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{{Version|0.37.3}}
{{Version|1.0}}
 
Greetings, Viceroy!
 
Newcomers are encouraged to read this article before exploring the main articles and the rest of the information on this wiki. There are deep systems and mechanics that compound and can feel complicated quickly. So let's start with the absolute basics.
 
{{Walkthrough_advice|If you have just started the game for the first time and want to get everything out of the first tutorial with clear, step-by-step instructions and explanations that will jump-start your understanding of the game without overwhelming you with depth, head over to the [[Tutorial Walkthrough]] and come back to this after you finish the first mission.}}
 


== Winning and Losing ==
== Winning and Losing ==
[[File:Wiki Winning.png|thumb|320px|The Reputations and Queen's Impatience bars]]
A run is won when the entire blue [[Reputation]] Bar is filled.


A run is lost when the entire red [[Queen's Impatience]] Bar is filled, or when all villagers leave or die.
[[File:Wiki Winning.png|thumb|400px|At the bottom of the game window, '''Reputation''' (left, blue bar, 4/14 points) and '''Queen's Impatience''' (right, red bar, 1/14 points)]]
 
A mission is won when the entire blue [[Reputation]] Bar is filled.
 
A mission is lost when the entire red [[Queen's Impatience]] Bar is filled, or when all villagers leave or die.
 


== Reputation Points ==
== Reputation Points ==
Gaining a Reputation Point lowers the Queen's Impatience bar, and you can gain Reputation Points in several different ways:


* '''Completing Orders:''' Each completed order grants 1 Reputation.
:''Main Article: [[Reputation]]''
* '''Perks and Cornerstones:''' Some cornerstones can increase reputation by doing certain acts.
 
* '''Glade Events:''' Give various amounts of Reputation, with Dangerous Glades and Forbidden Glades giving more.
Gaining a Reputation point lowers the Queen's Impatience, granting you more time to complete the mission. [[Reputation]], [[Impatience]] and [[Hostility]] are linked. When you gain [[File:Reppoint.png|32px]][[Reputation]], your [[File:Impatience.png|32px]] [[Impatience]] goes down, and your [[Hostility]] will go up. You can earn Reputation Points several ways:
* '''Hideouts:''' Give various amounts of Reputation, with larger Hideouts giving more.
 
* '''Villagers Resolve:''' Once a villager's Resolve reaches a certain threshold (indicated by a blue line on the Resolve Bar) they will start to generate Reputation passively. With time, the villagers will become accustomed to their living conditions, raising the threshold and requiring more complex needs to be satisfied.
* '''Completing Orders:''' Each completed Order grants 1 Reputation point. This will likely be the source of the first Reputation point you earn each mission.
* '''Solving Glade Events:''' Your choices when solving Glade Events may reward you with Reputation. You will earn more Reputation from solving events in Dangerous and Forbidden Glades than you will from events in Small Glades.
* '''Villagers Resolve:''' Once a species' [[Resolve]] reaches the [[Resolve Threshold]] (indicated by a blue mark on the track around their portrait), they will start to generate [[Reputation]]. The more villagers you have of that species, the more [[Reputation]] will be generated per minute. With time, the villagers will become accustomed to their living conditions, raising their Resolve Threshold and requiring more complex needs to be satisfied before they will again generate [[Reputation]] (This is called [[Decadence]]). Villagers with high Resolve will likely '''be your primary source of Reputation in most of your missions'''.
* '''Earning [[Perks and Cornerstones]]:''' Some Cornerstones grant [[Reputation]] when you accomplish something, like trading a certain amount.
* '''Forest Mysteries:''' Some [[Forest Mysteries]] grant extra [[Reputation]] when you solve a Dangerous or Forbidden Glade Event while the modifier is active. For example, the Aura of Peace Forest Mystery will grant an extra Reputation point when you solve a Dangerous or Forbidden Glade event during the drizzle season.
 
It is important to understand you cannot rely on only orders to win the game, you have to work towards stocking up on things that will make your [[Villagers]] happy at the end of the game to "push" you through those last few [[Reputation]] Points.
 
== Break Time ==
 
Every few minutes, [[Villagers]] will go on break to eat, and fulfill a [[Complex Need]], like donning {{rl|Coats}} and receiving a [[Service]]. Break times are +/- 5 seconds long.
 
{| class="wikitable"
|-
! Species
! {{Species link|Beavers|large}}
! {{Species link|Foxes|large}}
! {{Species link|Harpies|large}}
! {{Species link|Humans|large}}
! {{Species link|Lizards|large}}
|-
| Break Interval
| 02:00
| 02:00
| 01:40
| 02:00
| 01:40
|}
 
== Food ==
:''Main article: [[Complex Food Need]]''
[[Villagers]] need to eat, or their [[Resolve]] drops with every [[Hunger]] stack (each time they went on break and could not eat), and eventually they starve to death or leave.


== Orders ==
Food Preference:
Every 12 minutes (outside the tutorial) the Citadel will assign 3 new Orders, accessible from the envelope icon on the top-right.<br>
Villagers eat 1 unit of any preferred*<sup>1</sup> [[Complex Food]] per break that is available. If the preferred [[Complex Food]] is not available, they will eat 1 unit of a random available Raw Food instead. If neither of these are available, they will eat 1 unit of a random available disliked [[Complex Food]]. Viceroys can force their [[Villagers]] to eat a specific [[Complex Food]] every break to stretch food stores. This can be done via [[Consumption Control]].
At higher difficulties, less orders will be available.<br>
 
Orders will grant 1 Reputation as well as additional rewards. Each pair of orders is more difficult than the previous one.
"Food" includes:
 
* Raw Food - {{rl|Mushrooms}}|{{rl|Roots}}|{{rl|Vegetables}}|{{rl|Meat}}|{{rl|Eggs}}|{{rl|Insects}}|{{rl|Berries}}
** Harvested from camps or farms.
** Can be turned into Complex Food, which multiplies it.
** Does not add additional [[Resolve]].
<br/>
* [[Complex Food]]- {{rl|Jerky}}|{{rl|Porridge}}|{{rl|Skewers}}|{{rl|Biscuits}}|{{rl|Pie}}|{{rl|Pickled Goods}}
** Made in [[Buildings]] from Raw Food.
** Most efficient way of feeding your people.
** Can add additional [[Resolve]].
 
