Resolve: Difference between revisions
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{{Version|1.4.17}} | |||
[[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]] | [[File:HighResolve.png|thumb|360px|{{Species link|Foxes}} with high Resolve]] | ||
= Overview = | == Overview == | ||
Resolve | Resolve refers to the happiness of your [[Villagers]] and is affected by both positive and negative influences. | ||
Positive influences can be: | Positive influences can be: | ||
* [[Services Need]]s | |||
* [[Complex Food | * Meeting their [[Services Need]]s. | ||
* [[Complex Housing]] | * Providing [[Complex Food]] options. | ||
* [[Clothing]] | * Having [[Complex Housing]]. | ||
* | * Fulfilling their [[Clothing Need]]s. | ||
* [[ | * Assigning workers to Buildings that provide [[Comfort]]. | ||
* Encountering certain Positive [[Forest Mysteries]] during the [[Drizzle Season]]. | |||
* | |||
* Lowering [[Hostility]] | Other Positives: | ||
* Certain [[Perks]] | * Assigning [[Villagers]] to [[Buildings]] with [[Rainpunk Engines]] enabled. | ||
* Lowering [[Hostility]]. | |||
* Certain [[Perks and Cornerstones]]. | |||
* Assigning a Villager from the {{Species link|Lizards}} clan to the Ancient [[Hearth]]. | |||
Negative Influences can be: | Negative Influences can be: | ||
* Starvation | * Starvation. | ||
* Consumption Control of available Foods / Services | * Consumption Control of available Foods / Services. | ||
* Homelessness | * Homelessness. | ||
* [[Hostility]] | * [[Hostility]]. | ||
* Negative [[Forest Mysteries]] | * Negative [[Forest Mysteries]]. | ||
* The [[Storm Season]] | * The [[Storm Season]]. | ||
* Certain [[Effects]] | * Certain [[Effects]]. | ||
Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | 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. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits. | |||
= Decadence, | == Resilience, Demand, Decadence, and Hunger Tolerance == | ||
== | {| class="wikitable" style=" align:centre; text-align:center;" | ||
Decadence | |- style="font-weight:bold; text-align:left;" | ||
! style="text-align:center; vertical-align:middle;" | Species | |||
! Base Resolve | |||
! Break Interval | |||
! Resilience | |||
! Demand | |||
! Decadence | |||
! Hunger Tolerance | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Beavers|large}} | |||
| 10 | |||
| 02:00 | |||
| Low | |||
| 30 | |||
| 2 | |||
| 6 | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Foxes|large}} | |||
| 5 | |||
| 02:00 | |||
| Low | |||
| 15 | |||
| 5 | |||
| 3 | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Frogs|large}} | |||
| 10 | |||
| 02:30 | |||
| Medium | |||
| 25 | |||
| 5 | |||
| 8 | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Harpies|large}} | |||
| 5 | |||
| 01:40 | |||
| Low | |||
| 15 | |||
| 3 | |||
| 4 | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Humans|large}} | |||
| 15 | |||
| 02:00 | |||
| Low | |||
| 30 | |||
| 4 | |||
| 6 | |||
|- | |||
| style="vertical-align:middle; text-align:left;" | {{Species link|Lizards|large}} | |||
| 5 | |||
| 01:40 | |||
| High | |||
| 15 | |||
| 7 | |||
| 12 | |||
|- | |||
|} | |||
=== Base Resolve === | |||
This is the base level of Resolve a species starts with in each settlement, before any modifiers. | |||
== | === Resilience=== | ||
Resilience refers to how quickly the species' Resolve drops. | |||
{{Species link|Lizards}} are the only species in the game with high Resilience. Low Resilience species drop Resolve 4 times faster than {{Species link|Lizards}}. | |||
= | === Demand === | ||
