Resolve: Difference between revisions
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= Gaining Reputation Points through Resolve = | = Gaining Reputation Points through Resolve = | ||
[[File:Highresolverepearn.PNG|thumb|left|300px| | [[File:Highresolverepearn.PNG|thumb|left|300px|Gaining Reputation]] | ||
Viceorys can gain [[Reputation]] Points by making [[Villagers]] reach the "Reputation Threshold" with high Villager [[Resolve]]. This can be done by satisfying [[Villagers]]' [[Complex Needs]] and placing them in buildings where they feel most the [[Comfortable]]. | Viceorys can gain [[Reputation]] Points by making [[Villagers]] reach the "Reputation Threshold" with high Villager [[Resolve]]. This can be done by satisfying [[Villagers]]' [[Complex Needs]] and placing them in buildings where they feel most the [[Comfortable]]. | ||
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Revision as of 11:17, 14 December 2023
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. This can be done by satisfying Villagers' Complex Needs and placing them in buildings where they feel most the Comfortable.
Species Resolve Data
Resolve Data per Species
Species | Base Resolve |
Resolve Change Per Second |
Reputation per Second |
Initial Reputation Threshold |
Reputation Treshold Increase per Point |
---|---|---|---|---|---|
Humans | 15 | 0.15 | 0.00013 | 30 | 4 |
Beavers | 10 | 0.15 | 0.00013 | 30 | 2 |
Lizards | 5 | 0.15 | 0.000195 | 15 | 7 |
Foxes | 5 | 0.15 | 0.000195 | 15 | 5 |
Harpies | 5 | 0.15 | 0.000195 | 15 | 3 |
Resolve Data on Complex Food
Races | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beaver |
Fox |
Harpy |
Human |
Lizard | |||||||||||
Complex Food |
Biscuits | Pickled Goods | Pickled Goods | Porrdige | Skewers | Biscuits |
Pie | Jerky | Biscuits |
Pie | Porridge | Pickled Goods | Pie | Jerky | Skewers |
Resolve Earned | +5 | +8 | +8 | +4 | +5 | +5 | +5 | +4 | +5 | +5 | +4 | +8 | +5 | +5 | +4 |
Resolve Data on Services
Races | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Beaver |
Fox |
Harpy |
Human |
Lizard | ||||||||
Services | Education | Leisure | Luxury | Brawling | Luxury | Treatment | Education | Treatment | Leisure | Religion | Brawling | Religion |
Resolve Earned | +10 | +8 | +10 | +8 | +10 | +10 | +10 | +10 | +8 | +8 | +8 | +8 |
For more information, please see Complex Needs
Cornerstones and Perks influencing Resolve
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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.