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{{Version|1.4}}
[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]
== Overview ==
== Overview ==


[[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]]
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 [[ #Caravans | 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.


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 ==
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]
:''Main article: [[Resolve]]''


== 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.<br/><br/><br/><br/><br/>


:''Main article: [[Resolve]]''
== Species ==


[[File:Resolve Change.png|thumb|Harpy Icon showing Resolve change]]
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).


Each villager has a [[Resolve]] stat. Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between -50 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. Current and Future Resolve are shown below the [[Species]] icon. Current Resolve reflects the Resolve a given species currently has, and Future Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. While Future Resolve may exceed 50, Current Resolve can never rise above that mark.
{|class="wikitable sortable"
|+ Species and their descriptions
! Species !!class=unsortable| Description
|-
| {{Species link|Humans|large}}
|class=ats-flavor-text| "An adaptable species, but very susceptible to the rain."
|-
| {{Species link|Beavers|large}}
|class=ats-flavor-text| "Beavers are hardworking and honest, but also quite demanding."
|-
| {{Species link|Lizards|large}}
|class=ats-flavor-text| "Lizards are a very resilient and distrustful species."
|-
| {{Species link|Harpies|large}}
|class=ats-flavor-text| "Harpies are a noble and fragile species, yet with a primal, aggressive side."
|-
| {{Species link|Foxes|large}}
|class=ats-flavor-text| "Foxes are majestic and mysterious creatures deeply bonded with the forest. "
|-
| {{Species link|Frogs|large}}
|class=ats-flavor-text| "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water."
|}


[[File:Resolve Breakdown.png|thumb|Resolve breakdown|left]]


To increase Resolve, you have to satisfy your villagers’ needs by giving them [[Housing]], [[Complex_Food_Need|Complex Food]] (like {{rl|Jerky}}, {{rl|Pie}}, etc.), [[Clothing]], or access to [[Services]] (like a {{bl|Tavern}} serving {{rl|Ale}}). When Resolve goes above the High Resolve threshold, villagers will start generating [[Reputation]] and will generate Reputation as long as they stay above the High Resolve mark. The speed at which Reputation is generated scales with the number of villagers and how high above the High Resolve threshold they are. However, villagers get used to their standard of living, so their High Resolve threshold goes up after each point of Reputation acquired, up to the maximum of 50. If Resolve falls to 0 or lower, villagers will start leaving. The rate at which villagers leave depends on how low Resolve falls.
=== Resolve stats ===


To see the Resolve and Reputation breakdown of a species, hover over their Resolve Bar. There, you will find the Current Resolve and Future Resolve, as well as information about gained Reputation and the current Reputation Threshold.
Each species has the following stats describing their Resolve:


== Species ==
; Base Resolve : The species's [[Resolve]] without any positive or negative effects.
Each villager is part of one of 5 species. In any given settlement you are going to have only 3, locked in when you embark. The species determine the following of the villagers' stats:
; Resilience : How fast the species' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.
* '''Base Resolve''' is villagers' Resolve without any positive or negative effects.
; Demand : Also called '''Resolve Threshold,''' how much Resolve a species needs before they start generating [[Reputation]] for their viceroy.
* '''Break Interval''' is the minimum period of time before a villager will take a break at the Hearth.
; Decadence : How much their '''Demand''' rises after they earn their viceroy a Reputation Point through their own high Resolve.
* '''Resilience''' is how fast the villagers' Resolve reacts to change. A highly resilient species reacts very slowly to Resolve effects.
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying.
* '''Demands''' is how much Resolve a villager needs before they start generating Reputation.
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]].
* '''Decadence''' is how much Demands are raised after gaining each Reputation Point through High Resolve (tracked separately for each of the species in the current settlement).
* '''Proficiency Specialization''' grants villagers a 10% chance to produce twice the amount of resources when working in a building related to their specialization. [[Foxes]]' [[Foxes#Specializations_&_Comforts|Forest]] specialization grants them a +5% Glade Event working speed bonus instead.
* '''Comfort Specialization''' grants villagers 5 Resolve when working in a building related to their comfort.
* '''Hunger Tolerance''' is the maximum amount of hunger stacks a villager can withstand before dying.
A species can be offered lighter treatment from its needs menu. This will raise its Resolve by 5 but decrease the resolve of other species by 5.


