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.

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 (Bottom right), 6 Villagers have this. (Top left "6")
 * 3) Complex Food Need fulfilled, in this case . +4 Resolve to each Villager (Bottom right). 770 Units of Porridge remaining (Top left)
 * 4) Complex Food Fulfilled,  in this case. +5 Resolve per Villager, 773 Units remaining.
 * 5) Complex Food Fulfilled,  in this case.
 * 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.

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

Resolve Data on Services
= Cornerstones and Perks influencing Resolve =

= 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.