Humans: Difference between revisions
(Created page with "thumb|360px|A Human == Overview == {{species link|Humans|med}} are an adaptable species, but very susceptible to the rain. The are adept at 14px Farming and really enjoy 14px Brewing. Their Starting Ability is to reveal the nearest patch of Fertile Soil. Humans has a base Resolve of 15, with a Break interval of 02:00 minutes. Their Resilience is list...") |
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== Overview == | == Overview == | ||
{{species link|Humans|med}} are an adaptable species, but very susceptible to the rain. The are adept at | {{species link|Humans|med}} are an adaptable species, but very susceptible to the rain. The are adept at {{Specialization link|Farming}} and really enjoy {{Specialization link|Brewing}}. | ||
Their [[Starting Ability]] is to reveal the nearest patch of [[Fertile Soil]]. Humans | Their [[Starting Ability]] is to reveal the nearest patch of [[Fertile Soil]]. Humans have a base [[Resolve]] of 15, with a [[Break]] interval of 02:00 minutes. Their [[Resilience]] is listed as Low, and their [[Demand]] index is High. With a [[Decadence]] level of 4 and a [[Hunger Tolerance]] of 6, Humans are one of the last to leave and make for a stable [[Species]], and a Viceroy has to fulfill multiple [[Complex Needs]], including [[Complex Housing]], to have them attain High [[Resolve]]. | ||
== Consumption and Satisfaction == | == Consumption and Satisfaction == | ||
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Humans need a lot of [[Complex Needs]] fulfilled to earn high [[Resolve]]. You will have to satisfy multiple of these [[Complex Needs]] if you want your Humans to attain high [[Resolve]]. The more [[Complex Needs]] you fulfill, the higher their resolve will go, to a maximum of 50. | Humans need a lot of [[Complex Needs]] fulfilled to earn high [[Resolve]]. You will have to satisfy multiple of these [[Complex Needs]] if you want your Humans to attain high [[Resolve]]. The more [[Complex Needs]] you fulfill, the higher their resolve will go, to a maximum of 50. | ||
<gallery mode= | <gallery mode=nolines class="center" widths="100px" heights="100px"> | ||
Icon_Resource_Biscuits.png|[[Biscuits]] | Icon_Resource_Biscuits.png|[[Biscuits]] | ||
Icon_Resource_Pie.png | [[Pie]] | Icon_Resource_Pie.png | [[Pie]] | ||
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== Specializations & Comforts == | == Specializations & Comforts == | ||
[[Humans]]' Proficiency Specialization is {{Specialization link|Farming}}. It grants [[Humans]] a 10% chance to produce twice the amount of resources when working in the following [[Buildings]]: | |||
* {{bl| | * {{bl|Foragers' Camp|med}} | ||
* | * {{bl|Granary|med}} | ||
* {{bl|Greenhouse|med}} | |||
* Greenhouse | * {{bl|Herb Garden|med}} | ||
* Herb Garden | * {{bl|Homestead|med}} | ||
* Homestead | * {{bl|Plantation|med}} | ||
* Plantation | |||
* {{bl|Rain Mill|med}} | * {{bl|Rain Mill|med}} | ||
* Small Farm | * {{bl|Small Farm|med}} | ||
[[Humans]]' Comfort Specialization is {{Specialization link|Brewing}}. It grants [[Humans]] 5 [[Resolve]] when working in the following [[Buildings]]: | |||
* {{bl|Alchemist's Hut|med}} | * {{bl|Alchemist's Hut|med}} | ||
* {{bl|Brewery|med}} | * {{bl|Brewery|med}} | ||
* {{bl|Cellar|med}} | * {{bl|Cellar|med}} | ||
* {{bl|Distillery|med}} | * {{bl|Distillery|med}} | ||
* | * {{bl|Monastery|med}} | ||
* {{bl|Scribe|med}} | * {{bl|Scribe|med}} | ||
* {{bl|Tinctury|med}} | * {{bl|Tinctury|med}} | ||
== Human Specific Buildings == | == Human-Specific Buildings == | ||
These [[Buildings]] appearing as [[Reputation]] Rewards only when Humans are on the map. They can still spawn as [[Ruins]] or [[Order]] Rewards. | |||
* {{bl|Brewery|med}} | * {{bl|Brewery|med}} | ||
* {{bl|Brick Oven|med}} | * {{bl|Brick Oven|med}} | ||
* | * {{bl|Monastery|med}} | ||
== Orders Concerning Humans == | == Orders Concerning Humans == | ||
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* Humans have two skins, with one skin having black detail on a smaller coat and black shoes, and the other featuring a burlier coat and white shoes. | * Humans have two skins, with one skin having black detail on a smaller coat and black shoes, and the other featuring a burlier coat and white shoes. | ||
* They also have two voice pitches, high and low. | * They also have two voice pitches, high and low. | ||
* When assigned to {{bl|Herb Garden|med}}, {{bl|Homestead|med}}, {{bl|Plantation|med}}, or {{bl|Small Farm|med}}, Humans' [[File:Icon_Spec_Farm_64x64.png|14px]][[Humans#Specializations_&_Comforts|Farming]] double production bonus applies during [[Planting]] in [[Drizzle Season]], like all double production bonuses for those [[Buildings]]. [[Gathering]] doesn't influence the chance for double production. | |||
<br /> | <br /> | ||
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* [[Foxes]] | * [[Foxes]] | ||
* [[Humans]] | * [[Humans]] | ||
* [[ | * [[Harpies]] | ||
* [[Lizards]] | * [[Lizards]] | ||
* [[Sahilda | * [[Trader Wares#Sahilda|Sahilda the Human Trader]] | ||
[[Category:Complex Needs]] | [[Category:Complex Needs]] |
Latest revision as of 21:27, 14 March 2024
Overview
Humans are an adaptable species, but very susceptible to the rain. The are adept at
Farming and really enjoy
Brewing.
Their Starting Ability is to reveal the nearest patch of Fertile Soil. Humans have a base Resolve of 15, with a Break interval of 02:00 minutes. Their Resilience is listed as Low, and their Demand index is High. With a Decadence level of 4 and a Hunger Tolerance of 6, Humans are one of the last to leave and make for a stable Species, and a Viceroy has to fulfill multiple Complex Needs, including Complex Housing, to have them attain High Resolve.
Consumption and Satisfaction
Humans need a lot of Complex Needs fulfilled to earn high Resolve. You will have to satisfy multiple of these Complex Needs if you want your Humans to attain high Resolve. The more Complex Needs you fulfill, the higher their resolve will go, to a maximum of 50.
Specializations & Comforts
Humans' Proficiency Specialization is Farming. It grants Humans a 10% chance to produce twice the amount of resources when working in the following Buildings:
Humans' Comfort Specialization is Brewing. It grants Humans 5 Resolve when working in the following Buildings:
Human-Specific Buildings
These Buildings appearing as Reputation Rewards only when Humans are on the map. They can still spawn as Ruins or Order Rewards.
Orders Concerning Humans
Strategy
Trivia
- There is a Human Trader named Sahilda.
- Humans have two skins, with one skin having black detail on a smaller coat and black shoes, and the other featuring a burlier coat and white shoes.
- They also have two voice pitches, high and low.
- When assigned to
Herb Garden,
Homestead,
Plantation, or
Small Farm, Humans'
Farming double production bonus applies during Planting in Drizzle Season, like all double production bonuses for those Buildings. Gathering doesn't influence the chance for double production.