Resolve



= Overview = Resolve means how happy your Villagers are. It is affected by Positive and Negative influences.

Positive influences can be:
 * Services Needs
 * Complex Food Needs
 * Complex Housing
 * Clothing Need
 * Workers in Buildings that bring them Comfort
 * Rainpunk Engines
 * Putting certain Species like Lizards in the Hearth
 * Certain Positive Forest Mysteries
 * The Clearance Season
 * Lowering Hostility
 * Certain Perks and Cornerstones

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

It is represented by a number between 0 and 50, calculated for each Species based on Base Resolve and Positive and Negative effects influencing it.

"Current Resolve" reflects the Resolve a given species currently has, while "Future Resolve" is the sum of all effects - so Current Resolve that will change over time depending on what is going to influence it.

= Gaining Reputation Points through Resolve =

Viceorys can gain Reputation Points by making Villagers reach the "Reputation Threshold" with high Villager Resolve. Once their portraits go Blue, they start generating Reputation. The more Villagers that reach the threshold, the more Reputation is gained.

= Species Resolve Data =

Resolve Data on Services
For more information, please see Complex Needs

Strategy

 * Starting with Complex Food early is vital to high Resolve. The earlier Villagers start eating Complex Food, the faster


 * 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, Viceorys 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.