{| class=wikitable
{| class="wikitable sortable"
! Species !! Base<br>Resolve !! Break<br>Interval !! Resilience !! Demands !! Decadence !! Hunger<br>Tolerance !!style="width:80px" | Proficiency !! style="width:80px" | Comfort  !! style="width:105px" | Needs<br>(Goods) !! style="width:90px" | Needs<br>(Services) !! Description
|+ Species' stats related to Resolve
! Species
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence
! Hunger threshold !! Break interval
|-
| {{Species link|Humans|medium}}
| 15 ||data-sort-value=1| ''low'' || 30 || 4
| 6 ||data-sort-value=2| 2:00
|-
|-
| {{Species link|Humans|huge}} || 15 || 2:00 || Low || 30 || 4 || 6 || align="center" | [[File:Icon Spec Farm 64x64.png|30px]]<br>[[Humans#Specializations_&_Comforts|Farming]] ||align="center" | [[File:Icon Spec Brewing 64x64.png|30px]]<br>[[Humans#Specializations_&_Comforts|Brewing]] ||align="left" |  [[File:Porridge.png|25px]] [[Porridge]]<br>[[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" | [[File:Icon Need Leisure.png|25px]] [[Leisure]]<br>[[File:Icon Need Religion.png|25px]] [[Religion]] || ''An adaptable species, but very susceptible to the rain.''
| {{Species link|Beavers|medium}}
| 10 ||data-sort-value=1| ''low'' || 30 || 2
| 6 ||data-sort-value=2| 2:00
|-
|-
| {{Species link|Beavers|huge}} || 10 || 2:00 || Low || 30 || 2 || 6 || align="center" | [[File:Icon Spec Wood 64x64.png|30px]]<br>[[Beavers#Specializations_&_Comforts|Wood]] ||align="center" | [[File:Icon Spec Gear 64x64.png|30px]]<br>[[Beavers#Specializations_&_Comforts|Engineering]] ||align="left" | [[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" |  [[File:Icon Need Leisure.png|25px]] [[Leisure]]<br>[[File:Icon Need Education.png|25px]] [[Education]]<br>[[File:Icon Need Luxury.png|25px]] [[Luxury]] || ''Beavers are hardworking and honest, but also quite demanding.''
| {{Species link|Lizards|medium}}
| 5 ||data-sort-value=3| ''high'' || 15 || 7
| 12 ||data-sort-value=1.67| 1:40
|-
|-
| {{Species link|Lizards|huge}} || 5 || 1:40 || High || 15 || 7 || 12 || text-align="right"; vertical-align="bottom" | [[File:Icon Spec Meat 64x64.png|30px]]<br>[[Lizards#Specializations_&_Comforts|Meat Production]] ||align="center" | [[File:Icon Spec Fire 64x64.png|30px]]<br>[[Lizards#Specializations_&_Comforts|Warmth]] ||align="left" |  [[File:Jerky.png|25px]] [[Jerky]]<br>[[File:Skewers.png|25px]] [[Skewers]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]] ||align="left" |  [[File:Icon Need Brawling.png|25px]] [[Brawling]]<br>[[File:Icon Need Religion.png|25px]] [[Religion]] || ''Lizards are a very resilient and distrustful species.''
| {{Species link|Harpies|medium}}
| 5 ||data-sort-value=1| ''low'' || 15 || 3
| 4 ||data-sort-value=1.67| 1:40
|-
|-
| {{Species link|Harpies|huge}} || 5 || 1:40 || Low || 15 || 3 || 4 ||align="center" | [[File:Icon Spec Alchemy 64x64.png|30px]]<br>[[Harpies#Specializations_&_Comforts|Alchemy]] ||align="center" | [[File:Icon Spec Cloth 64x64.png|30px]]<br>[[Harpies#Specializations_&_Comforts|Cloth]] ||align="left" |  [[File:Jerky.png|25px]] [[Jerky]]<br>[[File:Biscuits.png|25px]] [[Biscuits]]<br>[[File:Pie.png|25px]] [[Pie]]<br>[[File:Coats.png|25px]] [[Clothing]] ||align="left" |  [[File:Icon Need Education.png|25px]] [[Education]]<br>[[File:Icon Service Treatment.png|25px]] [[Treatment]] || ''Harpies are a noble and fragile species, yet with a primal, aggressive side.''
| {{Species link|Foxes|medium}}
| 5 ||data-sort-value=1| ''low'' || 15 || 5
| 3 ||data-sort-value=2| 2:00
|-
|-
| {{Species link|Foxes|huge}} || 5 || 2:00 || Low || 15 || 5 || 3 || align="center" | [[File:Icon Spec Forest 64x64.png|30px]]<br>[[Foxes#Specializations_&_Comforts|Forest]] ||align="center" | [[File:Icon Spec RainWater 64x64.png|30px]]<br>[[Foxes#Specializations_&_Comforts|Rainwater]] ||align="left" |  [[File:Porridge.png|25px]] [[Porridge]]<br>[[File:Skewers.png|25px]] [[Skewers]]<br>[[File:PickledGoods.png|25px]] [[Pickled Goods]] ||align="left" |  [[File:Icon Need Brawling.png|25px]] [[Brawling]]<br>[[File:Icon Need Luxury.png|25px]] [[Luxury]]<br>[[File:Icon Service Treatment.png|25px]] [[Treatment]] || ''Foxes are majestic and mysterious creatures deeply bonded with the forest. ''
| {{Species link|Frogs|medium}}
| 10 ||data-sort-value=2| ''medium'' || 25 || 5
| 8 ||data-sort-value=2| 2:30
|}
|}


