Difference between revisions of "Villagers"

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'''Villagers''' are the occupants of the civilization. As the village expands, more villagers will move in through [[immigration]] and can be assigned jobs in order to increase production and the variety of goods and resources available.
'''Villagers''' are the workers and consumers of your civilisation. As the village expands, more villagers will move in through [[immigration]] and can be assigned jobs in order to increase production and the variety of goods and resources available.


==Overview==
==Overview==
[[File:8 starting villagers at the Village Centre.png|thumb|200x200px|8 starting villagers around their Village Centre.]]
The village starts with 8 Serfs who will appear when the player places the [[village center|Village Center]]. New villagers coming in via immigration are known as Newcomers until they are accepted by the player, at which point they immediately become Serfs.
The village starts with 8 Serfs who will appear when the player places the [[village center|Village Center]]. New villagers coming in via immigration are known as Newcomers until they are accepted by the player, at which point they immediately become Serfs.


Villagers are divided into different types, and have [[Needs]] that must be filled in order to maintain their happiness. These Needs vary according to villager type and rank.
Villagers are divided into three types; Villagers, Monastics and Combatants, and can be promoted to different ranks within these types. All villager types and ranks follow the same pattern of work and free-time periods. When the villager is on free time, they will spend their time visiting locations in the town where they can fill their [[Needs]] (e.g. Wells, Markets, Churches, Taverns, Houses). These [[Needs]] must be filled in order to maintain villager happiness. If they have filled all their [[Needs]] and are still on free time, they will return to their houses to relax until they go to work.


Villagers are divided into three types; Villagers, Monastics and Combatants. Additionally, each type of villager can be promoted. Players can promote villagers through the Mandates tab once the Great Hall has been built. The cost of promotion varies according to villager type, and increases for each rank. Combatants can be promoted for free, but have other conditions tied to their promotions. Before a villager can be promoted their Needs must be satisfied.
== Types and Ranks ==
[[File:Commoner Coopers.png|thumb|A Commoner in the profession of Cooper]]


===Villagers===
===Villagers===
Villagers are residents of your domain that have the "villager" profile. They can have three ranks: Serf, Commoner, or Citizen.
Villagers are residents of your domain that have the "Villager" profile.


{| class="wikitable"
{| class="wikitable"
! Villager Rank !! Essential Needs !! Additional Needs !! Promotion Cost {{Item|Gold Coins|text = no}}
! Villager Rank !! Essential Needs !! Additional Needs !! Promotion Cost {{Item|Gold Coins|text = no}}
|-
|-
| Serf || Water<br />Rustic Food<br />Low-Quality Housing || Refined Food<br />Service || 20
| Serf || Water<br />Rustic Food<br />Tier 1 Quality Housing || Refined Food<br />Service || 20
|-
|-
| Commoner || Water<br />Medium-Quality Housing<br />Refined Food (2)<br />Service || <br />Entertainment<br />Common Goods || 100
| Commoner || Water<br />Tier 2 Quality Housing<br />Refined Food (x2)*<br />Service || Entertainment<br />Goods || 100
|-
|-
| Citizen || Water<br />High-Quality Housing<br />Refined Food (3)<br />Service<br />Entertainment || Common Goods (2)<br />Luxury Goods (1) || Max. Rank
| Citizen || Water<br />T3 Quality Housing<br />Refined Food (x3*)<br />Service<br />Entertainment || Goods (x2*)<br />Luxury || N/A
|}
|}
<nowiki>*</nowiki>Note: in all cases, x2 and x3 indicates a requirement for ''different'' types of the resource, not multiple servings of the same type.


