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 between -50 and 50, which is calculated based on the base resolve of each species and the 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.

= Decadence, Demand and Resilience =

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, if have a decadence of 5, the minimum level needed to reach the reputation threshold will increase from 15 to 20 once a Viceroy gains a reputation point from their.

Demand
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating Reputation.

Resilience
Resilience refers to how quickly a species will leave if their resolve drops below 1. have a high level of resilience and are slow to leave, while have a low level of resilience and are often the first to leave.

= 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.

= Interpreting Resolve Trays = This is a Resolve Tray. To expand it, click on the arrow (Number 11). In your Game Settings, you can enable "Species Panel Open by Default" to always have this panel expanded. This is highly recommended. Resolve caps at 50.

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. Leisure in this case. (+8 Resolve per Villager, 755 units of  remaining.)
 * 8) Service Need Fulfilled. Religion 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 of all other Species.

= Leaving =

When your Villager resolve drops below 1, they will start to leave. The speed at which they leave can depend on how low their Resolve is, as well as how high their Resilience is. The higher their Resilience, the slower they will leave.

As per user Jhazrun, their leave rate is:


 * -5 resolve -> 1.5x leave rate
 * -15 resolve -> 2x leave rate
 * -25 resolve -> 3x leave rate

= Species Resolve Data = For more information, please see Complex Needs

Resolve Data per Species
Transposed:

= Cornerstones and Perks influencing Resolve =

= 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.[1]


 * 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).[1]


 * 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.