== Workers ==
=== Specializations ===
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]].
 
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 {{Species link|Foxes}}, their {{sl|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.


{| class=wikitable
{|class="wikitable sortable"
! Name of Job !! Building
|+ Species' specializations
! Species !! Comfort !! Proficiency
|-
| {{Species link|Humans|medium}} || {{sl|Brewing|medium}} || {{sl|Farming|medium}}
|-
| {{Species link|Beavers|medium}} || {{sl|Engineering|medium}} || {{sl|Woodworking|medium}}
|-
|-
| "Firekeeper" || [[Hearths]]
| {{Species link|Lizards|medium}} || {{sl|Warmth|medium}} || {{sl|Meat production|medium}}
|-
|-
| "Woodcutter" || {{bl|Woodcutters' Camp}}
| {{Species link|Harpies|medium}} || {{sl|Tailoring|medium}} || {{sl|Alchemy|medium}}
|-
|-
| "Gatherer" || [[List of Buildings#Camps|Gathering Camps]]
| {{Species link|Foxes|medium}} || {{sl|Blightrot|medium}} || {{sl|Forest|medium}}
|-
|-
| "Farmer" || [[List of Buildings#Farms|Farms]]
| {{Species link|Frogs|medium}}  || {{sl|Rainwater|medium}} || {{sl|Masonry|medium}}
|}
 
=== Needs ===
 
:''Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]''
 
Each species has the following needs:
 
; Shelter Need : Also called '''Basic Housing''', every species but [[Frogs]] needs to have a roof of some kind over their head.
; Housing Need : Also called '''Species-specific Housing,''' their need for the [[Housing Need|comforts of home]] unique to their species.
; Complex Food Need : Their need for [[Complex Food Need|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 [[Services Needs|comforts, relaxation, and self-improvement]].
 
