Villagers: Difference between revisions

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


=Overview=
== Overview ==
Villagers are the inhabitants of your 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=
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.
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. To increase [[Resolve]], you have to satisfy your villagers’ needs by giving them [[Housing]], [[Complex Food]] (like [[Jerky]], [[Pie]], etc.), [[Clothing]], or access to [[Services]] (like a [[Tavern]] serving [[Ale]]). When [[Resolve]] goes above the High [[Resolve]] threshold, villagers will generate Reputation. The speed at which [[Reputation]] is generated scales with the number of villagers and how high above the High [[Resolve]] threshold they are. If [[Resolve]] falls to 0 or lower, villagers will start leaving.


To see the exact [[Resolve]] change, open the [[Species]] panel using the arrow key next to the species’ portrait and hover over the numbers shown next to the species name. There you will find the Current [[Resolve]] and Future [[Resolve]]. 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. Raising [[Resolve]] to a high level (indicated by the blue line on the [[Resolve]] Bar) will generate [[Reputation]] as long as they stay above the High [[Resolve]] mark. 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.
== Resolve ==
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]]
:''Main article: [[Resolve]]''


=Occupation=
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/>
Villagers can be assigned to [[Hearths]], [[Camps]], [[Production Buildings]], [[Service Buildings]], [[Farms]], [[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]].  
 
{| class="wikitable" style="text-align:center;margin: auto;"
== Species ==
! Building Type !! Occupation
 
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).
 
{|class="wikitable sortable"
|+ Species and their descriptions
! Species !!class=unsortable| Description
|-
| {{Species link|Humans|huge}}
|class=ats-flavor-text| "An adaptable species, but very susceptible to the rain."
|-
| {{Species link|Beavers|huge}}
|class=ats-flavor-text| "Beavers are hardworking and honest, but also quite demanding."
|-
| {{Species link|Lizards|huge}}
|class=ats-flavor-text| "Lizards are a very resilient and distrustful species."
|-
| {{Species link|Harpies|huge}}
|class=ats-flavor-text| "Harpies are a noble and fragile species, yet with a primal, aggressive side."
|-
| {{Species link|Foxes|huge}}
|class=ats-flavor-text| "Foxes are majestic and mysterious creatures deeply bonded with the forest. "
|-
[[Frogs]]
|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."
|}
 
=== 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]].
 
