Resolve: Difference between revisions
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"Current Resolve" reflects the current resolve of a specific species, while "Future Resolve" is the sum of all effects and is subject to change over time based on influencing factors. | "Current Resolve" reflects the current resolve of a specific species, while "Future Resolve" is the sum of all effects and is subject to change over time based on influencing factors. | ||
= Decadence, Demand, Resilience and Hunger = | == Decadence, Demand, Resilience and Hunger == | ||
== Hunger == | == Hunger == |
Revision as of 14:19, 21 January 2024
Overview
Resolve refers to the happiness of your Villagers and is affected by both positive and negative influences.
Positive influences can be:
- Meeting their Service Needs.
- Providing Complex Food options.
- Having Complex Housing.
- Fulfilling their Clothing Needs.
- Assigning workers to Buildings that provide Comfort.
- Encountering certain Positive Forest Mysteries during the Drizzle Season.
Other Positives:
- Assigning Villagers to Buildings with Rainpunk Engines enabled.
- Lowering Hostility
- Certain Perks and Cornerstones*
- Assigning a Villager from the Lizards clan to the Ancient Hearth.
Negative Influences can be:
- Starvation
- Consumption Control of available Foods / Services
- Homelessness
- Hostility
- Negative Forest Mysteries
- The Storm Season
- Certain Effects
Resolve is represented by a number between -50 and 50, which is calculated based on the base resolve of each species and the positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to leave.
"Current Resolve" reflects the current resolve of a specific species, while "Future Resolve" is the sum of all effects and is subject to change over time based on influencing factors.
Decadence, Demand, Resilience and Hunger
Hunger
Your Villagers will have certain Hunger Thresholds. This refers to the amount of missed meals they can have before they die of starvation.
Decadence
Decadence refers to the amount of points the resolve threshold will increase each time a Viceroy gains a reputation point through resolve from a specific species. For example, if Foxes have a decadence of 5, the minimum level needed to reach the reputation threshold will increase from 15 to 20 once a Viceroy gains a reputation point from their Foxes.
Demand
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating Reputation.
Resilience
Resilience refers to how quickly a species will leave if their resolve drops below 1. Lizards have a high level of resilience and are slow to leave, while Harpies have a low level of resilience and are often the first to leave.
Species | Base Resolve | Break Interval | Resilience | Demand | Decadence | Hunger Tolerance |
---|---|---|---|---|---|---|
Beavers | 10 | 02:00 | Low | High | 2 | 6 |
Foxes | 5 | 02:00 | Low | Low | 5 | 3 |
Harpies | 5 | 01:40 | Low | Low | 3 | 4 |
Humans | 15 | 02:00 | Low | High | 4 | 6 |
Lizards | 5 | 01:40 | High | Medium | 7 | 12 |
Gaining Reputation Points through Resolve
Viceroys can earn Reputation points by raising Villagers' resolve to reach the "Reputation Threshold". Once a Villager's portrait turns blue, they will 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.
The rate of reputation generation per species is estimated by:
* [(population of the species)*(current resolve of the species)]/1800 for humans and beavers * [(population of the species)*(current resolve of the species)]/1200 for lizards, harpies and foxes
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.
- Basic Shelter, +3 Resolve per Villager (Bottom right)
- Species Specific Shelter, +3 Resolve per Villager (Top left "6" means how many empty spaces are available)
- Complex Food Need Fulfilled, in this case Porridge. (Bottom Right, +4 Resolve to each Villager, Top left, 770 Units of Porridge remaining.)
- Complex Food Need Fulfilled, Biscuits in this case. (+5 Resolve per Villager, 773 Units remaining.)
- Complex Food Need Fulfilled, Pies in this case.(+5 Resolve per Villager, 767 units remaining.)
- Clothing Need Fulfilled. (+5 Resolve per Villager, 768 units of Coats remaining.)
- Service Need Fulfilled. Leisure in this case. (+8 Resolve per Villager, 755 units of Ale remaining.)
- Service Need Fulfilled. Religion in this case. (+8 Resolve per Villager, 750 units of Incense remaining.)
- +4 Resolve per Villager from Other Sources. Hover over this image to see from which sources.
- -4 Resolve per Villager from other sources. Hover over this image to see from which sources.
- Expand or Close this panel.
- Favor this species. +5 Resolve to each Villager of this Species, -5 Per Villager of all other Species.
Leaving
When your Villager resolve drops below 1, they will start to leave. The speed at which they leave can depend on how low their Resolve is, as well as how high their Resilience is. The higher their Resilience, the slower they will leave.
As per user Jhazrun, their leave rate is:
- -5 resolve -> 1.5x leave rate
- -15 resolve -> 2x leave rate
- -25 resolve -> 3x leave rate
Species Resolve Data
For more information, please see Complex Needs
Resolve Data per Species
Species | Complex Foods | Clothing | Services | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jerky |
Porridge |
Skewers |
Biscuits |
Pie |
Pickled Goods |
Coats |
Leisure |
Brawling |
Religion |
Education |
Luxury |
Treatment | |
Beavers | +5 | +8 | +5 | +8 | +10 | +8 | |||||||
Foxes | +4 | +5 | +8 | +8 | +10 | +10 | |||||||
Harpies | +4 | +5 | +5 | +5 | +10 | +10 | |||||||
Humans | +4 | +5 | +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 |
Cornerstones and Perks influencing Resolve
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Strategies
- Species' Resolve is a resource to be spent or conserved, just like goods. Just like it's useful to stockpile goods by limiting consumption, it's useful to stockpile improvements to Resolve. Enabling them all at once can yield a large enough improvement to a species' Resolve to bring them above their threshold, earning you Reputation. On the other hand, letting the bonuses happen whenever without controlling them can result in bonuses not overlapping and no Reputation earned.[1]
- Similarly, there is no advantage gained by increasing a species's Resolve if it does not bring them over their Reputation threshold. For example, there is no difference if Harpies' Resolve is 2 or 12. It is wasteful to spend resources bringing Harpies' Resolve up to 12 without spending goods on another bonus to bring them up to or above 15 (their first threshold).[1]
- Starting with Complex Food early is vital on some missions. Getting villagers sheltered, favored, and starting to eat Complex Food can earn viceroys early Reputation and Blueprints.
- 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, viceroys 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. While there is no difference in the amount of Reputation earned from a species, it is earned faster when the population is higher.
References
1. u/Frozenstep, who contributed to "A compilation of tips for new players," https://www.reddit.com/r/Against_the_Storm/comments/18fnvsr/a_compilation_of_tips_for_new_players/
Thanks to Discord users BeepBoop7335 and drillboyjenkins! Thank you to kushmaster_88283 who masterfully rewrote a lot of my clumsy explanations!