Ideally, Viceroys want to rush making [[Complex Food]] to stretch Raw Food and use those workers collecting Raw Food in other departments instead. This can most easily done by making [[Porridge]] , using {{rl|Grain|medium}} and [[Rainwater]], or any mix of ingredients valid for that recipe. {{rl|Jerky|medium}} is another easy starter Complex Food to make.
 
Once you start making enough [[Complex Food]], turn off all raw food consumption and force your [[Villagers]] to eat that Complex Food so you multiply your raw food into complex food and stretch it for longer.
 
*<sup>1</sup>Preferred [[Complex Food]] = [[Complex Food]] they gain [[Resolve]] from.
 
{| class="wikitable sortable mw-collapsible"
|+ Table of Complex Food Preference and Resolve Bonus
!rowspan=2| Species !!colspan=6| Complex foods
|-
! {{rl|Jerky|medium}}
! {{rl|Porridge|medium}}
! {{rl|Skewers|medium}}
! {{rl|Biscuits|medium}}
! {{rl|Pie|medium}}
! {{rl|Pickled Goods|medium}}
|-
! {{Species link|Beavers|medium}}
| —
| —
| —
| +5
| —
| +8
|-
! {{Species link|Foxes|medium}}
| —
| +4
| +5
| —
| —
| +8
|-
! {{Species link|Harpies|medium}}
| +4
| —
| —
| +5
| +5
| —
|-
! {{Species link|Humans|medium}}
| —
| +4
| —
| +5
| +5
| —
|-
! {{Species link|Lizards|medium}}
| +5
| —
| +4
| —
| +5
| +8
|}
 
== Services ==
:''Main article: [[Services Need]]''


== Hideouts ==
Setting up some sort of Services for your [[Villagers]] are essential if you want to win through [[Resolve]]. Ideally you can hoard all the Goods used in Services until the last Drizzle or Clearance season, and have a big [[Resolve]] push by then enabling all Services and winning.


== Glade Events ==
To set up a Service, you need:
Glade events are a wide range of events that are found in the glades uncovered by cutting through trees.
* A Service [[Building]]
They vary widely:
* A Service Good
* Caches of goods that require simple tools or infused tools to open.
* One [[Villager]] manning the service building.
* Camps of villagers that require food to recruit the villagers or send them to the Citadel.
* Abandoned buildings that can repaired to be used for yourself or salvaged for resources.
* Larger events that can range from villager bodies to rainpunk machines which all have negative effects for leaving them too long.
* The Cursed Royal Woodlands biome also includes ghosts that create opened caches if you fulfill their requests.


== Seasonal Conditions ==
Each break, [[Villagers]] will take one Service Good at the [[Hearth]] if a Service Building is erected somewhere in the settlement and the service good in that building and in [[Consumption Control]] is enabled. They will then receive a [[Resolve]] boost related to that service.  
Seasonal conditions are beneficial or harmful modifiers to the game. They are displayed in the top right of the screen. You'll face less beneficial and more harmful modifiers at higher difficulties.<br>
Negative ones can reduce resolve based on the level of hostility and can be avoided entirely as long as the modifiers conditions are met or hostility is low enough for it to not activate.<br>
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.


== Difficulty ==
{| class="wikitable sortable mw-collapsible"
{| class="wikitable" style="text-align:center;"
|+ Table of complex food, clothing, and services needs by species
! Difficulty !! Embarkation<br>Points !! Blightrot &<br>Corruption !! Seasonal<br>Conditions !! Max<br>Hostility !! Hostility<br>Multiplier !! Other<br>Effects !! Experience Per<br>Successful Settlement !! Base Reward<br>(6 Empty Tiles)
!rowspan=2| Species !!Clothing !!colspan=6| Services
|-
! {{rl|Coats|medium}}
! {{Service link|Leisure|med}}
! {{Service link|Brawling|med}}
! {{Service link|Religion|med}}
! {{Service link|Education|med}}
! {{Service link|Luxury|med}}
! {{Service link|Treatment|med}}
|-
! {{Species link|Beavers|medium}}
| +5
| +8
| —
| —
| +10
| +8
| —
|-
|-
| '''Settler'''
! {{Species link|Foxes|medium}}
| 3
|
| <span style="color:green;">'''No'''</span>
|
| 2 Positive<br>1 Negative
| +8
| 6
|
| 1x
|
| 12 Reputation required to win. <br> Villagers eat 35% less food. <br> 12 Total Orders Available.
| +10
| 30
| +10
| 21 Food Stockpiles
|-
|-
| '''Pioneer'''
! {{Species link|Harpies|medium}}
| 2
| +5
| <span style="color:green;">'''No'''</span>
|
| 2 Positive<br>3 Negative
|
| 9
|
| 1.5x
| +10
| 14 Reputation required to win. <br> 11 Total Orders Available.
|
| 70
| +10
| 42 Food Stockpiles
|-
|-
| '''Veteran'''
! {{Species link|Humans|medium}}
| 1
| +5
| <span style="color:red;">'''Yes'''</span>
| +8
| 1 Positive<br>4 Negative
|
| 16
| +8
| 2x
|
| 14 Reputation required to win. <br> 10 Total Orders Available.
|
| 140
|
| 70 Food Stockpiles
|-
|-
| '''Viceroy'''
! {{Species link|Lizards|medium}}
| 1
|
| <span style="color:red;">'''Yes'''</span>
|
| 1 Positive<br>4 Negative
| +8
| 31
| +8
| 3x
|
| 14 Reputation required to win. <br> 9 Total Orders Available.
|
| 175
|
| 91 Food Stockpiles
|}
|}


== Hostility ==
== Orders ==
Hostility is displayed as a number in the top bar. For every 100 points it rises by one. It is affected by the following:
 
:''Main article: [[Orders]]''
 
[[File:Walkthrough-1-8-new_orders_corner.png|thumb|150px|Orders button]]
 
There are two types of [[Orders]], but you will only unlock the 2nd type later in the game as you unlock more [[Upgrades]] in the [[Citadel]]. These are:
* Typical [[Orders]]
* [[Timed Orders]]
 
Typical [[Orders]] will reward you with 1 [[Reputation]] Point each, and some sort of rewards like [[Goods]], [[Villagers]] or [[Building]] blueprints. These can be completed in any timeframe.
 
