specifications.

Effects are as follows:


 * med - Villagers leave 30% slower. Global Production rate is 25% faster.
 * med - +100% yield to all Camps except Woodcutters.
 * med - +1 Global Resolve for every rebuilt / salvaged Ruin.
 * med - Chance of producing double yields increases by 15%.
 * med - Traders arrive 50% faster. +1 to Global Resolve for every 75 worth of goods sold.
 * med - Global Carrying capacity increased by 10.
 * med - -100 Hostility.
 * med - +3 to Global Resolve.
 * med - +1 to Global Resolve for every 200 Complex Food eaten.
 * med - -20 Hostility for every 300 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 five 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. See the next section for a table of buildings that may help you choose your Blueprints.

Service Buildings
Most Service Buildings provide more than one Service. Since many Settlements will get only a few choices of Blueprints for Service Buildings, this table can help you anticipate which will be best for the Species in your Settlement, so that you don't pass them up! See the next section on for some key takeaways from this table.

Strategy and Special Combinations
Based on the Species in your Settlement, there are obvious choices and options to avoid when seeking to provide Services. However, note that if the Building provides an exceptional working bonus for your Settlement's specific needs, then it is always worth considering if you can assign full workers to it.


 * No single Service Building can serve all five Species. This means there is no "always okay" choice.


 * Two Buildings serve all but one of the five Species all by themselves. These two Buildings can be excellent choices to cover the Service Needs of your Settlement if you do not have the respective Species in your Settlement.
 * The Explorers' Lodge serves everyone except Humans.
 * The Temple serves everyone except Foxes.


 * Six of the nine Buildings serve two Services to four of the Species. With the exception of Harpies, there is a way to double-down on every other Species with only one Building:
 * The Forum serves Beavers both and.
 * The Tavern also serves Beavers both and.
 * The Market serves Foxes both and.
 * The Tea Doctor also serves Foxes both and.
 * The Clan Hall serves Lizards both and.
 * The Monastery serves Humans both and.


 * Beavers and Foxes each have three Service Needs. Combined, Beavers and Foxes have the same number of Service Needs as the other three Species.
 * If you do not have Beavers in your Settlement, the Forum and Tavern are less useful, since they both double-down on Beavers' needed Services.
 * If you do not have Foxes in your Settlement, the Market and Tea Doctor are less useful, since they both double-down on Foxes' needed Services.
 * If your Settlement has both Beavers and Foxes:
 * The Market is an excellent choice if you also have Harpies. (4/8 your Service Needs satisfied by one Building.)
 * The Tavern is an excellent choice if you also have Humans. (4/8 your Service Needs satisfied by one Building.)


 * Two Buildings provide only one Service each, and between the two they cover only three of the five Species. Choose them carefully.
 * The Bath House only provides to Harpies and Foxes.
 * The Guild House only provides to Beavers and Foxes.

There are a few special cases worth mentioning due to these two Buildings that provide only one Service.


 * If your Settlement has Beavers, Humans, and Lizards:
 * You have less need for the Bath House, since it only serves, and none of your Species needs that Service. (0/7 your Service Needs satisfied.)
 * You have less need for the Market, since only Beavers benefit from only . (1/7 your Service Needs satisfied.)
 * The Monastery is an excellent choice, since it provides no Services to Foxes or Harpies anyway. (4/7 your Service Needs satisfied.)


 * If your Settlement has Harpies, Humans, and Lizards:
 * You have less need for the Guild House, since it only serves, and none of your Species needs that Service. (0/6 your Service Needs satisfied.)
 * You have less need for the Market, since only Harpies benefit from . (1/6 your Service Needs satisfied.)
 * You have less need for the Tavern, since only Humans benefit from . (1/6 your Service Needs satisfied.))