===Villager Needs===
===Monastics===
* '''Water:''' Like what you get out of a well.
Monastics are residents of your domain that have the "Monastic" profile, having devoted themselves to service to the faith.
* '''Rustic Food:''' Rustic foods are provided to villagers at market food stalls or the city market. They are berries, fish, and vegetables.
* '''Refined Food:''' Refined foods are provided to villagers at market food stalls or the city market. They are bread, meat, and cheese.
* '''Housing:''' There are three grades of housing: Low-Quality, Medium-Quality, and High-Quality. Each grade of housing has requirements which themselves must be met.
* '''Service:''' The Service need is met by Faith, which is provided by Churches and Chapels.
* '''Entertainment:''' Entertainment is met by Tavern goods (supplied at a Tavern's Service Counter). There are three kinds of Tavern goods: Berry Brew, Beer, and Wine.
* '''Common Goods:''' This need is met by Common Goods provided at market goods stalls: Common Clothes, Common Wares, Candles.
* '''Luxury Goods:''' This need is met by Luxury Goods provided at luxury goods market stalls: Herbs, Honey, Jewelry, and Gems.
 
==Monastics==
Monastics are residents of your domain that have the "monastic" profile, having devoted themselves to service to the faith.


{| class="wikitable"
{| class="wikitable"
! Monastic Rank !! Essential Needs !! Additional Needs !! Promotion Cost {{Item|Manuscripts|text = no}}
! Monastic Rank !! Essential Needs !! Additional Needs !! Promotion Cost {{Item|resource=manuscript|text=no}}
|-
|-
| Novice || Water<br />Rustic Food<br />Dormitory Housing || Monastic Food<br />Service || 5
| Novice || Water<br />Rustic Food<br />Dormitory Housing || Monastic Food<br />Service || 5
|-
|-
| Brother or Sister || Water<br />Dormitory Housing<br />Monastic Food (1)<br />Service || <br />Cloister<br />Monastic Food (+1) || 50
| Brother or Sister || Water<br />Dormitory Housing<br />Monastic Food<br />Service || Cloister<br />Monastic Food (+1**) || 50
|-
|-
| Prior or Prioress || Water<br />Dormitory Housing<br />Monastic Food (2)<br />Service<br />Cloister Access || Monastic Food (+1) || Max. Rank
| Prior or Prioress || Water<br />Dormitory Housing<br />Monastic Food (x2*)<br />Service<br />Cloister Access || Monastic Food (+1**) || N/A
|}
|}
<nowiki>*</nowiki>Note: in all cases, x2 and x3 indicates a requirement for ''different'' types of the resource, not multiple servings of the same type.


====Monastic Needs====
<nowiki>**</nowiki>Note: +1 indicates a requirement for 1 additional type of Monastic Food, which must be a different type from the type provided for the Essential Need.
* '''Water:''' Like what you get out of a well.
* '''Rustic Food:''' Rustic foods are provided to monastics at a refectory. They are berries, fish, and vegetables.
* '''Monastic Food:''' Monastic foods are provided to monastics at a refectory. They are simple stew, garnished greens, golden gruel, and robust roast.
* '''Dormitory Housing:''' All monastics reside in dorms of the appropriate gender: men can only live in monk dorms, and women can only live in nun dorms.
* '''Service:''' The Service need is met by Faith, which is provided by Churches and Chapels.
* '''Cloister Access:''' The Cloister need is met by a Cloister facility.


==Combatants==
=== Combatants ===
Combatants are residents of your domain that have the "combatant" profile, having enlisted in service to their liege-lord.
Combatants are residents of your domain that have the "Combatant" profile, having enlisted in military service to their liege-lord.