Timed Orders are just that - You will have only a certain amount of time to complete these orders. It is thus advised to only open the [[Orders]] tab starting year II when you're better established so you can position yourself to complete them in time. The rewards for these Orders are often very high, and could include [[Cornerstones and Perks]], as well as Delivery Lines for Goods.
 
== Glade Events ==
 
[[File:Walkthrough-1-21-d-ancient shrine tooltip.png|thumb|240px|A Glade Event in a Dangerous Glade]]
 
:''Main Article: [[Glade Events]]''
 
Glade Events are diverse challenges that are found in the [[Glades]] uncovered by cutting through [[The Forest]]. These can be divided into 3 categories:
 
Small Glades may contain:
* A Small [[Glade Event]]
* An [[Abandoned Cache]]
* A Travelling [[Trader]]
<br/>
[[File:DangerousGladeIcon.png|50px]] Dangerous Glades may contain:
* A Dangerous [[Glade Event]]
* A Large or Medium [[Abandoned Cache]]
* [[Ruins]] of some sort.
* Survivor Encampments.
<br/>
[[File:ForbiddenGladeIcon.png|60px]] Forbidden Glades may contain:
* A Forbidden [[Glade Event]]
* A Medium or Large [[Abandoned Cache]]
* [[Ruins]] of some sort.
 
When opening a Dangerous or Forbidden Glade, it is essential you click on the event and check the timer and consequences of not completing the event in time. All have negative effects if you leave them alone for too long. Remember to take into account how long it will take your villagers to solve the challenge! Building a Small Warehouse next to the event will help your [[Villagers]] haul goods to and fro faster.
 
* The [[Cursed Royal Woodlands]] is a biome haunted by ghosts that make challenging requests of you. If you fulfill their requests, they reward you with opened caches.
* [[Seals]] can be found in the [[Sealed Forest]] Biome, always in a Dangerous [[Glade], they create [[Plagues]]!
 
== Seasonal Conditions ==
 
[[File:Season-year-time-controls-hostility.png|thumb|150px|Drizzle Season of Year I]]
 
:''Main Article: [[Seasons]]''
The three seasons are displayed in the top middle of the screen, to the right of the time controls. You'll face fewer beneficial and more and increasingly dangerous modifiers at higher difficulties.
 
There are 3 season, namely:
 
* Drizzle - 04:00
** {{rl|Drizzle Water}} rains during this time.
** Positive [[Forest Mysteries]] are active.
** Sowing takes place on Farms, yield chances are calculated now.
<br/>
* Clearance - 04:00
** {{rl|Clearance Water}} rains during this time.
** Harvesting takes place now. Place Small Warehouses near farms to minimize hauling time.
<br/>
* Storm - 02:00
** {{rl|Storm Water}} rains during this time.
** Negative [[Forest Mysteries]] are now active.
** Plowing takes place on Farms, +10% yield chances.


*For every year passed (drizzle, clearance, storm).
Negative modifiers often reduce Resolve based on the level of the Hostility of the Forest. These can be avoided entirely as long as the modifier's conditions are met or as long as you manage Hostility so that it doesn't activate in the first place.
*For every villager
*For every assigned woodcutter
*For every opened glade (Small Glades, Dangerous Glades, Forbidden Glades)
*Ongoing Glade events
*Impatience decreases hostility, so getting alot of impatience early on can make future storms easier to weather. However, other than through gaining reputation, impatience never decreases
*Some cornerstones decrease hostility
*Additional hearths reduce hostility by a small amount, however they necessitate active fuel consumption. and they require fuel
*Sacrificing fuel in the heart decreases hostility, this helps preserving resolve or avoiding negative modifiers as long as it's enough to reduce hostility to a lower level


Since Hostility increases over time unless countered by player action, storms get more difficult to survive as the game goes on. By accepting more villagers, claiming cornerstones, and unlocking more building blueprints by reaching higher reputation threshholds (or with the smuggler cornerstone), you improve your ability to provide villagers with housing, and their needs for goods (complex food, clothing) and services. This increases their resolve.
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.
 
== Hostility of the Forest ==
 
[[File:Hostility_Summary_Resolve.png|thumb|240px|Hover over the highlighted icon.]]
 
:''Main Article: [[Hostility]]''
 
Unsurprisingly, the Forest hates being cut into. Your [[Villagers]] feel its [[Hostility]] towards them, and this will lower their [[Resolve]]. There is no difference in effect between 1 and 99 points within a [[Hostility]] level.
The longer you linger in a settlement, the higher your [[Hostility]] will become. The higher the Queen's [[File:Impatience.png|32px]] Impatience, the lower your [[Hostility]] will become.
 
Hostility levels trigger negative [[Forest Mysteries]] during the Storm [[Season]]. The higher your [[Hostility]], the more will trigger.
 
At the top center of the game window, Hostility is displayed as a number. For every 100 points, the Hostility level increases. Hover over the big red [[File:Icon_UI_Hostility_Eye.png|32px]] to see what is influencing your [[Hostility]] level.
 
