Housing Need
Overview
In addition to food, all villagers need shelter from the weather. There are two types of needs in this category, the need for Shelter and the need for species-specific Housing. Both are discussed in this article.
Villagers who have their need for basic shelter met get a small bonus to their Resolve. When villagers are housed in a nicer home, specific to their species, they get a second small bonus to their Resolve.
Both Shelters and species-specific Houses are found under Housing on the Construction Toolbar.
Technically, villagers never visit their houses; they only ever walk between their workplaces, warehouses, and Hearths. Therefore, houses do not need to be near, accessible by road, or even near the same Hearth as the villager's workplace. However, many viceroys use the areas around housing buildings for the decorations needed to upgrade Hearths.
Satisfaction
When a new housing building is constructed, any villagers who still need shelter will be automatically assigned to that new house, until it reaches capacity. You need at least two Shelters at the beginning of each mission to shelter all of your starting villagers. Viceroys usually aim to have these built before the first storm. Basic Shelters and Big Shelters satisfy villagers' Shelter Need.
When a new species-specific house is built, any villagers of that species who still have that need will be automatically assigned to that new house, until it reaches capacity. Once a villager moves into their nicer house, their Shelter Need and their Housing Need are both satisfied.
Some viceroys have their entire population's need for shelter satisfied before they start adding any specifies-specific housing.
Note: Villagers of a different species cannot use Species-specific Houses of another species.
List of shelter and housing needs
Species | Shelter Need | Species-specific Housing | ||
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Construction Cost
Housing | Base Cost | Prestige 6 Cost |
---|---|---|
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10 ![]() |
15 ![]() |
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4 ![]() |
6 ![]() |
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8 ![]() |
12 ![]() |
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4 ![]() 2 ![]() |
6 ![]() 3 ![]() |
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4 ![]() |
6 ![]() |
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4 ![]() 2 ![]() |
6 ![]() 3 ![]() |
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2 ![]() 2 ![]() |
3 ![]() 3 ![]() |
Housing slots and Resolve boosts
Housing | Needs satisfied | Slots | Resolve boost |
---|---|---|---|
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Shelter | 3 | +3 |
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Shelter | 6 | +3 |
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Shelter + Beaver Housing |
2 | +6 |
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Shelter + Fox Housing |
2 | +7 |
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Shelter + Harpy Housing |
2 | +6 |
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Shelter + Human Housing |
2 | +6 |
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Shelter + Lizard Housing |
2 | +6 |
Upgrading Houses
Each Species' Housing will give different bonus perks when upgraded, only one upgrade per level can be selected, these are:
Houses | Upgrades Level I | Cost | Upgrades Level II | Cost |
---|---|---|---|---|
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
All Trade Routes are 5% faster for every Inhabitant. +1 Resolve to every Inhabitant. |
5 ![]() ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+2% Scout Working Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
10 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Production Speed for every Inhabitant to recipes that use or make ![]() +1 Resolve to every Inhabitant. |
10 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Harvesting and Planting Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
2 ![]() 2 ![]() |
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+15% Movement Speed for Inhabitants. +1 Space for Another Inhabitant. |
1 ![]() |
+5% Global Gathering Speed for every Inhabitant. +1 Resolve to every Inhabitant. |
10 ![]() ![]() 2 ![]() |
Perks and Cornerstones influencing Housing
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Perk | Rarity | Description | Source(s) | Price |
---|---|---|---|---|
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Rare | Some much needed furnishings. Adds an additional +1 to Resolve for villagers with a home. (This effect is applied to villagers during their break) |
| 20 ![]() |