Complex Needs: Difference between revisions

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{{Version|1.3.4}}
[[File:CompleNeedsHeader.PNG|thumb|360px|The Consumption Control Panel Controlling Services and Foods Needs]]
[[File:CompleNeedsHeader.PNG|thumb|360px|The Consumption Control Panel Controlling Services and Foods Needs]]
== Overview ==
== Overview ==
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All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the [[Complex Food]] Need. All Species have different preferences.
All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the [[Complex Food]] Need. All Species have different preferences.


Unless forced to with [[Consumption]] control, [[Villagers]] will eat only their preferred [[Complex Food]], which they gain [[Resolve]] from. If they are forced to eat a non-preffered [[Complex Food]], they will not gain [[Resolve]], but they will also not go hungry.
Unless forced to with [[Consumption Control]], [[Villagers]] will eat only their preferred [[Complex Food]], which they gain [[Resolve]] from. If they are forced to eat a non-preferred [[Complex Food]], they will not gain [[Resolve]], but they will also not go hungry.


Services are another opportunity for Viceroys to boost [[Villager]] resolve. Services need '''both a [[Building]] and a [[Good]]''' to be used by [[Villagers]]. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a [[Building]] like a {{bl|Forum}} who can disperse these to your [[Villagers]].
Services are another opportunity for Viceroys to boost [[Villager]] resolve. Services need '''both a [[Building]] and a [[Good]]''' to be used by [[Villagers]]. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a [[Building]] like a {{bl|Forum}} who can disperse these to your [[Villagers]].
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| —
| +8
| +8
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| +5
| +8
| +8
| —
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| +5
| +5
| —
| —
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| +5
| —
| —
| —
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| +5
| +5
| —
| —
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| +5
| +8
| +8
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[[File:HousingNeeds.png|550px|left]][[File:HousingNeedsExpanded.png|400px|right]]
[[File:HousingNeeds.png|550px|left]][[File:HousingNeedsExpanded.png|400px|right]]
 
<br/> <br/><br/><br/><br/><br/><br/><br/>
On the left, we can see:
On the left, we can see:
# The "Basic Shelter" need
# The "Basic Shelter" need
# The "Complex Housing" need
# The "Complex Housing" need
<br/> <br/><br/><br/><br/><br/>
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:
* How many Species Specific (Complex Housing) is available.
* How many Species Specific (Complex Housing) is available.
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All Species Housing give +3 [[Resolve]] to each [[Villager]] affected, except for [[File:Fox House icon.png|32px]] Fox Houses, which give +4 [[Resolve]].
All Species Housing give +3 [[Resolve]] to each [[Villager]] affected, except for [[File:Fox House icon.png|32px]] Fox Houses, which give +4 [[Resolve]].
=== Upgrading Houses ===
Each Species' Housing will give different bonus perks when upgraded, only '''one''' upgrade per level can be selected, these are:
{| class="wikitable"
|- style="font-weight:bold; text-align:center;"
! Houses
! Upgrades Level I
! Cost
! Upgrades Level II
! Cost
|-
| [[File:Beaver House icon.png|94px]] Beavers
| +15% Movement Speed for Inhabitants.<br />+1 Space for Another Inhabitant.
| 1 {{rl|Pack of Building Materials}}
| All [[Trade Routes]] are 5% faster for every Inhabitant.<br />+1 [[Resolve]] to every Inhabitant.
| 5 {{rl|Amber}} or 5 {{rl|Pack of Trade Goods}}<br />2 {{rl|Pack of Building Materials}}
|-
| [[File:Fox House icon.png|94px]]</br>Foxes
| +15% Movement Speed for Inhabitants.<br />+1 Space for Another Inhabitant.
| 1 {{rl|Pack of Building Materials}}
| +2% Scout Working Speed for every Inhabitant,<br />+1 [[Resolve]] to every Inhabitant.
| 10 {{rl|Resin}}<br />2 {{rl|Pack of Building Materials}}
|-
| [[File:Harpy House icon.png|94px]] Harpies
| +15% Movement Speed for Inhabitants.<br />+1 Space for Another Inhabitant.
| 1 {{rl|Pack of Building Materials}}
| Global Break time is 3% shorter for every Inhabitant.<br />+1 [[Resolve]] to every Inhabitant.
| 10 {{rl|Pigment}}<br />2 {{rl|Pack of Building Materials}}
|-
| [[File:Human House icon.png|94px]] Humans
| +15% Movement Speed for Inhabitants.<br />+1 Space for Another Inhabitant.
| 1 {{rl|Pack of Building Materials}}
| +5% Harvesting and Planting Speed for every Inhabitant.<br />+1 [[Resolve]] to every Inhabitant.
| 2 {{rl|Pack of Crops}}<br />2 {{rl|Pack of Building Materials}}
|-
| [[File:Lizard House icon.png|94px]] Lizards
| +15% Movement Speed for Inhabitants.<br />+1 Space for Another Inhabitant.
| 1 {{rl|Pack of Building Materials}}
| +5% Global Gathering Speed for every Inhabitant.<br />+1 [[Resolve]] to every Inhabitant.
| 10 {{rl|Jerky}} or 10 {{rl|Skewers}}<br />2 {{rl|Pack of Building Materials}}
|}


=== Clothing Need ===
=== Clothing Need ===
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* {{Species link|Humans}}
* {{Species link|Humans}}


New {{rl|Coats}} will be used every time a [[Villager]] takes a break, much like Food.
New {{rl|Coats}} will be used every time a [[Villager]] takes a [[break]], much like Food.