 
Hostility is affected by the following:
* Increases:
** For very year that has passed.
** For every [[villager]] in your settlement.
** For each villager assigned as woodcutters in {{bl|Woodcutters' Camp}} - Take Woodcutters off during the Storm
** For every opened glade, with a smaller increase from Small Glades than from Dangerous and Forbidden Glades.
** From the negative effects of [[Glade Events]] you are working on, sometimes by as much as 500 (5 whole levels)
 
* Decreases:
** From building more [[Hearth]]s.
** From some [[Perks and Cornerstones]]
** From removing Woodcutters from the Woodcutters' camps.
** From completing certain [[Glade Events]] that decreases Hostility.
** From Killing off Villagers.
** From driving up the Queen's Impatience.
** From assigning a [[File:Fox circle.png|32px]] Fox to the Hearth


== Resolve ==
== Resolve ==
A villagers resolve determines their willingness to stay in the village. Below the species portrait are two numbers, displaying the current resolve value and the target resolve that the villagers will end up with if current trends continue. Even though villagers have individual values for resolve, only the average shown in the UI is relevant. Once the storm approaches or when interacting with glade events players face penalties to resolve which may reach to or below zero, prompting villagers to leave. Once this point is reached, a pie chart appears above their portrait which displays the time until the next villager departs. If resolve stays at or below zero long enough, several villagers may leave. When villagers leave or die the player gets +0.3 impatience, further penalizing insufficient resolve management. Since the villagers resolve has to drop to 0 before villagers leave due to resolve, players who keep their villagers resolve high at the start of the storm have a longer grace period and may survive the storm without a single villager leaving, even though target resolve is negative. During a villagers break, a shortage of food (either due to a lack of food or restrictions in the consumptions tab) gives villagers a resolve penalty. This penalty remains in place until the next break, where it will be removed if the villager eats or increased if they skip their meal again. Should the hearth run out of fuel, all villagers will be hit with a massive resolve penalty aswell as lose their benefits from housing and species specific housing as their homes go cold. If resolve exceeds a certain positive value, the portrait lights up and the player gradually gets reputation based on the reputation and amount of members of said species.


Resolve is affected by:
[[File:HighResolve.png|thumb|400px|Foxes species with high Resolve]]
 
:''Main Article: [[Resolve]]''


*Housing need fullfilled (+3)
A villager's Resolve represents their willingness to stay in the village. Below the species' portrait is one or sometimes two numbers. Always shown is the current Resolve value. If their Resolve is changing, a second number will show the Resolve value that the species will end up with if conditions stay the same. Even though villagers have individual values for resolve, only the average shown in the Species UI affects gameplay.
*Species specific housing need fullfilled (+3)
*Basic needs fullfilled
*Services needs fullfiled
*Cornerstones
*Harmful Forest mysteries (Only active during the storm).
*Glade events
*Unfair Treatment (+5 to one preferred species, -5 to the other two species)
*Hunger (-4 every time a villager misses food, stacking)
*Fuel shortage (-20)


== General Tips ==
=== Villagers Leaving from Low Resolve ===
<b>These tips are from 0.37.3 and may be out of date with the newer version. These pre-date many features like World Map Modifiers, Rain Engines, Gathering Camp changes, massive Glade changes & logistics changes!(Nov 2022 Ver.)</B>
 
*Most runs are ended due to negative resolve effects during the storm, a glade event, or both. Avoid dealing with glade events during the storm if possible.
When the Storm arrives or when interacting with Glade Events, villagers face '''significant penalties''' to their Resolve. If their Resolve reaches or falls below zero, a random villager of that species will leave the settlement. Once it reaches zero, a red timer indicator will sweep around their portrait, indicating the time until a villager leaves. This timer repeats: If Resolve stays at or below zero long enough, more villagers will leave. When each villager leaves, the Queen's Impatience also increases by a fraction of a point. Resolve mismanagement can snowball into a complete mission loss if, for example, the villagers who leave were gathering food or fuel, were providing critical functions like keeping the Hearth fueled, or were solving a Glade Event with a powerful negative effect.
*Don't open too many glades at once, as this means hostility will rise sharply, increasing the difficulty of the next storm.
 
**In general avoid opening small glades all together. They offer small amount of resources in exchange for permanent rise in hostility level.
It takes time for species' Resolve to drop to zero due to the Storm and other penalties, and then the red timer has to finish sweeping around their portrait before a villager leaves. Therefore, if your villagers start the Storm with high Resolve, you may have enough time even after the Storm starts to make any quick adjustments to keep your villagers from leaving before the end of the Storm.
*When the storm starts, you should in this order:
 
#Decrease hostility without using resources (e.g. by unassigning woodcutters)
=== Gaining Reputation from High Resolve ===
#Increase resolve by assigning villagers to their desired jobs (e.g. heat for lizardmen, not to be confused with jobs they have a strong apititude for, e.g. meat for lizardmen)
 
#Use resources to decrease hostility further (sacrifces) or enabling new consumption resources (e.g. allowing villagers to use a previously forbidden resource like cloaks in the consumption tab)
As mentioned above in the introduction to Reputation, if a species' Resolve exceeds a certain threshold, the Viceroy gradually earns Reputation. The amount earned depends on the species, population, Perks and Cornerstones, and more. When a species' Resolve is earning you Reputation, their portrait lights up light blue.
#Use unfair treatment, you can increase one species resolve by +5 decreasing other species resolve by the same amount (-5). This has a cooldown of 60s once deactivated before it can be used again.
 
*Stockpile resources. Collecting fuel before the storm starts allows you to unassign woodcutters during the storm. You may want to forbid your villagers from using consumable resources if they are not needed to keep resolve positive so that you may use them later.
=== Bonuses and Penalties to Resolve ===
*Focus on permanent ways to increase your villagers resolve, such as housing and cornerstones. Consumable goods may also improve resolve, but once you run out your resolve drops again.
 
*Resource recipes can "improve" the value of your goods. For example, by using a smokery, you can create 10 jerky from 4 meat and 5 wood. While you can run out of jerky and lose your resolve penalty, it takes you longer to run out of 10 jerky than you would run out of the 4 pieces of meat. So you solve hunger and complex food needs at once.
==== Increases====
*Service goods often require complex production chains (unless you have cornerstones that significantly shorten them, e.g. getting 3 barrels every time you produce 10 planks). Focus first on basic needs and produce service goods only when you know you have enough food/fuel to survive the next storm.
 