{| class="wikitable sortable"
|+ Species' stats related to Resolve
! Species
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence
! Hunger threshold !! Break interval
|-
| {{Species link|Humans|large}}
| 15 ||data-sort-value=1| ''low'' || 30 || 4
| 6 ||data-sort-value=2| 2:00
|-
| {{Species link|Beavers|large}}
| 10 ||data-sort-value=1| ''low'' || 30 || 2
| 6 ||data-sort-value=2| 2:00
|-
| {{Species link|Lizards|large}}
| 5 ||data-sort-value=3| ''high'' || 15 || 7
| 12 ||data-sort-value=1.67| 1:40
|-
| {{Species link|Harpies|large}}
| 5 ||data-sort-value=1| ''low'' || 15 || 3
| 4 ||data-sort-value=1.67| 1:40
|-
| {{Species link|Foxes|large}}
| 5 ||data-sort-value=1| ''low'' || 15 || 5
| 3 ||data-sort-value=2| 2:00
|-
| [[Frogs]]
| 10 ||data-sort-value=1| ''medium'' || 25 || 5
| 8 ||data-sort-value=2| 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 {{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 sortable"
|+ Species' specializations
! Species !! Comfort !! Proficiency
|-
| {{Species link|Humans|large}} || {{sl|Brewing|med}} || {{sl|Farming|med}}
|-
|-
|[[Hearth]]||Firekeeper
| {{Species link|Beavers|large}} || {{sl|Engineering|med}} || {{sl|Woodworking|med}}
|-
|-
|[[Woodcutters' Camp]]||Woodcutter
| {{Species link|Lizards|large}} || {{sl|Warmth|med}} || {{sl|Meat production|med}}
|-
|-
|[[Gathering Camps]]||Gatherer
| {{Species link|Harpies|large}} || {{sl|Tailoring|med}} || {{sl|Alchemy|med}}
|-
|-
|[[Farms]]||Farmer
| {{Species link|Foxes|large}} || Blightrot || {{sl|Forest|med}}
|-
|-
|[[Mines]]||Miner
| [[Frogs]] || {{sl|Rainwater|med}} || 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 [[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
|-
|-
|[[Production Buildings]]<br>[[Service Buildings]]<br>[[Geyser Pumps]]||Worker
| {{Species link|Humans|large}}
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need HumanHousing.png|{{ImgM}}]] [[Housing Need|Human Housing]]
| <table><tr><td>{{rl|Biscuits|med}}</td></tr><tr><td>{{rl|Pie|med}}</td></tr><tr><td>{{rl|Porridge|med}}</td></tr></table>
| {{rl|Coats|med}}
| <table><tr><td>{{Service link|Leisure|med}}</td></tr><tr><td>{{Service link|Religion|med}}</td></tr></table>
|-
|-
|[[Warehouses]]||Hauler
| {{Species link|Beavers|large}}
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need beaverHousing.png|{{ImgM}}]] [[Housing Need|Beaver Housing]]
| <table><tr><td>{{rl|Biscuits|med}}</td></tr><tr><td>{{rl|Pickled Goods|med}}</td></tr></table>
| {{rl|Coats|med}}
| <table><tr><td>{{Service link|Leisure|med}}</td></tr><tr><td>{{Service link|Education|med}}</td></tr><tr><td>{{Service link|Luxury|med}}</td></tr></table>
|-
|-
|[[Blight Post]]||Blight Fighter
| {{Species link|Lizards|large}}
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need LizardHousing.png|{{ImgM}}]] [[Housing Need|Lizard Housing]]
| <table><tr><td>{{rl|Jerky|med}}</td></tr><tr><td>{{rl|Pickled Goods|med}}</td></tr><tr><td>{{rl|Pie|med}}</td></tr><tr><td>{{rl|Skewers|med}}</td></tr></table>
| [[Boots]]
| {{Service link|Brawling|med}}
|-
|-
|[[Glade Event]]|| Scout
| {{Species link|Harpies|large}}
 
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need HarpyHousing.png|{{ImgM}}]] [[Housing Need|Harpy Housing]]
| <table><tr><td>[[Paste]]</td></tr><tr><td>{{rl|Jerky|med}}</td></tr></table>
| {{rl|Coats|med}}<br/>[[Boots]]
| <table><tr><td>{{Service link|Education|med}}</td></tr><tr><td>{{Service link|Treatment|med}}</td></tr></table>
|-
| {{Species link|Foxes|large}}
 
| [[File:Icon_Need_Shelter.png|{{ImgS}}]] [[Housing Need|Shelter Need]]<br/>[[File:Icon Need FoxHousing.png|{{ImgM}}]] [[Housing Need|Fox Housing]]
| <table><tr><td>{{rl|Pickled Goods|med}}</td></tr><tr><td>{{rl|Porridge|med}}</td></tr><tr><td>{{rl|Skewers|med}}</td></tr></table>
| [[Boots]]
| <table><tr><td>{{Service link|Treatment|med}}</td></tr><tr><td>{{Service link|Religion|med}}</td></tr></table>
|-
| [[Frogs]]
 
| [[Housing Need|Frog Housing]]
| {{rl|Porridge}} <br/> [[Paste]] <br/> {{rl|Pie}}
| [[Boots]]
| {{Service link|Brawling|med}} <br/> {{Service link|Luxury|med}} <br/> {{Service link|Religion|med}}
|}
|}
=Species=
 
Each villager is part of one of 5 species, which determine their stats:
== Workers ==
* '''Base Resolve''' is villagers' Resolve without any positive or negative effects.
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.
* '''Break Interval''' is the minimum period of time before a villager will take a break at the Hearth.
 
* '''Resilience''' is how fast the villagers' Resolve reacts to change. A highly resilient species reacts very slowly to Resolve effects.
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.
* '''Demands''' is how much Resolve a villager needs before they start generating Reputation.
 
