Hearths

= Hearths =

Hearths are the heart of the Settlement. Every Settlement starts with an Ancient Hearth and can construct other  Small Hearths from the "City Buildings" menu. Hearths are a Warmth specialization building that employs a single Firekeeper to keep the Hearth lit by burning  Fuel. Every Villager takes their breaks at the nearest lit Hearth to warm themselves, eat, and fulfill their needs. By upgrading the community around each Hearth you can unlock up to 3 tiers of stackable benefits.

Corruption
Blightrot infects Hearths, and the more Blightrot and Cysts a Viceroy generates from Rain Punk Engine use, the higher the amount of Corruption in their Hearths. Every Storm Season when Blightrot Cysts open up, the Hearth will become progressively more Corrupted per minute, until it reaches a Corruption Limit and kills 3 random Villagers. The higher a Hearths' Corruption resistance is, the more Corruption it will take to fill the bar and kill off Villagers.



Fuel
Main page: Fuel

You can decide which type of Fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.


 * Each burns for 0:40 seconds
 * Each burns for 0:40 seconds
 * Each burns for 0:25 seconds
 * Each burns for 0:12 seconds

Villager Breaks
Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a Villager has multiple complex food needs enabled for consumption, they will consume more than one meal. If a Villager is disallowed complex foods for consumption, or there are none available they will consume a raw food. Villagers will also consume Service Good for each allowed  Service.

Hearth Upgrades
Upgrading to level 2 and 3 requires you to unlock levels of the Brass Forge. Click on the Hearth to see what is required to Upgrade. As seen on the image on the right, we still need 4 Comfort Decorations (Green) and 4 Aesthetic Decorations (Blue) before the Hearth Upgrades.


 * Houses and Decorations need to be placed within the Hearth Radius for it to count towards the Upgrade.
 * The Hearth Upgrades itself automatically once all the requirements are fulfilled.

Every Settlement starts with an Ancient Hearth which must always remain lit. If the fire goes out, all Villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of Fuel is needed. Your choice of Firekeeper in the Ancient Hearth will grant your Settlement a specific bonus.

Sacrificing
During especially hard times, you can sacrifice additional goods in the Ancient Hearth to temporarily gain positive effects.

Each Fuel type grants different boons:
 * &#8594; 53 units per minute can be sacrificed to give -50 Hostility
 * &#8594; 27 units per minute can be sacrificed to give -80 Hostility
 * &#8594; 27 units Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
 * &#8594; 20 units per minute can be sacrificed to give +25% global production speed

You can have up to 3 stacks of each Fuel being sacrificed at a time.

= Hearth Types =

Ancient Hearths
The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope.

Small Hearths
Small Hearths cannot be built to close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.

Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel. It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.

= Hearth Tips =


 * Use as Hearthkeepers when you are running low on Fuel and, especially on Marshlands and the Sealed Forest.
 * are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
 * are excellent during the Storm Season as Hearthkeepers to keep Hostility down and stop Forest Mysteries from triggering.
 * are invaluable when playing World Mofidiers like "Land of Greed" to slow down the Queen's Impatience.
 * as Hearthkeerpers will help you in achieving [{Resolve]] - based Orders.

Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.

It is generally a good idea to have a Warehouse very near to each Hearth because Villagers on break will need to visit a Warehouse in order to gather food and service goods and then return to the Hearth to take their break.