Hearths: Difference between revisions
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= Hearth Tips = | == Hearth Tips == | ||
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]]. | * Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]]. |
Revision as of 03:39, 29 February 2024
Overview
Hearths are the heart of the Settlement. Every Settlement starts with an Ancient Hearth and can construct other Small Hearths from the "City Buildings" menu. Hearths are a Warmth specialization building that employs a single Firekeeper to keep the Hearth lit by burning Fuel. Every Villager takes their breaks at the nearest lit Hearth to warm themselves, eat, and fulfill their needs. By upgrading the community around each Hearth you can unlock up to 3 tiers of stackable benefits.
Corruption
Blightrot infects Hearths, and the more Blightrot and Cysts a Viceroy generates from Rain Punk Engine use, the higher the amount of Corruption in their Hearths. Every Storm Season when Blightrot Cysts open up, the Hearth will become progressively more Corrupted per minute, until it reaches a Corruption Limit and kills 3 random Villagers. The higher a Hearths' Corruption resistance is, the more Corruption it will take to fill the bar and kill off Villagers.
Fuel
Main page: Fuel
You can decide which type of Fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.
- Each Coal burns for 0:40 seconds
- Each Sea Marrow burns for 0:40 seconds
- Each Oil burns for 0:25 seconds
- Each Wood burns for 0:12 seconds
Villager Breaks
Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a Villager has multiple complex food needs enabled for consumption, they will consume more than one meal. If a Villager is disallowed complex foods for consumption, or there are none available they will consume a raw food. Villagers will also consume Service Good for each allowed Service.
Species | Beaver |
Fox |
Harpy |
Human |
Lizard |
---|---|---|---|---|---|
Break Interval | 02:00 | 02:00 | 01:40 | 02:00 | 01:40 |
Hearth Upgrades
Upgrading to level 2 and 3 requires you to unlock levels of the Brass Forge. Click on the Hearth to see what is required to Upgrade. As seen on the image on the right, we still need 4 Comfort Decorations (Green) and 4 Aesthetic Decorations (Blue) before the Hearth Upgrades.
- Houses and Decorations need to be placed within the Hearth Radius for it to count towards the Upgrade.
- The Hearth Upgrades itself automatically once all the requirements are fulfilled.
Upgrades | Name | Requirements | Bonus | Description | |
---|---|---|---|---|---|
Base Level |
- | - | -30 to Hostility | - | |
Level I |
Encampment | 8 Housed Villagers 4 Comfort Decorations |
+2 to Global Resolve +150 Corruption resistance |
Gathered around the blazing fire, folks keep each other's spirits high. | |
Level II |
Neighborhood | (Unlocked with Brass Forge 1) 14 Housed Villagers 8 Comfort Decorations 4 Aesthetics Decorations |
+10% to global production +150 Corruption resistance |
Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. | |
Level III |
District | (Unlocked with Brass Forge 3) 20 Housed Villagers 1 Service Building 16 Comfort Decorations 8 Aesthetic Decorations 4 Harmony Decorations |
+10% to global double production chance +150 Corruption resistance |
The town is booming with activity and industry thrives. |
Every Settlement starts with an Ancient Hearth which must always remain lit. If the fire goes out, all Villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of Fuel is needed. Your choice of Firekeeper in the Ancient Hearth will grant your Settlement a specific bonus.
Firekeeper Bonus
Species | Bonus | Effect | Description |
---|---|---|---|
Beaver |
Pragmatic Frugality | Fuel burns 20% longer | Beaver firekeepers know a lot about burning techniques. |
Fox |
Forest Affinity | -6 Hostility from opened Glades. | Fox firekeepers have an unusual ability to calm the forest. |
Harpy |
Light as a Feather | +5 to global carrying capacity | Harpy firekeepers can teach villagers how to be more nimble and agile. |
Human |
Beacon | Queen's Impatience grows 25% slower | Human firekeepers create a special link with the Citadel. |
Lizard |
Sacred Pyre | +1 to global Resolve | Lizard firekeepers are very adept at ancient rites. |
Sacrificing
During especially hard times, you can sacrifice additional goods in the Ancient Hearth to temporarily gain positive effects.
Each Fuel type grants different boons:
- Wood → 53 units per minute can be sacrificed to give -50 Hostility
- Coal → 27 units per minute can be sacrificed to give -80 Hostility
- Sea Marrow → 27 units Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
- Oil → 20 units per minute can be sacrificed to give +25% global production speed
You can have up to 3 stacks of each Fuel being sacrificed at a time.
Hearth Types
Ancient Hearths
The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope.
Small Hearths
Small Hearths cannot be built to close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.
Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel. It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
Hearth Tips
- Use Beavers as Hearthkeepers when you are running low on Fuel and Wood, especially on Marshlands and the Sealed Forest.
- Harpies are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
- Foxes are excellent during the Storm Season as Hearthkeepers to keep Hostility down and stop Forest Mysteries from triggering.
- Humans are invaluable when playing World Mofidiers like "Land of Greed" to slow down the Queen's Impatience.
- Lizards as Hearthkeerpers will help you in achieving Resolve - based Orders.
Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.
It is generally a good idea to have a Warehouse very near to each Hearth because Villagers on break will need to visit a Warehouse in order to gather food and service goods and then return to the Hearth to take their break.