*Service buildings provide powerful bonuses if they are fully staffed. It may be worth to construct them even if you are unable to provide the service goods they use. If you want to keep your service goods, you can use the consumption tab and still construct the building.
* Increases slightly when species' need for Shelter is satisfied
*Resolve is a resource. You can intentionally restrict access to valuable goods or starve your villagers as long as it is positive so that you have more resources to keep for harsher times or to sell to the trader.
* Increases when species' need for their Species-specific Housing is satisfied
* Increases when their need for Complex Food is satisfied
* Increases significantly when their need for Services is satisfied
* Increases or decreases from certain Perks and Cornerstones
* Increases for one species when they are favored by the Viceroy (but keep reading)
 
==== Decreases ====
* '''Decreases''' for the other two species when the other is favored by the Viceroy
* '''Decreases significantly''' from negative Forest Mysteries that are active during the Storm
* '''Decreases significantly''' from being hungry (when they go to rest at the Hearth and there is no food available), especially because this effect stacks for every missed opportunity to eat
* '''Decreases''' from Glade Events that have temporary penalties while they are being worked on
* '''Decreases''' from Glade Events that were not solved in time and cause a permanent penalty
* '''Decreases massively''' when the Hearth runs out of fuel, since it compounds with losing the increases gained from your satisfying their needs for Shelter or their Species-specific Housing when their houses go cold
 
== Difficulty ==
 
:''Main Article: [[Difficulty]]''
 
{| class=wikitable
!rowspan=2| Difficulty !!rowspan=2| Blightrot? !!rowspan=2| Forest Mysteries
!colspan=2| Hostility Scaling
!rowspan=2| Other Scaling !!rowspan=2| XP per Win !!rowspan=2| Reward
|-
! Max !! Multiplier
|-
| '''Settler''' || No ||
* 2&nbsp;Positive
* 1&nbsp;Negative
| 6 || 1x ||
* Win at 12 [[Reputation]]
* Villagers eat 35% less food
* 12 Orders available
| 30 xp || '''21''' {{rl|Food Stockpiles}}
|-
| '''Pioneer''' || No ||
* 2&nbsp;Positive
* 3&nbsp;Negative
| 9 || 1.5x ||
* Win at 14 [[Reputation]]
* 11 Orders available
| 70 xp || '''42''' {{rl|Food Stockpiles}}
|-
| '''Veteran''' || Yes ||
* 1&nbsp;Positive
* 4&nbsp;Negative
| 16 || 2x ||
* Win at 14 [[Reputation]]
* 10 Orders available
| 140 xp || '''70''' {{rl|Food Stockpiles}}
|-
| '''Viceroy''' || Yes ||
* 1&nbsp;Positive
* 4&nbsp;Negative
| 31 || 3x ||
* Win at 14 [[Reputation]]
* 9 Orders available
| 175 xp || '''91''' {{rl|Food Stockpiles}}
|}


== Standard Opening ==
== Standard Opening (a.k.a. "the Meta") ==


The writeup below aims to provide a skeleton of meta strategy for the first year of the game. While players are encouraged to develop their own strategies and adjust them to modifiers/cornerstones/available resources/etc, this is a good reference to learn what you should be doing at beginning of year. Last Updated: Sealed Forest Update (Aug 31, 2023) <i>by a noob player, for all that's good and bad about that...</i>
Consider the following for your first year of your first mission. After that, you will need to adapt to the Forest Modifiers, Cornerstones, Blueprints, and resources available on your map.


* Disable coal consumption (so that it is available to solve first event)
* Disable coal consumption since it is far more valuable than Wood because it can solve Glade Events (with a full stack of 30).
* Disable food consumption.
* Choose your best available Firekeeper worker at your Hearth.
** Specifically disable the raw foods that can easily be processed (e.g. meat/insects into Jerky)
** Assign a Lizard to gain +1 to everyone's Resolve ''if'' this gets you over a species' threshold. If you have only one Lizard, then they get an additional +5 for working in the Hearth with the {{sl|Warmth}} Specialization—if you have more than one, this large bonus will get averaged away.
** This is slightly more advanced strategy, but allowing your villagers to starve a bit during first year is a good way to save resources. Reenable consumption once the next hunger stack pushes you to negative resolve
** Assign a Harpy to gain their powerful Firekeeper bonus of +5 to every villagers' carrying capacity.
* Make your Main Hearth Firekeeper selection
** Assign a Beaver early on to save fuel burned at Hearth.
** Harpy provides a very strong +5 carry global bonus (probably best overall choice)
** Assign a Human to slow down the rate at which the Queen's Impatience increases.
** Beaver saves on fuel burned at Hearth (can be good at start, when wood is premium, and before other fuels are available)
* Build two {{bl|Woodcutters' Camp}} and start clearing trees in the direction of a Dangerous Glade, but do not allow them to open it yet.
** Human will slow down Impatience gain (good for mid/late game if you need to buy more time)
* Build a few plain roads, at least to connect your Main Warehouse to the Hearth.
** Lizard gives +1 Global resolve (really only good if that +1 keeps you above 0 or breaks a resolve threshold to blue)
* Build three Shelters and four tiles of decorations to upgrade the Hearth for the bonus to Resolve.
* Build two Woodcutters' Camps and start digging in direction of dangerous glade; do not open it yet  
* Build a Crude Workstation to start getting building materials.
* Depending on the resources, orders and blueprints you see do all/some of the following. Note that as you become more experienced with the game, you might want to delay your blueprint/order picks, but don't worry about that for now
* Build gathering camps that can gather from the resource deposits you started with.
** Build a basic road network
* Choose your first Orders based on what you can see on the map.
** Build three shelters or two shelters and one species specific house. Build four decorations. This is to unlock upgrade of [[Hearth]]
* Choose your first Blueprints based on the products they make: focus on food first. Match the icons next to the species' portraits to the food goods the buildings make. Humans like Biscuits, for example.
** Build a [[Crude Workstation]]
* Build a Trading Post during the first Storm. You will try to use what the first Trader sells to help you solve your first Dangerous Glade Event.
** Build gathering camps for your initial resources
* Build one of your Blueprints.
** Build one of your blueprints
* At the beginning of Year 2, after the first Storm, open the first Dangerous Glade and do everything you can to solve it.
* Build a [[Trading Post]] during the first storm
**Don't build it too early, your goal is to be able to use first trader to solve first event
* At the beginning of Year 2 open the first dangerous glade