{| class="wikitable"
{| class="wikitable"
! Combatant Rank !! Essential Needs !! Additional Needs !! Promotion Cost {{Item|Gold Coins|text = no}}
!Combatant Rank!!Essential Needs!!Additional Needs!!Promotion Cost
|-
|-
| Militiaman || Water<br />Rustic Food<br />Low-Quality Housing || Refined Food<br />Service || 20
|Militiaman||Water<br />Rustic Food<br />Barracks Housing||Refined Food<br />Service<br />Goods
|Free
|-
|-
| Soldier || Water<br />Medium-Quality Housing<br />Refined Food (2)<br />Service || <br />Entertainment<br />Common Goods || 100
|Soldier||Water<br />Rustic Food<br />Barracks Housing<br />Refined Food
|Service<br />Goods<br />Entertainment
|Free
|-
|-
| Knight || Water<br />High-Quality Housing<br />Refined Food (3)<br />Service<br />Entertainment || Common Goods (2)<br />Luxury Goods (1) || Max. Rank
|Knight||Quarters Housing<br />Water<br />Refined Food (x2*)||Service<br />Goods<br />Entertainment<br />Luxury
|N/A
|}
|}
<nowiki>*</nowiki>Note: in all cases, x2 and x3 indicates a requirement for ''different'' types of the resource, not multiple servings of the same type.
==Promotions==
Players promote villagers through the Mandates tab once the Great Hall has been built. The cost of promotion varies according to villager type, and increases for each rank. Before a villager can be promoted their [[Needs]] must be satisfied. When a villager is promoted, some Needs which were previously Additional will become Essential, and new Additional Needs will be added. Therefore, although players can promote villagers at will, it is important to prepare for the new Needs that will arise.
Villager types are promoted with a cost of [[Gold Coins|Coins]] as indicated above.
Monastic types are promoted with a cost of Manuscripts as indicated above. Manuscripts are produced in the Scriptorium sub-building of the Monastery.
Combatants are free to promote. However, Militiamen can only be promoted to Soldiers once they have reached a certain strength level, which depends on their weapons and military experience from campaigns. The same is true of promoting Soldiers to Knights. Additionally, players can only promote 1 Knight for every 5 Soldiers in their army.
== Efficiency ==
Villagers work more efficiently depending on their rank and the job they are assigned to. Different jobs are optimised for different ranks, indicated in the build menu of each production building. For example, although Serfs can work in any production building, a Serf in the role of Butcher will become more efficient if he is promoted to Commoner. Similarly, although Novices can work in any Monastery role, nearly all Monastery roles are optimised for Brothers/Sisters.
Once a villager is at the optimal rank for his job, he is at maximum efficiency and will not work faster if he is promoted above the optimal rank for that job.
=== Serf Jobs ===
Jobs optimised for Serfs tend to be those involving manual labour and/or a low level of political importance within the tower.{{Jobs|serf}}
=== Commoner Jobs ===
Jobs optimised for Commoners tend to be those involving skilled crafting work or a middling level of political power in the town.{{Jobs|commoner}}
=== Citizen Jobs ===
Jobs optimised for Commoners tend to be those involving more complicated skilled crafting or a high level of political power in the town.{{Jobs|citizen}}


===Combatant Needs===
=== Novice  Jobs ===
* '''Water:''' Like what you get out of a well.
Novices can do any job in the Monastery, but there are no Monastery jobs for which Novice is the optimal rank.
* '''Rustic Food:''' Rustic foods are provided to monastics at a refectory. They are berries, fish, and vegetables.


==Types==
=== Brother/Sister Jobs ===
* ...etc...
Nearly all Monastery jobs are optimised for the rank of Brother/Sister.{{Jobs|Brother/Sister}}


===Serfs===
=== Prior/Prioress Jobs ===
Serfs are the primary villagers available to the player. They are able to take on manual labour jobs only within the village.
The only job optimised for the Prior/Prioress rank is the one Monastery job involving a level of political power.
{{Jobs|serf}}


===Commoners===
=== Combatant Jobs ===
The next rank up from serfs, commoners can work jobs which a serf can undertake as well as service/skilled labour work. They will also bring more tax revenue than serfs.
Combatant-type villagers do not perform jobs within the town, so there are no jobs optimised for this type of villager.
{{Jobs|commoner}}


===Citizens===
==Visitors==
Citizens are the highest promotion, and can do more complex production jobs in addition to the jobs that can be done by serfs and commoners.
Visitors are villagers who visit your city from elsewhere in the kingdom. They can come at any time, and contribute to your economy by buying products to fill their [https://wiki.polymorph.games/foundation/Needs#Visitor_Needs Needs] in the same way as your own villagers. As your town grows, visitors will come in greater numbers and will have more Needs, roughly parallel with the Needs of your villagers as you promote them.
{{Jobs|citizen}}


===Soldiers===
Some [[Events]], such as fairs, cause visitors to arrive in larger numbers for a short period of time.
{{Main|Soldiers}}


Soldiers work and/or live in the [[Keep]], and can do [[Missions]]. They exist in 3 tiers, Militian, Soldier, and Knight, with each rank having more prowess in the missions, but also more luxury needs.
Some visitors, such as the Seneschal, Abbess and King, will arrive as part of [[Quests|Quest]] objectives, and have their own unique needs. These visitors are accompanied by retinues of other visitors, and will often give the player Quests which may cause additional visitors to arrive.  


