Resolve: Difference between revisions
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"Current Resolve" reflects the Resolve a given species currently has, while "Future Resolve" is the sum of all effects - so Current Resolve that will change over time depending on what is going to influence it. | "Current Resolve" reflects the Resolve a given species currently has, while "Future Resolve" is the sum of all effects - so Current Resolve that will change over time depending on what is going to influence it. | ||
= Decadence, Demand and Resilience = | |||
==Decadence== | |||
Decadence is the amount of points the [[Resolve Threshold]] will be raised by every time a Viceroy gains a [[File:Reppoint.png|32px]][[Reputation]] point through [[Resolve]] by that specific species. For example, {{Species link|Foxes}} have a Decadence of 5. Once a Viceroy gains a Reputation Point through the Resolve of their Foxes, their minimum level to reach the Reputation Threshold to start generating Reputation will now be 10. | |||
== Demand == | |||
Demand is the level of [[Resolve]] needed to reach the [[Resolve Threshold]] to start generating [[Reputation]]. | |||
== Resilience== | |||
Resilience is how fast a Species will leave when their [[Resolve]] drops below 1 (into the red). {{Species link|Lizards}} have a very high level of Resilience, thus they are slow to leave. {{Species link|Harpies}}'s level of Resilience is very low, and they are often the first to leave. | |||
= Gaining Reputation Points through Resolve = | = Gaining Reputation Points through Resolve = |
Revision as of 17:07, 16 December 2023
Overview
Resolve means how happy your Villagers are. It is affected by Positive and Negative influences.
Positive influences can be:
- Services Needs
- Complex Food Needs
- Complex Housing
- Clothing Need
- Workers in Buildings that bring them Comfort
- Rainpunk Engines
- Putting certain Species like Lizards in the Hearth
- Certain Positive Forest Mysteries
- The Clearance Season
- Lowering Hostility
- Certain Perks and Cornerstones
Negative Influences can be:
- Starvation
- Consumption Control of available Foods / Services
- Homelessness
- Hostility
- Negative Forest Mysteries
- The Storm Season
- Certain Effects
It is represented by a number between 0 and 50, calculated for each Species based on Base Resolve and Positive and Negative effects influencing it.
"Current Resolve" reflects the Resolve a given species currently has, while "Future Resolve" is the sum of all effects - so Current Resolve that will change over time depending on what is going to influence it.
Decadence, Demand and Resilience
Decadence
Decadence is the amount of points the Resolve Threshold will be raised by every time a Viceroy gains a Reputation point through Resolve by that specific species. For example, Foxes have a Decadence of 5. Once a Viceroy gains a Reputation Point through the Resolve of their Foxes, their minimum level to reach the Reputation Threshold to start generating Reputation will now be 10.
Demand
Demand is the level of Resolve needed to reach the Resolve Threshold to start generating Reputation.
Resilience
Resilience is how fast a Species will leave when their Resolve drops below 1 (into the red). Lizards have a very high level of Resilience, thus they are slow to leave. Harpies's level of Resilience is very low, and they are often the first to leave.
Gaining Reputation Points through Resolve
Viceorys can gain Reputation Points by making Villagers reach the "Reputation Threshold" with high Villager Resolve. Once their portraits go Blue, they start generating Reputation. The more Villagers that reach the threshold, the more Reputation is gained.
The Reputation Threshold is indicated by a thin blue line on the resolve bar, as indicated on the right.
Interpreting Resolve Trays
This is a Resolve Tray. To expand it, click on the arrow (Number 11). In your Game Settings, you can enable "Species Panel Open by Default" to always have this panel expanded. This is highly recommended. Resolve caps at 50.
In this panel, you can see what gives your Villagers Resolve, and what is taking away their Resolve.
- Basic Shelter, +3 Resolve per Villager (Bottom right)
- Species Specific Shelter, +3 Resolve per Villager (Bottom right), 6 Villagers have this. (Top left "6")
- Complex Food Need fulfilled, in this case Porridge. +4 Resolve to each Villager (Bottom right). 770 Units of Porridge remaining (Top left)
- Complex Food Fulfilled, Biscuits in this case. +5 Resolve per Villager, 773 Units remaining.
- Complex Food Fulfilled, Lua error in Module:ResourceLink at line 41: No resource found with name: Pies. Please see the template documentation for how to use the parameters. in this case.
- Clothing Need Fulfilled. +5 Resolve per Villager, 768 units of Coats remaining.
- Service Need Fulfilled. Leisure in this case. +8 Resolve per Villager, 755 units of Ale remaining.
- Service Need Fulfilled. Religion in this case. +8 Resolve per Villager, 750 units of Incense remaining.
- +4 Resolve per Villager from Other Sources. Hover over this image to see from which sources.
- -4 Resolve per Villager from other sources. Hover over this image to see from which sources.
- Expand or Close this panel.
- Favor this species. +5 Resolve to each Villager of this Species, -5 Per Villager of all other Species.
Species Resolve Data
For more information, please see Complex Needs
Resolve Data per Species
Species | Complex Foods | Clothing | Services | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jerky |
Porridge |
Skewers |
Biscuits |
Pie |
Pickled Goods |
Coats |
Leisure |
Brawling |
Religion |
Education |
Luxury |
Treatment | |
Beavers | +5 | +8 | +8 | +10 | +8 | ||||||||
Foxes | +4 | +5 | +8 | +8 | +10 | +10 | |||||||
Harpies | +4 | +5 | +5 | +10 | +10 | ||||||||
Humans | +4 | +5 | +5 | +8 | +8 | ||||||||
Lizards | +5 | +4 | +5 | +8 | +8 | +8 |
Transposed:
Species | Beavers | Foxes | Harpies | Humans | Lizards | |
---|---|---|---|---|---|---|
Complex Foods | Jerky |
+4 | +5 | |||
Porridge |
+4 | +4 | ||||
Skewers |
+5 | +4 | ||||
Biscuits |
+5 | +5 | +5 | |||
Pie |
+5 | +5 | +5 | |||
Pickled Goods |
+8 | +8 | +8 | |||
Clothing | Coats |
+5 | +5 | +5 | ||
Services | Leisure |
+8 | +8 | |||
Brawling |
+8 | +8 | ||||
Religion |
+8 | +8 | ||||
Education |
+10 | +10 | ||||
Luxury |
+8 | +10 | ||||
Treatment |
+10 | +10 |
Cornerstones and Perks influencing Resolve
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Strategy
- Starting with Complex Food early is vital to high Resolve. The earlier Villagers start eating Complex Food, the faster
- Viceroys will often choose to favor the species with the lowest Reputation Threshold from the start of the game, thus getting an early start in Reputation generation.