== High Level Themes ==
== Final Summary ==
* Reputation/Impatience and Hostility/Resolve
** Each pair is directly related to each other:
*** Reputation Wins Games; Impatience Loses Games, and gaining Reputation directly reduces Impatience.
*** Hostility lowers Resolve, and the reduction is multiplied during the storm.
** There are also secondary relationships among them:
*** Impatience reduces Hostility
*** High Resolve (blue) earns Reputation
* Timing/Tempo and Expansion/Production
** How this relates to game length and expansion:
*** Time in game (years) increases Hostility
*** Expanding into Glades also increases Hostility
*** Expanding opens up more resource nodes (read: enables more production)
*** Increasing Production allows for more complex food and services (read: provides Resolve boosts, which counters loss from Hostility)
** The key is to strike this balance for each specific run.  Is there a fast win condition, where fast-expanding works?  Will the game be drawn out, in which case Hostility might become a problem later, so maybe safer to not expand too much? etc.


== Basic Strategies ==
* Reputation wins you the mission. The Queen's Impatience running out makes you lose the mission.
# Secure Food (Complex Food Production)
* Gaining Reputation reduces the Queen's Impatience.
#* Raw Food is very inefficient.  To support your growing population, you'll want to process your raw food into some type of complex food.  Jerky is one of the easiest to make (just meat/insects and fuel).  Biscuits are also quite good, but has a more  complex production chain (you need to produce/procure flour first). Check to make sure your species will eat whatever type of food you choose (can use Consumption Tab).
* Hostility lowers Resolve during the Storm.
# Secure Efficient Core Recipes
* High Impatience reduces Hostility.
#* The [[Crude Workstation]] is also inefficient.  Ideally, your first few building choices would include improvements to producing Planks, Fabric, and Bricks, as you need these to build the rest of your settlement.
* Time in game (years) increases Hostility.
#* There's an art to choosing between a more efficient core producer (of say, Planks) compared to a new recipe (e.g. Jerky).  Usually having access to a new recipe (that is useable) has more value.
* Opening Glades increases Hostility, but enables more production by revealing new resources and rewards.
# Secure Fuel
* Being able to produce Complex Foods and goods for Services boosts Resolve, allowing you to withstand higher Hostility.
#* Similarly, wood is very inefficient to burn at the Hearth, and critical for your building expansion, so try moving to Oil/Coal or Sea Marrow (if nodes found)
* Every mission is about balancing these pressures and priorities.
# Determine Need for Services (Resolve Boosts)
#* This is trickier, as you need both the service-related item (e.g. Ale) <b>and</b> the building to provide that service (e.g. Tavern)
#** You can buy the material from traders, so you may choose to pick the service building before knowing you can produce the item.
#** The service buildings also provide boosts (outside providing any services) simply when they are staffed. Some boosts are worth having even without providing the service at all, so it's always worth checking the boosts to see if it matches your run.
# Find Win Condition
#* Don't rely only on Orders.  As the games get longer, you won't have enough Orders to clear, and often some Orders are going to be nearly impossible given your current run.
#* Glade Events can be a good source of Reputation, but you need the right materials on-hand to solve them
#* Caches in Glades can add up to a lot of Reputation (and Amber), but you need a source of Tools to open them
#* Resolve grants a lot of Reputation, especially mid/late game where your population is higher (so the rate multiplier is higher). You'll need Complex Foods and Services to boost resolve to this level.
# Redeem Orders Selectively
#* High Impatience is actually a good thing (as it reduces Hostility) right up until you lose from it.  Delaying the redemption of completed orders allows you to keep Impatience up while having an instant way to lower it when necessary.  Just check the rewards to make sure you're not missing critical resources or perks.

Latest revision as of 18:46, 19 October 2024

This article was last updated during version 1.0. The game is now in 1.4.17. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Greetings, Viceroy!

Newcomers are encouraged to read this article before exploring the main articles and the rest of the information on this wiki. There are deep systems and mechanics that compound and can feel complicated quickly. So let's start with the absolute basics.

Advice

If you have just started the game for the first time and want to get everything out of the first tutorial with clear, step-by-step instructions and explanations that will jump-start your understanding of the game without overwhelming you with depth, head over to the Tutorial Walkthrough and come back to this after you finish the first mission.


Winning and Losing

At the bottom of the game window, Reputation (left, blue bar, 4/14 points) and Queen's Impatience (right, red bar, 1/14 points)

A mission is won when the entire blue Reputation Bar is filled.

A mission is lost when the entire red Queen's Impatience Bar is filled, or when all villagers leave or die.


Reputation Points

Main Article: Reputation

Gaining a Reputation point lowers the Queen's Impatience, granting you more time to complete the mission. Reputation, Impatience and Hostility are linked. When you gain Reppoint.pngReputation, your Impatience.png Impatience goes down, and your Hostility will go up. You can earn Reputation Points several ways:

  • Completing Orders: Each completed Order grants 1 Reputation point. This will likely be the source of the first Reputation point you earn each mission.
  • Solving Glade Events: Your choices when solving Glade Events may reward you with Reputation. You will earn more Reputation from solving events in Dangerous and Forbidden Glades than you will from events in Small Glades.
  • Villagers Resolve: Once a species' Resolve reaches the Resolve Threshold (indicated by a blue mark on the track around their portrait), they will start to generate Reputation. The more villagers you have of that species, the more Reputation will be generated per minute. With time, the villagers will become accustomed to their living conditions, raising their Resolve Threshold and requiring more complex needs to be satisfied before they will again generate Reputation (This is called Decadence). Villagers with high Resolve will likely be your primary source of Reputation in most of your missions.
  • Earning Perks and Cornerstones: Some Cornerstones grant Reputation when you accomplish something, like trading a certain amount.
  • Forest Mysteries: Some Forest Mysteries grant extra Reputation when you solve a Dangerous or Forbidden Glade Event while the modifier is active. For example, the Aura of Peace Forest Mystery will grant an extra Reputation point when you solve a Dangerous or Forbidden Glade event during the drizzle season.