===Monks===
See also [[Needs#Visitor Needs|Visitor Needs]]
{{Main|Monks}}


Monks work and live in the [[Monastery]], and can work in jobs there such as the Monastery Garden or [[Apiary]]. The tiers are Novice, Brother/Sister, and Prior/Prioress. Monks don't have a desire for luxury, but have their own requirements such as the Cloister in higher ranks.
== Traders ==
[[File:Trader visiting.png|thumb|181x181px|A trader visits the town.]]
Traders are villagers that visit from other cities (unlocked in the Trade Routes page of the [[Book|Royal Book]]) in order to buy and sell resources. Once a trade route has been opened, traders will start arriving roughly every two weeks. If no tradeable resources of the trader's home city have been marked for import or export, the trader will simply walk across the map from entry to exit. If a resource has been marked for trade, the trader will attempt to visit Warehouses or Granaries that have slots for that resource and buy or sell up to their limit. Traders have no Needs and cannot be controlled by the player.


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Villagers]]
[[Category:Villagers]]

Latest revision as of 13:14, 23 January 2026

Villagers are the workers and consumers of your civilisation. As the village expands, more villagers will move in through immigration and can be assigned jobs in order to increase production and the variety of goods and resources available.

Overview

 
8 starting villagers around their Village Centre.

The village starts with 8 Serfs who will appear when the player places the Village Center. New villagers coming in via immigration are known as Newcomers until they are accepted by the player, at which point they immediately become Serfs.

Villagers are divided into three types; Villagers, Monastics and Combatants, and can be promoted to different ranks within these types. All villager types and ranks follow the same pattern of work and free-time periods. When the villager is on free time, they will spend their time visiting locations in the town where they can fill their Needs (e.g. Wells, Markets, Churches, Taverns, Houses). These Needs must be filled in order to maintain villager happiness. If they have filled all their Needs and are still on free time, they will return to their houses to relax until they go to work.

Types and Ranks

 
A Commoner in the profession of Cooper

Villagers

Villagers are residents of your domain that have the "Villager" profile.

Villager Rank Essential Needs Additional Needs Promotion Cost  
Serf Water
Rustic Food
Tier 1 Quality Housing
Refined Food
Service
20
Commoner Water
Tier 2 Quality Housing
Refined Food (x2)*
Service
Entertainment
Goods
100
Citizen Water
T3 Quality Housing
Refined Food (x3*)
Service
Entertainment
Goods (x2*)
Luxury
N/A

*Note: in all cases, x2 and x3 indicates a requirement for different types of the resource, not multiple servings of the same type.

Monastics

Monastics are residents of your domain that have the "Monastic" profile, having devoted themselves to service to the faith.

Monastic Rank Essential Needs Additional Needs Promotion Cost  
Novice Water
Rustic Food
Dormitory Housing
Monastic Food
Service
5
Brother or Sister Water
Dormitory Housing
Monastic Food
Service
Cloister
Monastic Food (+1**)
50
Prior or Prioress Water
Dormitory Housing
Monastic Food (x2*)
Service
Cloister Access
Monastic Food (+1**) N/A

*Note: in all cases, x2 and x3 indicates a requirement for different types of the resource, not multiple servings of the same type.

**Note: +1 indicates a requirement for 1 additional type of Monastic Food, which must be a different type from the type provided for the Essential Need.

Combatants

Combatants are residents of your domain that have the "Combatant" profile, having enlisted in military service to their liege-lord.

