Complex Needs: Difference between revisions
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All Species Housing give +3 [[Resolve]] to each [[Villager]] affected. | All Species Housing give +3 [[Resolve]] to each [[Villager]] affected. | ||
=== Upgrading Houses === | === Upgrading Houses === | ||
Each Species' Housing will give different bonus perks when upgraded, these are: | Each Species' Housing will give different bonus perks when upgraded, only '''one''' upgrade per level can be selected, these are: | ||
{| class="wikitable" | {| class="wikitable" |
Revision as of 13:51, 19 December 2023
Overview
Complex Needs are opportunities for Viceroys to boost Villager Resolve when fulfilled. There are 4 types of Complex Needs, they are:
Fulfilling these Needs
Complex Food & Services
All Villagers will eat raw food to survive, but they need Complex Food to thrive and fulfill the Complex Food Need. All Species have different preferences.
Unless forced to with Consumption control, Villagers will eat only their preferred Complex Food, which they gain Resolve from. If they are forced to eat a non-preffered Complex Food, they will not gain Resolve, but they will also not go hungry.
Services are another opportunity for Viceroys to boost Villager resolve. Services need both a Building and a Good to be used by Villagers. For example, if you have Scrolls in your Warehouse, you also need a Building like a Forum who can disperse these to your Villagers.
The Services need the following Goods to be fulfilled:
- Education: Scrolls
- Brawling: Training Gear
- Leisure: Ale
- Luxury: Wine
- Treatment: Tea
- Religion: Incense
Species | Complex Foods | Clothing | Services | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jerky |
Porridge |
Skewers |
Biscuits |
Pie |
Pickled Goods |
Coats |
Leisure |
Brawling |
Religion |
Education |
Luxury |
Treatment | |
Beavers | +5 | +8 | +8 | +10 | +8 | ||||||||
Foxes | +4 | +5 | +8 | +8 | +10 | +10 | |||||||
Harpies | +4 | +5 | +5 | +10 | +10 | ||||||||
Humans | +4 | +5 | +5 | +8 | +8 | ||||||||
Lizards | +5 | +4 | +5 | +8 | +8 | +8 |
Transposed:
Species | Beavers | Foxes | Harpies | Humans | Lizards | |
---|---|---|---|---|---|---|
Complex Foods | Jerky |
+4 | +5 | |||
Porridge |
+4 | +4 | ||||
Skewers |
+5 | +4 | ||||
Biscuits |
+5 | +5 | +5 | |||
Pie |
+5 | +5 | +5 | |||
Pickled Goods |
+8 | +8 | +8 | |||
Clothing | Coats |
+5 | +5 | +5 | ||
Services | Leisure |
+8 | +8 | |||
Brawling |
+8 | +8 | ||||
Religion |
+8 | +8 | ||||
Education |
+10 | +10 | ||||
Luxury |
+8 | +10 | ||||
Treatment |
+10 | +10 |
For more information, please see Complex Food.
Complex Housing Need
On the left, we can see:
- The "Basic Shelter" need
- The "Complex Housing" need
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:
- How many Species Specific (Complex Housing) is available.
- How many are "affected" (or live in this housing).
- How many are "unaffected" (Homeless or living in Basic Shelters).
- The average amount of Resolve Villagers are gaining from living in these houses.
- The maximum amount of Resolve Villagers can gain if everyone lives in these houses.
Villagers can stay in Basic Shelters and Large Shelters, but they will prefer their own Species Specific housing. These are:
- Beaver Houses for Beavers
- Fox Houses for Foxes
- Harpy Houses for Harpies
- Human Houses for Humans
- Lizard Houses for Lizards
All Species Housing give +3 Resolve to each Villager affected.
Upgrading Houses
Each Species' Housing will give different bonus perks when upgraded, only one upgrade per level can be selected, these are:
Houses | Upgrades Level I | Cost | Upgrades Level II | Cost |
---|---|---|---|---|
Beaver Houses | +15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 Pack of Building Materials | All Trade Routes are 5% faster for every Inhabitant. +1 Resolve to every Inhabitant. |
5 Amber or 5 Pack of Trade Goods 2 Pack of Building Materials |
Fox Houses | +15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 Pack of Building Materials | +2% Scout Working Speed for every Inhabitant, +1 Resolve to every Inhabitant. |
10 Resin 2 Pack of Building Materials |
Harpy Houses | +15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 Pack of Building Materials | Global Break time is 3% shorter for every Inhabitant. +1 Resolve to every Inhabitant. |
10 Lua error in Module:ResourceLink at line 41: No resource found with name: Pigment. Please see the template documentation for how to use the parameters. 2 Pack of Building Materials |
Human Houses | +15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 Pack of Building Materials | +5% Harvesting and Planting Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
2 Pack of Crops 2 Pack of Building Materials |
Lizard Houses | +15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 Pack of Building Materials | +5% Global Gathering Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
10 Jerky or 10 Skewers 2 Pack of Building Materials |
Clothing Need
3 / 5 Species use Coats to boost Resolve by +5, these are:
New Coats will be used every time a Villager takes a break, much like Food.
For more information, please see Services Need.
Services Needs
- Main article: Services Needs
List of services needs
The service needs of Foxes and Lizards were changed in version 1.4, so this section is now out-of-date. Please consider contributing by updating it!
Each service can satisfy more than one species. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.
The service building is also listed for convenience.