{|class="wikitable sortable"
|+ Species' needs
! Species
! Housing Need
!class=unsortable| Complex Food Needs
! Clothing Needs
!class=unsortable| Services Needs
|-
|-
| "Miner" || {{bl|Mine}}
| {{Species link|Humans|large}}
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need HumanHousing.png|{{ImgM}}]] [[Housing Need|Human Housing]]
| <table><tr><td>{{rl|Biscuits|medium}}</td></tr><tr><td>{{rl|Pie|medium}}</td></tr><tr><td>{{rl|Porridge|medium}}</td></tr></table>
| {{rl|Coats|medium}}
| <table><tr><td>{{Service link|Leisure|medium}}</td></tr><tr><td>{{Service link|Religion|medium}}</td></tr></table>
|-
|-
| "Hauler" || [[Warehouse]]s
| {{Species link|Beavers|large}}
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need beaverHousing.png|{{ImgM}}]] [[Housing Need|Beaver Housing]]
| <table><tr><td>{{rl|Biscuits|medium}}</td></tr><tr><td>{{rl|Pickled Goods|medium}}</td></tr></table>
| {{rl|Coats|medium}}
| <table><tr><td>{{Service link|Leisure|medium}}</td></tr><tr><td>{{Service link|Education|medium}}</td></tr><tr><td>{{Service link|Luxury|medium}}</td></tr></table>
|-
|-
| "Blight fighter" || [[Blight Post]]
| {{Species link|Lizards|large}}
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need LizardHousing.png|{{ImgM}}]] [[Housing Need|Lizard Housing]]
| <table><tr><td>{{rl|Jerky|medium}}</td></tr><tr><td>{{rl|Pickled Goods|medium}}</td></tr><tr><td>{{rl|Pie|medium}}</td></tr><tr><td>{{rl|Skewers|medium}}</td></tr></table>
| {{rl|Boots|medium}}
| {{Service link|Brawling|medium}}
|-
|-
| "Scout" || [[Glade Events]]
| {{Species link|Harpies|large}}
 
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need HarpyHousing.png|{{ImgM}}]] [[Housing Need|Harpy Housing]]
| <table><tr><td>{{rl|Paste|medium}} </td></tr><tr><td>{{rl|Jerky|medium}}</td></tr></table>
| {{rl|Coats|medium}}<br/>{{rl|Boots|medium}}
| <table><tr><td>{{Service link|Education|medium}}</td></tr><tr><td>{{Service link|Treatment|medium}}</td></tr></table>
|-
|-
| "Worker" || Other, like production or service buildings or {{bl|Geyser Pump}}s
| {{Species link|Foxes|large}}
|}


== Caravans ==
| [[File:Icon_Need_Shelter.png|{{ImgM}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need FoxHousing.png|{{ImgM}}]] [[Housing Need|Fox Housing]]
| <table><tr><td>{{rl|Pickled Goods|medium}}</td></tr><tr><td>{{rl|Porridge|medium}}</td></tr><tr><td>{{rl|Skewers|medium}}</td></tr></table>
| {{rl|Boots|medium}}
| <table><tr><td>{{Service link|Treatment|medium}}</td></tr><tr><td>{{Service link|Religion|medium}}</td></tr></table>
|-
| {{Species link|Frogs|large}}


[[File:Caravan.png|thumb|Caravan menu|right]]
| [[Housing Need|Frog Housing]]
| {{rl|Porridge|medium}} <br/> {{rl|Paste|medium}} <br/> {{rl|Pie|medium}}
| {{rl|Boots|medium}}
| {{Service link|Brawling|medium}} <br/> {{Service link|Luxury|medium}} <br/> {{Service link|Religion|medium}}
|}


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 Level 12 Obsidian Archives [[Upgrade]]. Only 1 or 2 of the starting species can be known before you start a settlement, never all 3.
== Workers ==
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, 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.


Every caravan has Base Goods and a few bonus resources:
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.


{| class=wikitable
{| class=wikitable
|+ Base Goods
! Name of Job !! Building
|-
|-
! No upgrades !! Fully upgraded citadel
| "Blight fighter" || [[Blight Post]]
|-
|-
| 30 {{rl|Eggs}} || 42 {{rl|Eggs}}
| "Craftsman" || [[Makeshift Post]]
|-
|-
| 20 {{rl|Parts}} || 28 {{rl|Parts}}
| "Druid" || {{bl|Druid's Hut}}
|-
|-
| 4 {{rl|Wildfire Essence}} || 6 {{rl|Wildfire Essence}}
| "Farmer" || [[List of Buildings#Farms|Farms]]
|-
| "Firekeeper" || [[Hearths]]
|-
|-
| 10 {{rl|Wood}} || 14 {{rl|Wood}}
| "Gatherer" || [[List of Buildings#Camps|Gathering Camps]]
|-
|-
| 20 {{rl|Coal}} || 28 {{rl|Coal}}
| "Hauler" || [[Warehouse]]s
|-
|-
| || 7 {{rl|Planks}}
| "Scout" || [[Glade Events]]
|-
|-
| || 7 {{rl|Bricks}}
| "Woodcutter" || {{bl|Woodcutters' Camp}}
|-
|-
| || 7 {{rl|Fabric}}
| "Miner" || {{bl|Mine}}
|-
|-
| || 14 {{rl|Pipes}}
| "Worker" || Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the {{bl|Greenhouse}}.
|}
|}


== Newcomers ==
== Caravans ==
''Main article: [[Embarking]]''
[[File:Caravan.png|thumb|Caravan menu|right]]
 
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 after Embarkation.
 
