Villagers
Villagers can be obtained at regular intervals, with a choice between two groups. Additional villagers can also be obtained by completing Orders.
Each villager has a Resolve stat. If it reaches above a certain threshold it will generate Reputation. If it falls to 0 the villager will leave, increasing the queen's Impatience.
Resolve
Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between 0 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. If it drops to 0 the villager will try to leave the settlement. To increase Resolve, you have to satisfy your villagers’ needs - by giving them complex food (like Jerky, Pie, etc.), clothing (Coats), or access to services (like a Tavern serving Ale). Resolve growth is gradual and takes different amounts of time for each species.
To see the exact Resolve change, open the species panel using the arrow key next to the species’ portrait and hover over the numbers shown next to the species name. There you will find the Current Resolve and Target Resolve. Current Resolve reflects the Resolve a given species currently has, and Target Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. Raising Resolve to an exceptionally high level (indicated by the blue line on the Resolve Bar) will generate Reputation Points passively. However, this won't last indefinitely, as villagers will get used to their standard of living after each point acquired, and the blue line on the Resolve bar will move further up.
Species
Each villager is part of one of 4 species, which determines their stats:
- Base Resolve is villagers' Resolve when there are no positive or negative effects affecting them.
- Break Interval is the period of time before a villager will take a break at the Hearth.
- Resilience is how fast the villagers' Resolve reacts to change. A highly resilient species reacts very slowly to Resolve effects.
- Demands is how much Resolve a villager needs before they start generating Reputation.
- Decadence is how much Demands are raised after gaining each Reputation Point through High Resolve (tracked separately for each of the species in the current settlement).
- Specialization grants villagers a 10% chance to produce twice the amount of resources when working in a building related to their specialization. Foxes' Forest specialization grants them a +5% Glade Event working speed bonus instead.
- Comfort grants villagers 5 Resolve when working in a building related to their comfort.
- Hunger Tolerance is the maximum amount of hunger stacks a villager can withstand before dying.
A species can be offered lighter treatment from its needs menu. This will raise its Resolve by 5 but decrease the resolve of other species by 5.
Species | Base Resolve |
Break Interval |
Resilience | Demands | Decadence | Hunger Tolerance |
Specialization | Comfort | Needs (Goods) |
Needs (Services) |
Description |
---|---|---|---|---|---|---|---|---|---|---|---|
Human |
15 | 2:00 | Low | 30 | 4 | 6 | Farming |
Brewing |
Porridge Biscuits Pie Clothing |
Leisure Religion |
An adaptable species, but very susceptible to the rain. |
Beaver |
10 | 2:00 | Low | 30 | 2 | 6 | Woodworking |
Engineering |
Biscuits Pickled Goods Clothing |
Leisure Education Luxury |
Beavers are hardworking and honest, but also quite demanding. |
Lizard |
5 | 1:40 | High | 15 | 7 | 12 | Meat Production |
Warmth |
Jerky Skewers Pie Pickled Goods |
Brawling Religion |
Lizards are a very resilient and distrustful species. |
Harpy |
5 | 1:40 | Low | 15 | 3 | 4 | Alchemy |
Cloth |
Jerky Biscuits Pie Clothing |
Education Treatment |
Harpies are a noble and fragile species, yet with a primal, aggressive side. |
Fox |
5 | 2:00 | Low | 15 | 5 | 3 | Forest |
Rainwater |
Porridge Skewers Pickled Goods |
Brawling Luxury Treatment |
Foxes are majestic and mysterious creatures deeply bonded with the forest. |