Resolve: Difference between revisions

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# Basic Shelter, +3 Resolve per Villager (Bottom right)
# Basic Shelter, +3 Resolve per Villager (Bottom right)
# Species Specific Shelter, +3 Resolve per Villager (Bottom right), 6 Villagers have this. (Top left "6" means how many empty spaces are available)
# Species Specific Shelter, +3 Resolve per Villager (Bottom right, 6 Villagers have this.) (Top left "6" means how many empty spaces are available)
# Complex Food Need fulfilled, in this case {{rl|Porridge}}. +4 Resolve to each [[Villager]] (Bottom right). 770 Units of Porridge remaining (Top left)
# Complex Food Need fulfilled, in this case {{rl|Porridge}}. BOttom Right , +4 Resolve to each [[Villager]]) Top left , 770 Units of Porridge remaining.)
# Complex Food Fulfilled, {{rl|Biscuits}} in this case. +5 Resolve per [[Villager]], 773 Units remaining.
# Complex Food Fulfilled, {{rl|Biscuits}} in this case. (+5 Resolve per [[Villager]], 773 Units remaining.)
# Complex Food Fulfilled, {{rl|Pie}}s in this case.
# Complex Food Fulfilled, {{rl|Pie}}s in this case.
# Clothing Need Fulfilled. +5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.
# Clothing Need Fulfilled. (+5 Resolve per [[Villager]], 768 units of {{rl|Coats}} remaining.)
# Service Need Fulfilled. Leisure in this case. +8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.
# Service Need Fulfilled. Leisure in this case. (+8 Resolve per [[Villager]], 755 units of {{rl|Ale}} remaining.)
# Service Need Fulfilled. Religion in this case. +8 Resolve per [[Villager]], 750 units of {{rl|Incense}} remaining.
# Service Need Fulfilled. Religion in this case. (+8 Resolve per [[Villager]], 750 units of {{rl|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.
# -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.

Revision as of 17:50, 16 December 2023

Foxes Foxes with high Resolve

Overview

Resolve means how happy your Villagers are. It is affected by Positive and Negative influences.

Positive influences can be:

Negative Influences can be:

It is represented by a number between -50 and 50, calculated for each Species based on Base Resolve and Positive and Negative effects influencing it. Once it dips below 1, your Villagers will start to leave.

"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 Reppoint.pngReputation point through Resolve by that specific species. For example, Foxes 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 go from 15 to 20.

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 Lizards have a very high level of Resilience, thus they are slow to leave. Harpies Harpies's level of Resilience is very low, and they are often the first to leave.

Gaining Reputation Points through Resolve

Highresolverepearn.PNG
ResolveThresholdIndicator.png

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

ResolveTray.png

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.

  1. Basic Shelter, +3 Resolve per Villager (Bottom right)
  2. Species Specific Shelter, +3 Resolve per Villager (Bottom right, 6 Villagers have this.) (Top left "6" means how many empty spaces are available)
  3. Complex Food Need fulfilled, in this case Porridge Porridge. BOttom Right , +4 Resolve to each Villager) Top left , 770 Units of Porridge remaining.)
  4. Complex Food Fulfilled, Biscuits Biscuits in this case. (+5 Resolve per Villager, 773 Units remaining.)
  5. Complex Food Fulfilled, Pie Pies in this case.
  6. Clothing Need Fulfilled. (+5 Resolve per Villager, 768 units of Coats Coats remaining.)
  7. Service Need Fulfilled. Leisure in this case. (+8 Resolve per Villager, 755 units of Ale Ale remaining.)
  8. Service Need Fulfilled. Religion in this case. (+8 Resolve per Villager, 750 units of Incense Incense remaining.)
  9. +4 Resolve per Villager from Other Sources. Hover over this image to see from which sources.
  10. -4 Resolve per Villager from other sources. Hover over this image to see from which sources.
  11. Expand or Close this panel.
  12. 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.png
Jerky
Porridge.png
Porridge
Skewers.png
Skewers
Biscuits.png
Biscuits
Pie.png
Pie
Icon Resource PickledGoods.png
Pickled Goods
Coats.png
Coats
Icon Service Leisure.png
Leisure
Icon Service Brawling.png
Brawling
Icon Need Religion.png
Religion
Icon Service Education.png
Education
Icon Service Luxury.png
Luxury
Icon Service Treatment.png
Treatment
Beavers Beavers +5 +8 +8 +10 +8
Foxes Foxes +4 +5 +8 +8 +10 +10
Harpies Harpies +4 +5 +5 +10 +10
Humans Humans +4 +5 +5 +8 +8
Lizards Lizards +5 +4 +5 +8 +8 +8

Transposed:

Species Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Complex Foods Jerky.png
Jerky
+4 +5
Porridge.png
Porridge
+4 +4
Skewers.png
Skewers
+5 +4
Biscuits.png
Biscuits
+5 +5 +5
Pie.png
Pie
+5 +5 +5
Icon Resource PickledGoods.png
Pickled Goods
+8 +8 +8
Clothing Coats.png
Coats
+5 +5 +5
Services Icon Service Leisure.png
Leisure
+8 +8
Icon Service Brawling.png
Brawling
+8 +8
Icon Need Religion.png
Religion
+8 +8
Icon Service Education.png
Education
+10 +10
Icon Service Luxury.png
Luxury
+8 +10
Icon Service Treatment.png
Treatment
+10 +10

Cornerstones and Perks influencing Resolve

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Strategy

  • 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.
  • In mid to late game, Viceorys will focus on raising the Resolve of the most populous species in their settlement. This is because the more individuals with high Resolve, the faster Reputation point generation is.

References

Thanks to Discord user BeepBoop7335!