Before [[World Events]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers.
<br/><br/><br/><br/><br/><br/><br/><br/>
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}}
 
 
[[Category:Villagers| ]]
[[Category:Villager needs]]
[[Category:Settlements]]
[[Category:Resolve]]

Latest revision as of 22:14, 8 November 2024

Villagers gathered at the Hearth

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

Harpy icon showing Resolve change
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 and their descriptions
Species Description
Humans Humans "An adaptable species, but very susceptible to the rain."
Beavers Beavers "Beavers are hardworking and honest, but also quite demanding."
Lizards Lizards "Lizards are a very resilient and distrustful species."
Harpies Harpies "Harpies are a noble and fragile species, yet with a primal, aggressive side."
Foxes Foxes "Foxes are majestic and mysterious creatures deeply bonded with the forest. "
Frogs Frogs "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water."


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' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.
Demand
Also called Resolve Threshold, how much Resolve a species needs before they start generating Reputation for their viceroy.
Decadence
How much their Demand rises 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' stats related to Resolve
Species Base Resolve Resilience Demand (Resolve Threshold) Decadence Hunger threshold Break interval
Humans Humans 15 low 30 4 6 2:00
Beavers Beavers 10 low 30 2 6 2:00
Lizards Lizards 5 high 15 7 12 1:40
Harpies Harpies 5 low 15 3 4 1:40
Foxes Foxes 5 low 15 5 3 2:00
Frogs Frogs 10 medium 25 5 8 2:30

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 Foxes, their Forest 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' specializations
Species Comfort Proficiency
Humans Humans Brewing Brewing Farming Farming
Beavers Beavers Engineering Engineering Woodworking Woodworking
Lizards Lizards Warmth Warmth Meat production Meat production
Harpies Harpies Tailoring Tailoring Alchemy Alchemy
Foxes Foxes Blightrot Blightrot Forest Forest
Frogs Frogs Rainwater Rainwater Masonry Masonry

Needs

Main articles: Housing Need, Complex Food Need, Clothing Need, Services Needs

Each species has the following needs:

Shelter Need
Also called Basic Housing, every species but Frogs needs to have a roof of some kind over their head.
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' needs
Species Housing Need Complex Food Needs Clothing Needs Services Needs
Humans Humans Icon Need Shelter.png Shelter Need
Icon Need HumanHousing.png Human Housing
Biscuits Biscuits
Pie Pie
Porridge Porridge
Coats Coats
Leisure Leisure
Religion Religion
Beavers Beavers Icon Need Shelter.png Shelter Need
Icon Need beaverHousing.png Beaver Housing
Biscuits Biscuits
Pickled Goods Pickled Goods
Coats Coats
Leisure Leisure
Education Education
Luxury Luxury
Lizards Lizards Icon Need Shelter.png Shelter Need
Icon Need LizardHousing.png Lizard Housing
Jerky Jerky
Pickled Goods Pickled Goods
Pie Pie
Skewers Skewers
Boots Boots Brawling Brawling
Harpies Harpies Icon Need Shelter.png Shelter Need
Icon Need HarpyHousing.png Harpy Housing
Paste Paste
Jerky Jerky
Coats Coats
Boots Boots
Education Education
Treatment Treatment
Foxes Foxes Icon Need Shelter.png Shelter Need
Icon Need FoxHousing.png Fox Housing
Pickled Goods Pickled Goods
Porridge Porridge
Skewers Skewers
Boots Boots
Treatment Treatment
Religion Religion
Frogs Frogs Frog Housing Porridge Porridge
Paste Paste
Pie Pie
Boots Boots Brawling Brawling
Luxury Luxury
Religion Religion

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

Main article: Embarking

Caravan menu

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 after Embarkation.

Before World Events increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers.







See also