Villagers
Overview
Villagers are the inhabitants of your settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the Caravan you pick on the World Map. Newcomers come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing Orders or Glade Events. There are also Cornerstones like Surprise Child that reward villagers every time their conditions are fulfilled.
Resolve
Each villager has a Resolve stat. Resolve is the main indicator of the villagers’ well-being. It’s represented by a number between -50 and 50, and is calculated for each species based on its Base Resolve and all positive and negative effects influencing it. To increase Resolve, you have to satisfy your villagers’ needs by giving them Housing, Complex Food (like Jerky, Pie, etc.), Clothing, or access to Services (like a Tavern serving Ale). When Resolve goes above the High Resolve threshold, villagers will generate Reputation. The speed at which Reputation is generated scales with the number of villagers and how high above the High Resolve threshold they are. If Resolve falls to 0 or lower, villagers will start leaving.
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 Future Resolve. Current Resolve reflects the Resolve a given species currently has, and Future Resolve is the sum of all effects – in other words, the value that the Current Resolve will eventually reach over time. Raising Resolve to a high level (indicated by the blue line on the Resolve Bar) will generate Reputation as long as they stay above the High Resolve mark. However, villagers get used to their standard of living, so their High Resolve threshold goes up after each point of Reputation acquired, up to the maximum of 50.
Occupation
Villagers can be assigned to Hearths, Camps, Production Buildings, Service Buildings, Farms, Warehouses, Blight Posts, and Glade Events. Once assigned, villagers will immediately begin performing their work, unless they were on a break or travelling to the nearest Hearth to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as Builders.
Building Type | Occupation |
---|---|
Hearth | Firekeeper |
Woodcutters' Camp | Woodcutter |
Gathering Camps | Gatherer |
Farms | Farmer |
Mines | Miner |
Production Buildings Service Buildings Geyser Pumps |
Worker |
Warehouses | Hauler |
Blight Post | Blight Fighter |
Glade Event | Scout |
Species
Each villager is part of one of 5 species, which determine their stats:
- Base Resolve is villagers' Resolve without any positive or negative effects.
- Break Interval is the minimum 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 |
---|---|---|---|---|---|---|---|---|---|---|---|
Humans | 15 | 2:00 | Low | 30 | 4 | 6 | Farming |
Brewing |
Porridge Biscuits Pie Clothing |
Leisure Religion |
An adaptable species, but very susceptible to the rain. |
Beavers | 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. |
Lizards | 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. |
Harpies | 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. |
Foxes | 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. |