For more information, please see '''[[Clothing Need]]'''.
For more information, please see '''[[Clothing Need]]'''.

Latest revision as of 23:47, 30 April 2024

The Consumption Control Panel Controlling Services and Foods Needs

Overview

Complex Needs are opportunities for Viceroys to boost Villager Resolve when fulfilled. There are 4 types of Complex Needs, they are:

Fulfilling these Needs

Complex Food & Services

All Villagers will eat raw food to survive, but they need Complex Food to thrive and fulfill the Complex Food Need. All Species have different preferences.

Unless forced to with Consumption Control, Villagers will eat only their preferred Complex Food, which they gain Resolve from. If they are forced to eat a non-preferred Complex Food, they will not gain Resolve, but they will also not go hungry.

Services are another opportunity for Viceroys to boost Villager resolve. Services need both a Building and a Good to be used by Villagers. For example, if you have Scrolls Scrolls in your Warehouse, you also need a Building like a Forum who can disperse these to your Villagers.

The Services need the following Goods to be fulfilled:


Table of complex food, clothing, and services needs by species
Species Complex foods Clothing Services
Jerky Jerky Porridge Porridge Skewers Skewers Biscuits Biscuits Pie Pie Pickled Goods Pickled Goods Coats Coats Leisure Leisure Brawling Brawling Religion Religion Education Education Luxury Luxury Treatment Treatment
Beavers Beavers +5 +8 +5 +8 +10 +10
Foxes Foxes +4 +5 +8 +8 +10 +10
Harpies Harpies +4 +5 +5 +5 +10 +10
Humans Humans +4 +5 +5 +5 +8 +8
Lizards Lizards +4 +5 +5 +8 +8 +8

Transposed:


Transposed table of complex food, clothing, and services needs by species
Species
Category Need Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Complex Foods Jerky Jerky +4 +4
Porridge Porridge +4 +4
Skewers Skewers +5 +5
Biscuits Biscuits +5 +5 +5
Pie Pie +5 +5 +5
Pickled Goods Pickled Goods +8 +8 +8
Clothing Coats Coats +5 +5 +5
Services Leisure Leisure +8 +8
Brawling Brawling +8 +8
Religion Religion +8 +8
Education Education +10 +10
Luxury Luxury +10 +10
Treatment Treatment +10 +10


For more information, please see Complex Food.

Complex Housing Need

Main article: Housing Need
HousingNeeds.png
HousingNeedsExpanded.png









On the left, we can see:

  1. The "Basic Shelter" need
  2. The "Complex Housing" need

On the right we see when hovering over these icons, an expanded panel appears. This panel shows:

  • How many Species Specific (Complex Housing) is available.
  • How many are "affected" (or live in this housing).
  • How many are "unaffected" (Homeless or living in Basic Shelters).
  • The average amount of Resolve Villagers are gaining from living in these houses.
  • The maximum amount of Resolve Villagers can gain if everyone lives in these houses.

Villagers can stay in Shelter icon.png Basic Shelters and Big Shelter icon.png Large Shelters, but they will prefer their own Species Specific housing. These are:

All Species Housing give +3 Resolve to each Villager affected, except for Fox House icon.png Fox Houses, which give +4 Resolve.

Clothing Need

3 / 5 Species use Coats Coats to boost Resolve by +5, these are:

New Coats Coats will be used every time a Villager takes a break, much like Food.

For more information, please see Clothing Need.

Services Needs

Main article: Services Needs

List of services needs

Each service can satisfy more than one species. Correspondingly, each of the five species require different combinations of the possible services available. The following shows the relationships between service (and the service-related good) and species.

The service building is also listed for convenience.

Service Corresponding service good Species satisfied Service building options
Brawling Brawling Training Gear Training Gear Foxes Foxes
Brawling Brawling Training Gear Training Gear Lizards Lizards
Education Education Scrolls Scrolls Beavers Beavers
Education Education Scrolls Scrolls Harpies Harpies
Leisure Leisure Ale Ale Beavers Beavers
Leisure Leisure Ale Ale Humans Humans
Luxury Luxury Wine Wine Beavers Beavers
Luxury Luxury Wine Wine Foxes Foxes
Religion Religion Incense Incense Humans Humans
Religion Religion Incense Incense Lizards Lizards
Treatment Treatment Tea Tea Foxes Foxes
Treatment Treatment Tea Tea Harpies Harpies