* '''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).
{| class=wikitable
* '''Specialization''' grants villagers a 10% chance to produce twice the amount of resources when working in a building related to their specialization. Foxes' [[Forest]] specialization grants them a +5% Glade Event working speed bonus instead.
! Name of Job !! Building
* '''Comfort''' 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.
| "Blight fighter" || [[Blight Post]]
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" style="text-align:center;"
| "Craftsman" || [[Makeshift Post]]
! Species !! Base<br>Resolve !! Break<br>Interval !! Resilience !! Demands !! Decadence !! Hunger<br>Tolerance !!style="width:80px" | Specialization !! style="width:80px" | Comfort  !! style="width:105px" | Needs<br>(Goods) !! style="width:90px" | Needs<br>(Services) !! Description
|-
|-
| {{Species link|Humans|huge}} || 15 || 2:00 || Low || 30 || 4 || 6 || align="center" | [[File:Icon Spec Farm 64x64.png|30px]]<br>[[Farming]] ||align="center" | [[File:Icon Spec Brewing 64x64.png|30px]]<br>[[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.''
| "Druid" || {{bl|Druid's Hut}}
|-
|-
| {{Species link|Beavers|huge}} || 10 || 2:00 || Low || 30 || 2 || 6 || align="center" | [[File:Icon Spec Wood 64x64.png|30px]]<br>[[Woodworking]] ||align="center" | [[File:Icon Spec Gear 64x64.png|30px]]<br>[[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.''
| "Farmer" || [[List of Buildings#Farms|Farms]]
|-
|-
| {{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>[[Meat Production]] ||align="center" | [[File:Icon Spec Fire 64x64.png|30px]]<br>[[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.''
| "Firekeeper" || [[Hearths]]
|-
|-
| {{Species link|Harpies|huge}} || 5 || 1:40 || Low || 15 || 3 || 4 ||align="center" | [[File:Icon Spec Alchemy 64x64.png|30px]]<br>[[Alchemy]] ||align="center" | [[File:Icon Spec Cloth 64x64.png|30px]]<br>[[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.''
| "Gatherer" || [[List of Buildings#Camps|Gathering Camps]]
|-
|-
| {{Species link|Foxes|huge}} || 5 || 2:00 || Low || 15 || 5 || 3 || align="center" | [[File:Icon Spec Forest 64x64.png|30px]]<br>[[Forest]] ||align="center" | [[File:Icon Spec RainWater 64x64.png|30px]]<br>[[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. ''
| "Hauler" || [[Warehouse]]s
|-
| "Scout" || [[Glade Events]]
|-
| "Woodcutter" || {{bl|Woodcutters' Camp}}
|-
| "Miner" || {{bl|Mine}}
|-
| "Worker" || Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the {{bl|Greenhouse}}.
|}
|}
== 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/>
== See Also ==
[[Reputation]]
[[Complex Needs]]
[[Housing Need]]
[[Complex Food Needs]]
[[Clothing Need]]
[[Services Needs]]
[[Breaks]]
[[Category:Reputation]]
[[Category:Resolve]]
[[Category:Villagers]]
[[Category:Needs]]

Latest revision as of 01:16, 24 September 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 "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 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 Specialization 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 Specialization Brewing Farming Specialization Farming
Beavers Beavers Engineering Specialization Engineering Woodworking Specialization Woodworking
Lizards Lizards Warmth Specialization Warmth Meat production Specialization Meat production
Harpies Harpies Tailoring Specialization Tailoring Alchemy Specialization Alchemy
Foxes Foxes Blightrot Forest Specialization Forest
Frogs Rainwater Specialization Rainwater 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 Brawling Brawling
Harpies Harpies Icon Need Shelter.png Shelter Need
Icon Need HarpyHousing.png Harpy Housing
Paste
Jerky Jerky
Coats Coats
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
Treatment Treatment
Religion Religion
Frogs Frog Housing Porridge Porridge
Paste
Pie Pie
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

Reputation
Complex Needs
Housing Need
Complex Food Needs
Clothing Need
Services Needs
Breaks