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating [[Reputation]]. | |||
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] | ===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, {{Species link|Foxes}} have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their {{Species link|Foxes}}, and from 20 to 25 with the second point. | |||
=== Hunger Tolerance === | |||
Your [[Villagers]] have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every [[break]]), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don't have anything to eat by the time of their next break, they will die. | |||
Each stack of Hunger lowers Resolve by 4, so species other than {{Species link|Foxes}} usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat. | |||
== Gaining Reputation Points through Resolve == | |||
[[File:Highresolverepearn.PNG|360px|thumb|left]][[File:ResolveThresholdIndicator.png|360px|thumb|right]] Viceroys can earn [[File:Reppoint.png|32px]][[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 [[Villager]]s 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 Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right. | ||
<br/> | <br/> | ||
<br/> | <br/> | ||
The rate of Reputation generation per species per second 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 | |||
The actual[[#References|<sup>[1]</sup>]] formula is: | |||
(Species' Resolve to Reputation Ratio x Species' Resolve) x (Species' Population to Reputation Ratio x Species' Population) x [Sum of All Modifiers] | |||
* Species' Resolve to [[Reputation]] Ratio is 0.00013 for {{Species link|Humans}} and {{Species link|Beavers}}, and 0.000195 for {{Species link|Lizards}}, {{Species link|Harpies}}, and {{Species link|Foxes}}. | |||
* Species' Population to Reputation Ratio is 0.7 for every species. | |||
* Sum of All Modifiers is 1 by default. | |||
* Max [[Reputation]] from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute). | |||
= Interpreting | == Interpreting Species Panels == | ||
[[File:ResolveTray.png|right]] | [[File:ResolveTray.png|right]] | ||
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable "Species Panel Open by Default" to always have the panels expanded when starting a settlement. | |||
In this panel, you can see what gives your [[Villagers]] Resolve, and what is taking away their Resolve. | 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) | # Basic Shelter, +3 Resolve per Villager (Bottom right) | ||
# Species Specific Shelter, +3 Resolve per Villager | # Species Specific Shelter, +3 Resolve per Villager (Top left "6" means how many empty spaces are available) | ||
# Complex Food Need | # Complex Food Need Fulfilled, in this case {{rl|Porridge}}. (Bottom Right, +4 Resolve to each [[Villager]], Top left, 770 Units of Porridge remaining.) | ||
# Complex Food Fulfilled, {{rl|Biscuits}} in this case. +5 Resolve per [[Villager]], 773 Units remaining. | # Complex Food Need Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.) | ||
# Complex Food Fulfilled, {{rl|Pie}}s in this case. | # Complex Food Need Fulfilled, {{rl|Pie}}s in this case.