Consumption Control: Difference between revisions
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{{Version|1. | {{Version|1.4.17}} | ||
[[File:ConsumptionControlPanel.png|thumb|360px|The Consumption Control Panel]] | [[File:ConsumptionControlPanel.png|thumb|360px|The Consumption Control Panel]] | ||
== Overview == | == Overview == | ||
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Consumption Control allows you to control access [[villagers]] have to storage when they go on [[break]], at the cost of a [[Resolve]] penalty. There are 2 possible penalties: '''Rationing''' and '''Unfair Rationing'''. You can always get a summary of these Resolve effects by hovering over the negative effects breakdown in the [[Species Panel]]. | Consumption Control allows you to control access [[villagers]] have to storage when they go on [[break]], at the cost of a [[Resolve]] penalty. There are 2 possible penalties: '''Rationing''' and '''Unfair Rationing'''. You can always get a summary of these Resolve effects by hovering over the negative effects breakdown in the [[Species Panel]]. | ||
The penalties only apply during | The penalties only apply during breaks, when goods would otherwise be consumed, if you have at least 1 unit of the Consumption Controlled good and the [[species]] likes it. Additionally, Consumption Controlling [[Services]] will only result in a penalty if there is a Service [[building]] constructed somewhere in the settlement that allows for the Consumption Controlled Service to be fulfilled. The Service building '''does not''' need to be stocked or have any workers assigned to it in this case. | ||
'''Rationing''' is applied if there is a blanket ban on consumption of a particular good (the good's checkbox is blank). | '''Rationing''' is applied if there is a blanket ban on consumption of a particular good (the good's checkbox is blank). | ||
'''Unfair Rationing''' has a greater [[Resolve]] penalty | '''Unfair Rationing''' has a greater [[Resolve]] penalty and is applied when: | ||
# A | # A species is singled out for Consumption Control. | ||
# The species affected by Consumption Control likes the Consumption Controlled item. | # The species affected by Consumption Control likes the Consumption Controlled item. | ||
# One or both of the other species are free to consume the goods. | # One or both of the other species are free to consume the goods. | ||
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Some possible Consumption Control scenarios are described below: | Some possible Consumption Control scenarios are described below: | ||
* There is 0 {{rl|Jerky}} in storage. | * There is 0 {{rl|Jerky}} in storage. Jerky is being Consumption Controlled. {{Species link|Lizards}} like Jerky, but do not suffer any penalties. | ||
* There is 10 {{rl|Jerky}} in storage. | * There is 10 {{rl|Jerky}} in storage. Jerky is being Consumption Controlled with a blanket ban. {{Species link|Harpies}} like Jerky, so they suffer -1 [[Resolve]] penalty from '''Rationing'''. | ||
* There is 10 {{rl|Jerky}} in storage. | * There is 10 {{rl|Jerky}} in storage. Jerky is being Consumption Controlled with a blanket ban. {{Species link|Humans}} don't like Jerky, so they suffer no penalties. | ||
* There is 20 {{rl|Pickled Goods}} in storage. {{Species link|Humans}} and {{Species link|Beavers}} are not allowed to eat | * There is 20 {{rl|Pickled Goods}} in storage. {{Species link|Humans}} and {{Species link|Beavers}} are not allowed to eat Pickled Goods. While {{Species link|Foxes}} enjoy +8 [[Resolve]] and Humans don't suffer any penalties, Beavers get a -4 '''Unfair Rationing''' Resolve penalty. | ||
* There is 50 {{rl|Wine}} in storage. {{Service link|Luxury}} is under a blanket ban. There are no Service [[buildings]] constructed in the settlement to satisfy the need for | * There is 50 {{rl|Wine}} in storage. {{Service link|Luxury}} is under a blanket ban. There are no Service [[buildings]] constructed in the settlement to satisfy the need for Luxury. Neither {{Species link|Beavers}} nor {{Species link|Frogs}} suffer from '''Rationing'''. | ||