Combatant Rank Essential Needs Additional Needs Promotion Cost
Militiaman Water
Rustic Food
Barracks Housing
Refined Food
Service
Goods
Free
Soldier Water
Rustic Food
Barracks Housing
Refined Food
Service
Goods
Entertainment
Free
Knight Quarters Housing
Water
Refined Food (x2*)
Service
Goods
Entertainment
Luxury
N/A

*Note: in all cases, x2 and x3 indicates a requirement for different types of the resource, not multiple servings of the same type.

Promotions

Players promote villagers through the Mandates tab once the Great Hall has been built. The cost of promotion varies according to villager type, and increases for each rank. Before a villager can be promoted their Needs must be satisfied. When a villager is promoted, some Needs which were previously Additional will become Essential, and new Additional Needs will be added. Therefore, although players can promote villagers at will, it is important to prepare for the new Needs that will arise.

Villager types are promoted with a cost of Coins as indicated above.

Monastic types are promoted with a cost of Manuscripts as indicated above. Manuscripts are produced in the Scriptorium sub-building of the Monastery.

Combatants are free to promote. However, Militiamen can only be promoted to Soldiers once they have reached a certain strength level, which depends on their weapons and military experience from campaigns. The same is true of promoting Soldiers to Knights. Additionally, players can only promote 1 Knight for every 5 Soldiers in their army.

Efficiency

Villagers work more efficiently depending on their rank and the job they are assigned to. Different jobs are optimised for different ranks, indicated in the build menu of each production building. For example, although Serfs can work in any production building, a Serf in the role of Butcher will become more efficient if he is promoted to Commoner. Similarly, although Novices can work in any Monastery role, nearly all Monastery roles are optimised for Brothers/Sisters.

Once a villager is at the optimal rank for his job, he is at maximum efficiency and will not work faster if he is promoted above the optimal rank for that job.

Serf Jobs

Jobs optimised for Serfs tend to be those involving manual labour and/or a low level of political importance within the tower.

  • Warehouse - Transporter
  • Hunter's Hut - Hunter
  • Wheat Farm
  • Market
  • Builder's Workshop - Builder
  • Gathering Hut - Gatherer
  • Stonecutter Camp
  • Granary - Transporter
  • Sheep Farm
  • Forester Camp - Forester
  • Butchery - Butcher
  • Windmill
  • Sawmill - Carpenter
  • Lumber Camp - Woodcutter
  • Commoner Jobs

    Jobs optimised for Commoners tend to be those involving skilled crafting work or a middling level of political power in the town.

    Citizen Jobs

    Jobs optimised for Commoners tend to be those involving more complicated skilled crafting or a high level of political power in the town.

    Novice Jobs

    Novices can do any job in the Monastery, but there are no Monastery jobs for which Novice is the optimal rank.

    Brother/Sister Jobs

    Nearly all Monastery jobs are optimised for the rank of Brother/Sister.

    • Apiary - Beekeeper
    • Prior/Prioress Jobs

      The only job optimised for the Prior/Prioress rank is the one Monastery job involving a level of political power.

      Combatant Jobs

      Combatant-type villagers do not perform jobs within the town, so there are no jobs optimised for this type of villager.

      Visitors

      Visitors are villagers who visit your city from elsewhere in the kingdom. They can come at any time, and contribute to your economy by buying products to fill their Needs in the same way as your own villagers. As your town grows, visitors will come in greater numbers and will have more Needs, roughly parallel with the Needs of your villagers as you promote them.

      Some Events, such as fairs, cause visitors to arrive in larger numbers for a short period of time.

      Some visitors, such as the Seneschal, Abbess and King, will arrive as part of Quest objectives, and have their own unique needs. These visitors are accompanied by retinues of other visitors, and will often give the player Quests which may cause additional visitors to arrive.

      See also Visitor Needs

      Traders

       
      A trader visits the town.

      Traders are villagers that visit from other cities (unlocked in the Trade Routes page of the Royal Book) in order to buy and sell resources. Once a trade route has been opened, traders will start arriving roughly every two weeks. If no tradeable resources of the trader's home city have been marked for import or export, the trader will simply walk across the map from entry to exit. If a resource has been marked for trade, the trader will attempt to visit Warehouses or Granaries that have slots for that resource and buy or sell up to their limit. Traders have no Needs and cannot be controlled by the player.