(+5 Resolve per [[Villager]], 767 units remaining.) | ||
# Clothing Need Fulfilled. +5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining. | # Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.) | ||
# Service Need Fulfilled. Leisure in this case. +8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining. | # Service Need Fulfilled. {{Service link|Leisure}} in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.) | ||
# Service Need Fulfilled. Religion in this case. +8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining. | # Service Need Fulfilled. {{Service link|Religion}} in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.) | ||
# +4 Resolve per [[Villager]] from | # +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. | # -4 Resolve per [[Villager]] from other sources. Hover over this image to see from which sources. | ||
# Expand or Close this panel. | # Expand or Close this panel. | ||
# Favor this species. +5 Resolve to each [[Villager]] of this | # Favor this species. +5 Resolve to each [[Villager]] of this species, -5 Per [[Villager]] to all other species. Only available with more than 1 species present in the settlement. | ||
== Leaving == | |||
When your [[villagers]]' Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, [[Difficulty]], as well as a number of other possible [[Effects]]. While {{Species link|Lizards}}' high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave. | |||
{| class="wikitable" style="text-align:center;" | |||
|+ Leave Rate[[#References|<sup>[2]</sup>]] | |||
|- | |||
! rowspan="2" style="vertical-align:middle;" | Leave Rate | |||
! style="text-align:left;" | Before [[Prestige]] 5 | |||
! 100% | |||
! 150% | |||
! 200% | |||
! 300% | |||
|- | |||
| style="text-align:left;" | [[Prestige]] 5 and higher | |||
| 200% | |||
| 250% | |||
| 300% | |||
| 400% | |||
|- style="text-align:left;" | |||
| colspan="2" style="text-align:center;" | Current Resolve | |||
| 0 to -4 | |||
| -5 to -14 | |||
| -15 to -24 | |||
| -25 and lower | |||
|} | |||
= Species Resolve Data = | == Species Resolve Data == | ||
For more information, please see [[Complex Needs]] | For more information, please see [[Complex Needs]] | ||
== Resolve Data per Species == | == Resolve Data per Species == | ||
{| class="wikitable" style="text-align:center | |||
|- | {| class="wikitable mw-collapsible" style="text-align:center;" | ||
! | |+ Resolve bonuses earned for each satisfied need | ||
! colspan=" | |- | ||
! Clothing | ! Species | ||
! colspan="6" | Services | !colspan="7"| Complex Foods | ||
!colspan="2"| Clothing | |||
!colspan="6"| Services | |||
|- | |- | ||
| | | <!--skip cell--> | ||
| | | {{rl|Jerky |medium|display=notext}} | ||
| | | {{rl|Porridge |medium|display=notext}} | ||
| | | {{rl|Skewers |medium|display=notext}} | ||
| | | {{rl|Biscuits |medium|display=notext}} | ||
| | | {{rl|Pie |medium|display=notext}} | ||
| | | {{rl|Pickled Goods|medium|display=notext}} | ||
| | | {{rl|Paste |medium|display=notext}} | ||
| | | {{rl|Coats|medium|display=notext}} | ||
| | | {{rl|Boots|medium|display=notext}} | ||
| | | {{Service link|Leisure |medium|display=notext}} | ||
| | | {{Service link|Brawling |medium|display=notext}} | ||
| | | {{Service link|Religion |medium|display=notext}} | ||
| {{Service link|Education|medium|display=notext}} | |||
| {{Service link|Luxury |medium|display=notext}} | |||
| {{Service link|Treatment|medium|display=notext}} | |||
|- | |- | ||
| {{Species link|Beavers|large}} | | {{Species link|Beavers|large|display=notext}} | ||
| | | | ||
| | | | ||
Line 100: | Line 217: | ||
| | | | ||
| +8 | | +8 | ||
| | | | ||
| +5 | |||
| | |||
| +8 | | +8 | ||
| | | | ||
| | | | ||
| +10 | | +10 | ||
| + | | +10 | ||
| | | | ||
|- | |- | ||
| {{Species link|Foxes|large}} | | {{Species link|Foxes|large|display=notext}} | ||
| | | | ||
| +4 | | +4 | ||
Line 116: | Line 235: | ||
| +8 | | +8 | ||
| | | | ||
| | |||
| +5 | |||
| | |||
| | | | ||
| +8 | | +8 | ||
| | | | ||
| | | | ||
| +10 | | +10 | ||
|- | |- | ||
| {{Species link| | | {{Species link|Frogs|large|display=notext}} | ||
| | |||