* There is 50 {{rl|Tea}} in storage. {{Species link|Foxes}} are being singled out for {{Service link|Treatment}} Consumption Control. A {{bl|Market}} has been constructed somewhere in the settlement, but it's not staffed and or stocked. {{Species link|Harpies}} don't get a boost, while | * There is 50 {{rl|Tea}} in storage. {{Species link|Foxes}} are being singled out for {{Service link|Treatment}} Consumption Control. A {{bl|Market}} has been constructed somewhere in the settlement, but it's not staffed and or stocked. {{Species link|Harpies}} don't get a boost, while Foxes suffer from a -6 penalty — '''Unfair Rationing'''. | ||
* There is 50 {{rl|Tea}} in storage. {{Species link|Foxes}} are being singled out for {{Service link|Treatment}} Consumption Control. A {{bl|Market}} has been constructed somewhere in the settlement and is being staffed. {{Species link|Harpies}} enjoy a +10 [[Resolve]] boost, while | * There is 50 {{rl|Tea}} in storage. {{Species link|Foxes}} are being singled out for {{Service link|Treatment}} Consumption Control. A {{bl|Market}} has been constructed somewhere in the settlement and is being staffed. {{Species link|Harpies}} enjoy a +10 [[Resolve]] boost, while Foxes suffer from a -6 penalty — '''Unfair Rationing'''. | ||
== Rationing Resolve penalty values == | == Rationing Resolve penalty values == | ||
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| -1 | | -1 | ||
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| - | | -3 | ||
| | | | ||
| | | | ||
| - | | -3 | ||
| - | | -3 | ||
| | | | ||
|- | |- | ||
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| | | | ||
| | | | ||
| - | | -3 | ||
| | | | ||
| | | | ||
| - | | -3 | ||
|- | |- | ||
| {{Species link|Frogs|large|display=notext}} | | {{Species link|Frogs|large|display=notext}} | ||
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| -1 | | -1 | ||
| | | | ||
| - | | -3 | ||
| - | | -3 | ||
| | | | ||
| - | | -3 | ||
| | | | ||
|- | |- | ||
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| | | | ||
| | | | ||
| - | | -3 | ||
| | | | ||
| - | | -3 | ||
|- | |- | ||
| {{Species link|Humans|large|display=notext}} | | {{Species link|Humans|large|display=notext}} | ||
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| -1 | | -1 | ||
| | | | ||
| - | | -3 | ||
| | | | ||
| - | | -3 | ||
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| -1 | | -1 | ||
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| - | | -3 | ||
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| rowspan="6" | '''Services''' | | rowspan="6" | '''Services''' | ||
| {{Service link|Leisure |medium|display=notext}} | | {{Service link|Leisure |medium|display=notext}} | ||
| - | | -3 | ||
| | | | ||
| | | | ||
| | | | ||
| - | | -3 | ||
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|- | |- | ||
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| | | | ||
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| - | | -3 | ||
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| - | | -3 | ||
|- | |- | ||
| {{Service link|Religion |medium|display=notext}} | | {{Service link|Religion |medium|display=notext}} | ||
| | | | ||
| - | | -3 | ||
| - | | -3 | ||
| | | | ||
| - | | -3 | ||
| | | | ||
|- | |- | ||
| {{Service link|Education|medium|display=notext}} | | {{Service link|Education|medium|display=notext}} | ||
| - | | -3 | ||
| | | | ||
| | | | ||
| - | | -3 | ||
| | | | ||
| | | | ||
|- | |- | ||
| {{Service link|Luxury |medium|display=notext}} | | {{Service link|Luxury |medium|display=notext}} | ||
| - | | -3 | ||
| | | | ||
| - | | -3 | ||
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| {{Service link|Treatment|medium|display=notext}} | | {{Service link|Treatment|medium|display=notext}} | ||
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| - | | -3 | ||
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| - | | -3 | ||
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== Unfair Rationing Resolve penalty values == | == Unfair Rationing Resolve penalty values == | ||
{| class="wikitable" style="text-align:center | {| class="wikitable mw-collapsible" style="text-align:center;" | ||