It is important to understand you cannot rely on only orders to win the game, you have to work towards stocking up on things that will make your Villagers happy at the end of the game to "push" you through those last few Reputation Points.

Break Time

Every few minutes, Villagers will go on break to eat, and fulfill a Complex Need, like donning Coats Coats and receiving a Service. Break times are +/- 5 seconds long.

Species Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Break Interval 02:00 02:00 01:40 02:00 01:40

Food

Main article: Complex Food Need

Villagers need to eat, or their Resolve drops with every Hunger stack (each time they went on break and could not eat), and eventually they starve to death or leave.

Food Preference: Villagers eat 1 unit of any preferred*1 Complex Food per break that is available. If the preferred Complex Food is not available, they will eat 1 unit of a random available Raw Food instead. If neither of these are available, they will eat 1 unit of a random available disliked Complex Food. Viceroys can force their Villagers to eat a specific Complex Food every break to stretch food stores. This can be done via Consumption Control.

"Food" includes:


Ideally, Viceroys want to rush making Complex Food to stretch Raw Food and use those workers collecting Raw Food in other departments instead. This can most easily done by making Porridge , using Grain Grain and Rainwater, or any mix of ingredients valid for that recipe. Jerky Jerky is another easy starter Complex Food to make.

Once you start making enough Complex Food, turn off all raw food consumption and force your Villagers to eat that Complex Food so you multiply your raw food into complex food and stretch it for longer.

Table of Complex Food Preference and Resolve Bonus
Species Complex foods
Jerky Jerky Porridge Porridge Skewers Skewers Biscuits Biscuits Pie Pie Pickled Goods Pickled Goods
Beavers Beavers +5 +8
Foxes Foxes +4 +5 +8
Harpies Harpies +4 +5 +5
Humans Humans +4 +5 +5
Lizards Lizards +5 +4 +5 +8

Services

Main article: Services Need

Setting up some sort of Services for your Villagers are essential if you want to win through Resolve. Ideally you can hoard all the Goods used in Services until the last Drizzle or Clearance season, and have a big Resolve push by then enabling all Services and winning.

To set up a Service, you need:

Each break, Villagers will take one Service Good at the Hearth if a Service Building is erected somewhere in the settlement and the service good in that building and in Consumption Control is enabled. They will then receive a Resolve boost related to that service.

Table of complex food, clothing, and services needs by species
Species Clothing Services
Coats Coats Leisure Leisure Brawling Brawling Religion Religion Education Education Luxury Luxury Treatment Treatment
Beavers Beavers +5 +8 +10 +8
Foxes Foxes +8 +10 +10
Harpies Harpies +5 +10 +10
Humans Humans +5 +8 +8
Lizards Lizards +8 +8

Orders

Main article: Orders
Orders button

There are two types of Orders, but you will only unlock the 2nd type later in the game as you unlock more Upgrades in the Citadel. These are:

Typical Orders will reward you with 1 Reputation Point each, and some sort of rewards like Goods, Villagers or Building blueprints. These can be completed in any timeframe.

Timed Orders are just that - You will have only a certain amount of time to complete these orders. It is thus advised to only open the Orders tab starting year II when you're better established so you can position yourself to complete them in time. The rewards for these Orders are often very high, and could include Cornerstones and Perks, as well as Delivery Lines for Goods.

Glade Events

A Glade Event in a Dangerous Glade
Main Article: Glade Events

Glade Events are diverse challenges that are found in the Glades uncovered by cutting through The Forest. These can be divided into 3 categories:

Small Glades may contain:


DangerousGladeIcon.png Dangerous Glades may contain:


ForbiddenGladeIcon.png Forbidden Glades may contain:

When opening a Dangerous or Forbidden Glade, it is essential you click on the event and check the timer and consequences of not completing the event in time. All have negative effects if you leave them alone for too long. Remember to take into account how long it will take your villagers to solve the challenge! Building a Small Warehouse next to the event will help your Villagers haul goods to and fro faster.

  • The Cursed Royal Woodlands is a biome haunted by ghosts that make challenging requests of you. If you fulfill their requests, they reward you with opened caches.
  • Seals can be found in the Sealed Forest Biome, always in a Dangerous [[Glade], they create Plagues!

Seasonal Conditions

Drizzle Season of Year I
Main Article: Seasons

The three seasons are displayed in the top middle of the screen, to the right of the time controls. You'll face fewer beneficial and more and increasingly dangerous modifiers at higher difficulties.

There are 3 season, namely:

  • Drizzle - 04:00


  • Clearance - 04:00
    • Clearance Water Clearance Water rains during this time.
    • Harvesting takes place now. Place Small Warehouses near farms to minimize hauling time.


  • Storm - 02:00

Negative modifiers often reduce Resolve based on the level of the Hostility of the Forest. These can be avoided entirely as long as the modifier's conditions are met or as long as you manage Hostility so that it doesn't activate in the first place.

Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.

Hostility of the Forest

Hover over the highlighted icon.
Main Article: Hostility

Unsurprisingly, the Forest hates being cut into. Your Villagers feel its Hostility towards them, and this will lower their Resolve. There is no difference in effect between 1 and 99 points within a Hostility level. The longer you linger in a settlement, the higher your Hostility will become. The higher the Queen's Impatience.png Impatience, the lower your Hostility will become.

Hostility levels trigger negative Forest Mysteries during the Storm Season. The higher your Hostility, the more will trigger.

At the top center of the game window, Hostility is displayed as a number. For every 100 points, the Hostility level increases. Hover over the big red Icon UI Hostility Eye.png to see what is influencing your Hostility level.