| +4 | | +4 | ||
| | | | ||
| | | | ||
| +5 | | +5 | ||
| | |||
| +6 | |||
| | |||
| +5 | | +5 | ||
| | |||
| +8 | |||
| +8 | |||
| | |||
| +10 | |||
| | |||
|- | |||
| {{Species link|Harpies|large|display=notext}} | |||
| +4 | |||
| | | | ||
| | | | ||
| | | | ||
| | |||
| | |||
| +6 | |||
| +5 | |||
| +5 | |||
| | |||
| | | | ||
| | | | ||
Line 138: | Line 278: | ||
| +10 | | +10 | ||
|- | |- | ||
| {{Species link|Humans|large}} | | {{Species link|Humans|large|display=notext}} | ||
| | | | ||
| +4 | | +4 | ||
Line 146: | Line 286: | ||
| | | | ||
| | | | ||
| +5 | |||
| | |||
| +8 | | +8 | ||
| | | | ||
Line 153: | Line 295: | ||
| | | | ||
|- | |- | ||
| {{Species link|Lizards|large}} | | {{Species link|Lizards|large|display=notext}} | ||
| +4 | |||
| | |||
| +5 | | +5 | ||
| | | | ||
| + | | +5 | ||
| +8 | |||
| | | | ||
| | |||
| +5 | | +5 | ||
| | |||
| +8 | | +8 | ||
| | | | ||
| | | | ||
| | | | ||
| | | | ||
|- | |||
|} | |} | ||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;" | |||
|+ (Transposed table) Resolve bonuses earned for each satisfied need | |||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center | !colspan="2"| Species | ||
|+ | ! {{Species link|Beavers|large|display=notext}} | ||
! colspan="2 | ! {{Species link|Foxes |large|display=notext}} | ||
! {{Species link|Beavers|large}} | ! {{Species link|Frogs |large|display=notext}} | ||
! {{Species link|Foxes|large}} | ! {{Species link|Harpies|large|display=notext}} | ||
! {{Species link|Harpies|large}} | ! {{Species link|Humans |large|display=notext}} | ||
! {{Species link|Humans|large}} | ! {{Species link|Lizards|large|display=notext}} | ||
! {{Species link|Lizards|large}} | |||
|- | |- | ||
| rowspan=" | |rowspan="7"| '''Complex<br />Foods''' | ||
| {{rl|Jerky|medium|display=notext}} | |||
| | | | ||
| | | | ||
| | |||
| +4 | | +4 | ||
| | | | ||
| + | | +4 | ||
|- | |- | ||
| | | {{rl|Porridge|medium|display=notext}} | ||
| | | | ||
| +4 | |||
| +4 | | +4 | ||
| | | | ||
Line 195: | Line 341: | ||
| | | | ||
|- | |- | ||
| | | {{rl|Skewers|medium|display=notext}} | ||
| | | | ||
| +5 | | +5 | ||
| | |||
| | | | ||
| | | | ||
| + | | +5 | ||
|- | |- | ||
| | | {{rl|Biscuits|medium|display=notext}} | ||
| +5 | | +5 | ||
| | | | ||
| | | | ||
| | |||
| +5 | | +5 | ||
| | | | ||
|- | |- | ||
| | | {{rl|Pie|medium|display=notext}} | ||
| | | | ||
| | | | ||
| +5 | | +5 | ||
| | |||
| +5 | | +5 | ||
| +5 | | +5 | ||
|- | |- | ||
| | | {{rl|Pickled Goods|medium|display=notext}} | ||
| +8 | | +8 | ||
| +8 | | +8 | ||
| | |||
| | | | ||
| | | | ||
| +8 | | +8 | ||
|- | |||
| {{rl|Paste|medium|display=notext}} | |||
| | |||
| | |||
| +6 | |||
| +6 | |||
| | |||
| | |||
|- | |- | ||
| | |rowspan="2"| '''Clothing''' | ||
| | | {{rl|Coats|medium|display=notext}} | ||
| +5 | | +5 | ||
| | | | ||
| | |||
| +5 | | +5 | ||
| +5 | | +5 | ||
| | | | ||
|- | |- | ||
| rowspan="6 | | {{rl|Boots|medium|display=notext}} | ||
| | | | ||
| +5 | |||
| +5 | |||
| +5 | |||
| | |||
| +5 | |||
|- | |||
|rowspan="6"| '''Services''' | |||
| {{Service link|Leisure|medium|display=notext}} | |||
| +8 | | +8 | ||
| | | | ||
| | | | ||
| | |||
| +8 | | +8 | ||
| | | | ||
|- | |- | ||
| | | {{Service link|Brawling|medium|display=notext}} | ||
| | |||
| | | | ||
| +8 | | +8 | ||
Line 246: | Line 419: | ||
| +8 | | +8 | ||
|- | |- | ||
| | | {{Service link|Religion|medium|display=notext}} | ||
| | | | ||
| +8 | |||
| +8 | |||
| | | | ||
| +8 | |||
| | | | ||
|- | |- | ||
| | | {{Service link|Education|medium|display=notext}} | ||
| +10 | | +10 | ||
| | | | ||
| | |||
| +10 | | +10 | ||
