Villagers: Difference between revisions
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| "Blight fighter" || [[Blight Post]] | | "Blight fighter" || [[Blight Post]] | ||
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| "Craftsman" || Makeshift Post | | "Craftsman" || [[Makeshift Post]] | ||
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| "Druid" || {{bl|Druid's Hut}} | | "Druid" || {{bl|Druid's Hut}} |
Revision as of 12:09, 15 March 2024
Overview
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the Caravan you pick on the World Map. Newcomers come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing Orders or Glade Events. There are also Cornerstones like Surprise Child that reward villagers every time their conditions are fulfilled.
Resolve
- Main article: Resolve
Each villager has a Resolve stat. Resolve is the main indicator of the villagers’ well-being. Please see Resolve for more information as it is a complication subject.
Species
Each villager is a member of one of 5 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).
Species | Description |
---|---|
Humans | "An adaptable species, but very susceptible to the rain." |
Beavers | "Beavers are hardworking and honest, but also quite demanding." |
Lizards | "Lizards are a very resilient and distrustful species." |
Harpies | "Harpies are a noble and fragile species, yet with a primal, aggressive side." |
Foxes | "Foxes are majestic and mysterious creatures deeply bonded with the forest. " |
Resolve stats
Each species has the following stats describing their Resolve:
- Base Resolve
- The species's Resolve without any positive or negative effects.
- Resilience
- How fast the species reacts to change. A species with a higher resilience reacts very slowly to Resolve effects.
- Demand
- Also called Resolve Threshold, how much Resolve a species needs before they start generating Reputation for their viceroy.
- Decadence
- How much their Demand raises after they earn their viceroy a Reputation Point through their own high Resolve.
- Hunger Tolerance
- The maximum amount of Hunger a villager can withstand before dying.
- Break Interval
- The minimum amount of time before a villager will take a break at a Hearth.
Species | Base Resolve | Resilience | Demand (Resolve Threshold) | Decadence | Hunger threshold | Break interval |
---|---|---|---|---|---|---|
Humans | 15 | low | 30 | 4 | 6 | 2:00 |
Beavers | 10 | low | 30 | 2 | 6 | 2:00 |
Lizards | 5 | high | 15 | 7 | 12 | 1:40 |
Harpies | 5 | low | 15 | 3 | 4 | 1:40 |
Foxes | 5 | low | 15 | 5 | 3 | 2:00 |
Specializations
Each species has the following two types of specializations:
- Proficiency Specialization
- Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For Foxes, their Forest Proficiency Specialization grants them +5% working speed on Glade Events.
- Comfort Specialization
- Grants villagers +5 to their individual Resolve when working in that specialization.
Species | Comfort | Proficiency |
---|---|---|
Humans | Brewing | Farming |
Beavers | Engineering | Woodworking |
Lizards | Warmth | Meat production |
Harpies | Tailoring | Alchemy |
Foxes | Rainwater | Forest |
Needs
- Main articles: Housing Need, Complex Food Need, Clothing Need, Services Needs
Each species has the following needs:
- Shelter Need
- Every villager needs to have a roof of some kind over their head. Every species has a Shelter Need. This is omitted from the following table.
- Housing Need
- Also called Species-specific Housing, their need for the comforts of home unique to their species.
- Complex Food Need
- Their need for tasty food that isn't raw, but cooked or made up of several ingredients to their liking.
- Service Need
- Their need for consumption of fine goods related to comforts, relaxation, and self-improvement.
Species | Housing Need | Complex Food Needs | Clothing Needs | Services Needs | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Humans | Human Housing |
|
Coats |
| ||||||
Beavers | Beaver Housing |
|
Coats |
| ||||||
Lizards | Lizard Housing |
|
none |
| ||||||
Harpies | Harpy Housing |
|
Coats |
| ||||||
Foxes | Fox Housing |
|
none |
|
Workers
Villagers can be assigned to Hearths, Camps, Farms, Mines, Production Buildings, Service Buildings, Geyser Pumps, Warehouses, Blight Posts, and Glade Events. Once assigned, villagers will immediately begin performing their work, unless they were on a break or travelling to the nearest Hearth to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as Builders.
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.
Name of Job | Building |
---|---|
"Blight fighter" | Blight Post |
"Craftsman" | Makeshift Post |
"Druid" | Druid's Hut |
"Farmer" | Farms |
"Firekeeper" | Hearths |
"Gatherer" | Gathering Camps |
"Hauler" | Warehouses |
"Scout" | Glade Events |
"Woodcutter" | Woodcutters' Camp |
"Miner" | Mine |
"Worker" | Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the Greenhouse. |
Caravans
The caravan you pick before Embarking, along with the Embarkation Points you spend, are going to determine the species and number of your starting villagers, as well as your starting resources. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire Pioneers’ Gate level 5 Upgrade. Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have.
Every caravan has Base Goods and up to 5 bonus resources. Base Goods are listed below:
No upgrades | Fully upgraded citadel |
---|---|
30 Eggs | 42 Eggs |
20 Parts | 28 Parts |
4 Wildfire Essence | 6 Wildfire Essence |
10 Wood | 14 Wood |
20 Coal | 28 Coal |
— | 7 Planks |
— | 7 Bricks |
— | 7 Fabric |
— | 14 Pipes |