| | |+ | ||
! '''Species''' | ! '''Species''' | ||
! colspan="7" | '''Complex Foods''' | ! colspan="7" | '''Complex Foods''' | ||
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|} | |} | ||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;" | |||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center | |+ (Transposed table) | ||
|+ | |- | ||
|- | |- | ||
! '''Species''' | ! '''Species''' | ||
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* If you wish to maximize the effect of [[Complex Food]]s and [[Services]], consider only permitting your [[villagers]] to consume them when consumption would help them reach the [[Resolve Threshold]]. | * If you wish to maximize the effect of [[Complex Food]]s and [[Services]], consider only permitting your [[villagers]] to consume them when consumption would help them reach the [[Resolve Threshold]]. | ||
* | * Villagers will go hungry if you Consumption Control them out of all available food types. Starving villagers can save some food. | ||
* Saving your | * Saving your Complex Food and Services, and enabling consumption at the end for a "Resolve party" to close out a settlement is a very effective strategy. | ||
* Turning off all | * Turning off all Complex Foods, Clothing, and Services upon the start of the settlement is a good idea. Select a Raw Food for your villagers to eat, and turn off all others, for example, turn off {{rl|Eggs}}, {{rl|Vegetables}} and {{rl|Meat}} to make {{rl|Pack of Provisions}} and {{rl|Skewers}} or {{rl|Paste}} later in the game, or earlier if you have the {{bl|Field Kitchen}}. |
Latest revision as of 22:55, 17 November 2024
Overview
Consumption Control is available to unlock via the Obsidian Archive level 3 upgrade. It is one of the most important upgrades in the game, enabling Viceroys to control how and when their villagers consume Goods and Services during breaks. Services a species doesn't enjoy cannot be Consumption Controlled.
The Consumption Control button can be found in the top right portion of the screen.
Resolve Penalties
Consumption Control allows you to control access villagers have to storage when they go on break, at the cost of a Resolve penalty. There are 2 possible penalties: Rationing and Unfair Rationing. You can always get a summary of these Resolve effects by hovering over the negative effects breakdown in the Species Panel.
The penalties only apply during breaks, when goods would otherwise be consumed, if you have at least 1 unit of the Consumption Controlled good and the species likes it. Additionally, Consumption Controlling Services will only result in a penalty if there is a Service building constructed somewhere in the settlement that allows for the Consumption Controlled Service to be fulfilled. The Service building does not need to be stocked or have any workers assigned to it in this case.
Rationing is applied if there is a blanket ban on consumption of a particular good (the good's checkbox is blank).
Unfair Rationing has a greater Resolve penalty and is applied when:
- A species is singled out for Consumption Control.
- The species affected by Consumption Control likes the Consumption Controlled item.
- One or both of the other species are free to consume the goods.
When Unfair Rationing, the need's checkbox is always going to have a dash instead of a checkmark or being blank.
Some possible Consumption Control scenarios are described below:
- There is 0 Jerky in storage. Jerky is being Consumption Controlled. Lizards like Jerky, but do not suffer any penalties.
- There is 10 Jerky in storage. Jerky is being Consumption Controlled with a blanket ban. Harpies like Jerky, so they suffer -1 Resolve penalty from Rationing.
- There is 10 Jerky in storage. Jerky is being Consumption Controlled with a blanket ban. Humans don't like Jerky, so they suffer no penalties.
- There is 20 Pickled Goods in storage. Humans and Beavers are not allowed to eat Pickled Goods. While Foxes enjoy +8 Resolve and Humans don't suffer any penalties, Beavers get a -4 Unfair Rationing Resolve penalty.