Hostility is affected by the following:

  • Increases:
    • For very year that has passed.
    • For every villager in your settlement.
    • For each villager assigned as woodcutters in Woodcutters' Camp - Take Woodcutters off during the Storm
    • For every opened glade, with a smaller increase from Small Glades than from Dangerous and Forbidden Glades.
    • From the negative effects of Glade Events you are working on, sometimes by as much as 500 (5 whole levels)
  • Decreases:
    • From building more Hearths.
    • From some Perks and Cornerstones
    • From removing Woodcutters from the Woodcutters' camps.
    • From completing certain Glade Events that decreases Hostility.
    • From Killing off Villagers.
    • From driving up the Queen's Impatience.
    • From assigning a Fox circle.png Fox to the Hearth

Resolve

Foxes species with high Resolve
Main Article: Resolve

A villager's Resolve represents their willingness to stay in the village. Below the species' portrait is one or sometimes two numbers. Always shown is the current Resolve value. If their Resolve is changing, a second number will show the Resolve value that the species will end up with if conditions stay the same. Even though villagers have individual values for resolve, only the average shown in the Species UI affects gameplay.

Villagers Leaving from Low Resolve

When the Storm arrives or when interacting with Glade Events, villagers face significant penalties to their Resolve. If their Resolve reaches or falls below zero, a random villager of that species will leave the settlement. Once it reaches zero, a red timer indicator will sweep around their portrait, indicating the time until a villager leaves. This timer repeats: If Resolve stays at or below zero long enough, more villagers will leave. When each villager leaves, the Queen's Impatience also increases by a fraction of a point. Resolve mismanagement can snowball into a complete mission loss if, for example, the villagers who leave were gathering food or fuel, were providing critical functions like keeping the Hearth fueled, or were solving a Glade Event with a powerful negative effect.

It takes time for species' Resolve to drop to zero due to the Storm and other penalties, and then the red timer has to finish sweeping around their portrait before a villager leaves. Therefore, if your villagers start the Storm with high Resolve, you may have enough time even after the Storm starts to make any quick adjustments to keep your villagers from leaving before the end of the Storm.

Gaining Reputation from High Resolve

As mentioned above in the introduction to Reputation, if a species' Resolve exceeds a certain threshold, the Viceroy gradually earns Reputation. The amount earned depends on the species, population, Perks and Cornerstones, and more. When a species' Resolve is earning you Reputation, their portrait lights up light blue.

Bonuses and Penalties to Resolve

Increases

  • Increases slightly when species' need for Shelter is satisfied
  • Increases when species' need for their Species-specific Housing is satisfied
  • Increases when their need for Complex Food is satisfied
  • Increases significantly when their need for Services is satisfied
  • Increases or decreases from certain Perks and Cornerstones
  • Increases for one species when they are favored by the Viceroy (but keep reading)

Decreases

  • Decreases for the other two species when the other is favored by the Viceroy
  • Decreases significantly from negative Forest Mysteries that are active during the Storm
  • Decreases significantly from being hungry (when they go to rest at the Hearth and there is no food available), especially because this effect stacks for every missed opportunity to eat
  • Decreases from Glade Events that have temporary penalties while they are being worked on
  • Decreases from Glade Events that were not solved in time and cause a permanent penalty
  • Decreases massively when the Hearth runs out of fuel, since it compounds with losing the increases gained from your satisfying their needs for Shelter or their Species-specific Housing when their houses go cold

Difficulty

Main Article: Difficulty
Difficulty Blightrot? Forest Mysteries Hostility Scaling Other Scaling XP per Win Reward
Max Multiplier
Settler No
  • 2 Positive
  • 1 Negative
6 1x
  • Win at 12 Reputation
  • Villagers eat 35% less food
  • 12 Orders available
30 xp 21 Food Stockpiles Food Stockpiles
Pioneer No
  • 2 Positive
  • 3 Negative
9 1.5x 70 xp 42 Food Stockpiles Food Stockpiles
Veteran Yes
  • 1 Positive
  • 4 Negative
16 2x 140 xp 70 Food Stockpiles Food Stockpiles
Viceroy Yes
  • 1 Positive
  • 4 Negative
31 3x 175 xp 91 Food Stockpiles Food Stockpiles

Standard Opening (a.k.a. "the Meta")

Consider the following for your first year of your first mission. After that, you will need to adapt to the Forest Modifiers, Cornerstones, Blueprints, and resources available on your map.

  • Disable coal consumption since it is far more valuable than Wood because it can solve Glade Events (with a full stack of 30).
  • Choose your best available Firekeeper worker at your Hearth.
    • Assign a Lizard to gain +1 to everyone's Resolve if this gets you over a species' threshold. If you have only one Lizard, then they get an additional +5 for working in the Hearth with the Warmth Warmth Specialization—if you have more than one, this large bonus will get averaged away.
    • Assign a Harpy to gain their powerful Firekeeper bonus of +5 to every villagers' carrying capacity.
    • Assign a Beaver early on to save fuel burned at Hearth.
    • Assign a Human to slow down the rate at which the Queen's Impatience increases.
  • Build two Woodcutters' Camp and start clearing trees in the direction of a Dangerous Glade, but do not allow them to open it yet.
  • Build a few plain roads, at least to connect your Main Warehouse to the Hearth.
  • Build three Shelters and four tiles of decorations to upgrade the Hearth for the bonus to Resolve.
  • Build a Crude Workstation to start getting building materials.
  • Build gathering camps that can gather from the resource deposits you started with.
  • Choose your first Orders based on what you can see on the map.
  • Choose your first Blueprints based on the products they make: focus on food first. Match the icons next to the species' portraits to the food goods the buildings make. Humans like Biscuits, for example.
  • Build a Trading Post during the first Storm. You will try to use what the first Trader sells to help you solve your first Dangerous Glade Event.
  • Build one of your Blueprints.
  • At the beginning of Year 2, after the first Storm, open the first Dangerous Glade and do everything you can to solve it.

Final Summary

  • Reputation wins you the mission. The Queen's Impatience running out makes you lose the mission.
  • Gaining Reputation reduces the Queen's Impatience.
  • Hostility lowers Resolve during the Storm.
  • High Impatience reduces Hostility.
  • Time in game (years) increases Hostility.
  • Opening Glades increases Hostility, but enables more production by revealing new resources and rewards.
  • Being able to produce Complex Foods and goods for Services boosts Resolve, allowing you to withstand higher Hostility.
  • Every mission is about balancing these pressures and priorities.