| | | | ||
| | | | ||
|- | |- | ||
| | | {{Service link|Luxury|medium|display=notext}} | ||
| + | | +10 | ||
| | |||
| +10 | | +10 | ||
| | | | ||
Line 267: | Line 443: | ||
| | | | ||
|- | |- | ||
| | | {{Service link|Treatment|medium|display=notext}} | ||
| | | | ||
| +10 | | +10 | ||
| | |||
| +10 | | +10 | ||
| | | | ||
Line 275: | Line 452: | ||
|} | |} | ||
= Cornerstones and Perks influencing Resolve = | == Cornerstones and Perks influencing Resolve == | ||
{{ | {{Perks|description=Resolve}} | ||
== Strategies == | |||
* Species' Resolve is a resource to be spent or conserved, just like goods. Just like it's useful to stockpile goods by [[Consumption Control|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.[[#References|<sup>[3]</sup>]] | |||
* Similarly, there is no advantage gained by increasing a species' 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).[[#References|<sup>[3]</sup>]] | |||
* Starting with [[Complex Food]] early is vital to | * 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. | * 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, | * 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. A Steam Community post by Leisurely Luke, one of the developers, | |||
https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337 | |||
2. Leave Rate was tested by Discord user Jhazrun | |||
3. 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! | |||
[[Category: Game mechanics]] | |||
[[Category: Resolve| ]] | |||
[[Category: Villagers]] |
Latest revision as of 19:22, 10 November 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 Services 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 calculated based on the base resolve of each species and the sum of all 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. Current Resolve has an upper limit of 50 and no lower limit. Future Resolve does not have any limits.
Resilience, Demand, Decadence, and Hunger Tolerance
Species | Base Resolve | Break Interval | Resilience | Demand | Decadence | Hunger Tolerance |
---|---|---|---|---|---|---|
Beavers | 10 | 02:00 | Low | 30 | 2 | 6 |
Foxes | 5 | 02:00 | Low | 15 | 5 | 3 |
Frogs | 10 | 02:30 | Medium | 25 | 5 | 8 |
Harpies | 5 | 01:40 | Low | 15 | 3 | 4 |
Humans | 15 | 02:00 | Low | 30 | 4 | 6 |
Lizards | 5 | 01:40 | High | 15 | 7 | 12 |
Base Resolve
This is the base level of Resolve a species starts with in each settlement, before any modifiers.
Resilience
Resilience refers to how quickly the species' Resolve drops.
Lizards are the only species in the game with high Resilience. Low Resilience species drop Resolve 4 times faster than Lizards.
Demand
Demand refers to the level of Resolve needed to reach the Resolve Threshold and start generating Reputation.
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, Foxes have a Decadence of 5. The minimum Resolve needed to reach the Resolve Threshold will increase from base 15 to 20 once a Viceroy gains their first Reputation point through Resolve from their Foxes, and from 20 to 25 with the second point.
Hunger Tolerance
Your Villagers have a set amount of Hunger stacks they can get before dying. Each time a Villager misses a meal (they eat every break), they get a stack of Hunger. Once they hit the Hunger Tolerance threshold, you will get a notification that they are about to die from starvation. If they don't have anything to eat by the time of their next break, they will die.
Each stack of Hunger lowers Resolve by 4, so species other than Foxes usually leave before they die from starvation. All stacks of Hunger are cleared at once when Villagers eat.