- There is 50 Wine in storage. Luxury is under a blanket ban. There are no Service buildings constructed in the settlement to satisfy the need for Luxury. Neither Beavers nor Frogs suffer from Rationing.
- There is 50 Tea in storage. Foxes are being singled out for Treatment Consumption Control. A Market has been constructed somewhere in the settlement, but it's not staffed and or stocked. Harpies don't get a boost, while Foxes suffer from a -6 penalty — Unfair Rationing.
- There is 50 Tea in storage. Foxes are being singled out for Treatment Consumption Control. A Market has been constructed somewhere in the settlement and is being staffed. Harpies enjoy a +10 Resolve boost, while Foxes suffer from a -6 penalty — Unfair Rationing.
Rationing Resolve penalty values
Species | Complex Foods | Clothing | Services | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-1 | -2 | -1 | -3 | -3 | -3 | ||||||||||
-1 | -1 | -2 | -1 | -3 | -3 | ||||||||||
-1 | -1 | -1 | -1 | -3 | -3 | -3 | |||||||||
-1 | -1 | -1 | -1 | -3 | -3 | ||||||||||
-1 | -1 | -1 | -1 | -3 | -3 | ||||||||||
-1 | -1 | -1 | -2 | -1 | -3 |
Species | |||||||
---|---|---|---|---|---|---|---|
Complex Foods | -1 | -1 | |||||
-1 | -1 | -1 | |||||
-1 | -1 | ||||||
-1 | -1 | ||||||
-1 | -1 | -1 | |||||
-2 | -2 | -2 | |||||
-1 | -1 | ||||||
Clothing | -1 | -1 | -1 | ||||
-1 | -1 | -1 | -1 | ||||
Services | -3 | -3 | |||||
-3 | -3 | ||||||
-3 | -3 | -3 | |||||
-3 | -3 | ||||||
-3 | -3 | ||||||
-3 | -3 |
Unfair Rationing Resolve penalty values
Species | Complex Foods | Clothing | Services | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-3 | -4 | -3 | -5 | -6 | -6 | ||||||||||
-2 | -3 | -4 | -3 | -5 | -6 | ||||||||||
-2 | -3 | -3 | -3 | -5 | -5 | -6 | |||||||||
-2 | -3 | -3 | -3 | -6 | -6 | ||||||||||
-2 | -3 | -3 | -3 | -5 | -5 | ||||||||||
-2 | -3 | -3 | -4 | -3 | -5 |
Species | |||||||
---|---|---|---|---|---|---|---|
Complex Foods | -2 | -2 | |||||
-2 | -2 | -2 | |||||
-3 | -3 | ||||||
-3 | -3 | ||||||
-3 | -3 | -3 | |||||
-4 | -4 | -4 | |||||
-3 | -3 | ||||||
Clothing | -3 | -3 | -3 | ||||
-3 | -3 | -3 | -3 | ||||
Services | -5 | -5 | |||||
-5 | -5 | ||||||
-5 | -5 | -5 | |||||
-6 | -6 | ||||||
-6 | -6 | ||||||
-6 | -6 |
World Modifiers influencing Consumption Control
World modifier | Description |
---|---|
Monastery of the Holy Flame | The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species. |
Strategy
- If you wish to maximize the effect of Complex Foods and Services, consider only permitting your villagers to consume them when consumption would help them reach the Resolve Threshold.
- Villagers will go hungry if you Consumption Control them out of all available food types. Starving villagers can save some food.
- Saving your Complex Food and Services, and enabling consumption at the end for a "Resolve party" to close out a settlement is a very effective strategy.
- Turning off all Complex Foods, Clothing, and Services upon the start of the settlement is a good idea. Select a Raw Food for your villagers to eat, and turn off all others, for example, turn off Eggs, Vegetables and Meat to make Pack of Provisions and Skewers or Paste later in the game, or earlier if you have the Field Kitchen.