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 per second 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
The actual[1] formula is:
(Species' Resolve to Reputation Ratio x Species' Resolve) x (Species' Population to Reputation Ratio x Species' Population) x [Sum of All Modifiers]
- Species' Resolve to Reputation Ratio is 0.00013 for Humans and Beavers, and 0.000195 for Lizards, Harpies, and Foxes.
- Species' Population to Reputation Ratio is 0.7 for every species.
- Sum of All Modifiers is 1 by default.
- Max Reputation from Resolve a species can generate is clamped at 0.025 per second (1.5 Reputation per minute).
Interpreting Species Panels
These are Species Panels. To expand one, click on the arrow (Number 11) when the panel is hidden. In your Game Settings, you can enable "Species Panel Open by Default" to always have the panels expanded when starting a settlement.
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 to all other species. Only available with more than 1 species present in the settlement.
Leaving
When your villagers' Resolve drops below 1, they will start to leave. Before any modifiers, a villager will take 60 seconds to leave. The speed at which they leave depends on their Current Resolve, Difficulty, as well as a number of other possible Effects. While Lizards' high Resilience slows down the rate at which their Resolve drops, it does not affect the rate at which they leave.
Leave Rate | Before Prestige 5 | 100% | 150% | 200% | 300% |
---|---|---|---|---|---|
Prestige 5 and higher | 200% | 250% | 300% | 400% | |
Current Resolve | 0 to -4 | -5 to -14 | -15 to -24 | -25 and lower |
Species Resolve Data
For more information, please see Complex Needs
Resolve Data per Species
Cornerstones and Perks influencing Resolve
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Ancient Artifact | Legendary | A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+3 to Global Resolve) | x | x | Ord | Rel | x | 0 |
Beaver Clan Support | Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Beaver clan remembers your help. (+3 to Beavers Resolve) | x | x | Ord | x | Tra | 24 |
Blight Filter | Legendary | A crystalline filter designed to mitigate the negative environmental impact of infused rainwater. Blightrot Cysts appear 50% slower when using rain engines, but Reputation from Resolve is generated 90% slower for the next 2 Reputation Points. | x | Cor | x | x | x | 0 |
Converted Harmony Spirit Altar | Rare | When your villagers' needs are met, Harmony is fostered. Each unique service building adds 2 to Global Resolve. (the bonus is added retroactively) | x | x | x | x | x | 0 |
Converted Totem of Denial | Rare | A Totem of Denial cleansed by the Holy Flame. Grants a Global Resolve bonus. (+3 to Global Resolve) | x | x | x | x | x | 0 |
Exploration Expedition | Legendary | You took some of the best explorers from the Smoldering City with you. Global Resolve is boosted by +5 for 180 seconds every time a new glade is discovered, but woodcutting is 33% slower until you open at least 2 glades. | x | Cor | x | x | x | 0 |
Family Gratitude | Legendary | Relatives of your villagers send gifts for treating their family members well. Get 40 Waterskins for every full Reputation Point obtained through high Resolve. | x | Cor | x | x | x | 0 |
Fox Pack Support | Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Fox tribe remembers your help. (+3 to Foxes Resolve) | x | x | Ord | x | x | 0 |
Friendly Relations | Epic | Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. (the bonus is added retroactively) | x | Cor | x | x | x | 0 |
Frog Clan Support | Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Frogs remember your help. (+3 to Frogs Resolve) | x | x | Ord | x | x | 0 |
Furniture | Rare | Some much needed furnishings. Adds an additional +1 to Resolve for villagers with a home. (This effect is applied to villagers during their break) | x | x | x | x | Tra | 20 |
Generous Rations | Legendary | Global Resolve is increased by 5, but the chance of villagers consuming twice the amount of food during a break is increased by +50%. | x | Cor | x | x | x | 0 |
Generous Rations (Stormforged) | Mythic | Global Resolve is increased by 5, and villagers have a +10% chance of not consuming food during a break. | Alt | x | x | x | x | 0 |
Harpy Clan Support | Rare | The Flock was neutral during the Great Civil War, but you've proven your worth to them now. (+3 to Harpies Resolve) | x | x | Ord | x | x | 0 |
Human Clan Support | Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Humans remember your help. (+3 to Humans Resolve) | x | x | Ord | x | Tra | 24 |
Lizard Clan Support | Rare | Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Lizard elders remember your help. (+3 to Lizards Resolve) | x | x | Ord | x | x | 0 |
Long Live the Queen | Rare | Villagers tell stories of the Queen's unparalleled power. Global Resolve grows by 1 for every 3 Reputation Points gained. (the bonus is added retroactively) | x | x | x | x | x | 0 |
Long Term Contract | Rare | Workers who are assigned to a workplace that matches their comfort specialization receive an additional +2 Resolve from the "Comfortable" effect. | x | x | Ord | x | Tra | 18 |
Prosperous Archaeology | Epic | The people are invigorated by every discovered cache. Every time you open or send 2 Abandoned Caches to the Citadel, you gain +1 to Global Resolve. | x | Cor | x | Rel | x | 0 |
Prosperous Settlement | Legendary | Gain +1 to Global Resolve every time you sell goods worth 50 Amber, but scouts work 10% slower on Glade Events. | x | Cor | x | x | x | 0 |
Protected Trade | Legendary | The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point. | x | Cor | x | x | x | 0 |
Rebellious Spirit | Legendary | The people are feeling oddly rebellious. Gain +1 Global Resolve for every 2 Impatience Points. Every time a villager leaves or dies, Impatience is increased by an additional 0.2 points. | x | Cor | x | x | x | 0 |
Rebellious Spirit (Stormforged) | Mythic | The people are feeling oddly rebellious. Gain +1 Global Resolve for every 1 Impatience Point. | Alt | x | x | x | x | 0 |
Royal Guard Training | Legendary | The Crown sends two Royal Guards to your village. Instead of simply brawling, villagers will now train under them. Fulfilling the need for brawling grants an additional +5 to Resolve, but attacking a trader will result in you getting 2 extra Impatience Points. | x | Cor | x | x | x | 0 |
Sacred Pyre Sacred Pyre | None | Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve) | x | x | x | x | x | 0 |
Spiced Ale | Rare | Spiced ale is even better than regular ale. Additional +5 to Resolve when under the effect of leisure. | x | x | Ord | x | Tra | 20 |
Strength in Numbers | Legendary | The storm seems less threatening in a well-populated settlement. Global Resolve drops 2% slower for every Frog villager. | x | Cor | x | x | x | 0 |
Survivor Bonding | Legendary | The people in your settlement have survived many hardships, bringing them closer together (+10% villager speed, 1 Global Resolve). | x | Cor | Ord | Rel | x | 0 |
Survivor Bonding (Stormforged) | Mythic | The people in your settlement have survived many hardships, bringing them closer together (+25% villager speed, 3 Global Resolve). | Alt | x | x | x | x | 0 |
Training Grounds | Epic | The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 Training Gear produced. | x | Cor | Ord | x | x | 0 |
Unique Ally | Rare | An exceptionally strong bond has developed between the Harpies and the Stormbird. They look very pleased to be in its presence. (+3 to Harpies Resolve) | x | x | x | x | x | 0 |
Vineyard Town | Epic | The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 Wine produced. | x | Cor | Ord | x | x | 0 |
Woodcutter's Song | Epic | It's off to work we go. For every 20 felled trees, Global Resolve is increased by 3 for 120 seconds. | x | Cor | x | x | x | 0 |
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.[3]
- Similarly, there is no advantage gained by increasing a species' 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).[3]
- 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. A Steam Community post by Leisurely Luke, one of the developers, https://steamcommunity.com/app/1336490/discussions/0/3805029994466380082/#c3805029995431010337
2. Leave Rate was tested by Discord user Jhazrun
3. 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!