Difference between revisions of "Needs"

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Villagers have '''Needs''' that must be satisfied to maintain their happiness. If villagers become too unhappy, immigration rates may decrease or stop altogether, and angry villagers may leave the settlement.
Villagers have '''Needs''' that must be satisfied to maintain their happiness. If villagers become too unhappy, immigration rates may decrease gradually to zero, and angry villagers may leave the settlement.


Needs are broken down into Essential Needs and Additional Needs. Essential Needs must be filled; if a shortage is allowed to continue for too long, villagers will get in increasingly angry and will eventually leave the settlement. Additional Needs  
== Essential vs. Additional Needs ==
Needs are broken down into Essential Needs and Additional Needs. Essential Needs must be filled; if one of these goes unfilled for too long, villagers will get increasingly angry and will eventually leave the settlement. Additional Needs do not have to be filled, and will not cause villagers to become increasingly unhappy over time. However villagers will never reach 100% happiness until all Essential and Additional Needs are filled. Moreover, once villagers are able to fill an Additional Need for the first time, they ''will'' become increasingly unhappy if they can't continue to fill the need thereafter, as with Essential Needs.


There are 10 needs in total, but the number of needs each villager has is based on their type and rank.
Needs vary according to villager [https://wiki.polymorph.games/foundation/Villagers#Types rank]. As villagers are promoted, some Needs which were previously Additional will become Essential, and new Additional Needs will be added. Needs also vary according to villager type; for example [[Monks|Monastics]] have Needs which ordinary villagers do not.
 
There are various kinds of needs.


{{Icon List|cols=5|
{{Icon List|cols=5|
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Water Need.png, Water
Water Need.png, Water
Faith Need.png, Service
Faith Need.png, Service
Comfort Need.png, Comfort
Comfort Need.png, Housing
Goods Need.png, Goods
Goods Need.png, Goods
Luxury Need.png, Luxury
Luxury Need.png, Luxury
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== Satisfying Needs ==
== Satisfying Needs ==
In order to satisfy Needs villagers will need access to goods, services and housing depending on their rank in society. If any of these needs is not met for an extended period of time the village will face a shortage penalty; this additional penalty will persist for an extended period of time after the shortage has been resolved. This additional penalty is akin to a fear of future supply issue and the cooldown is the time taken to reassure the village it has been resolved.
In order to satisfy Needs villagers will need access to goods, services and housing depending on their type and rank in society. If any of these Needs is not met for an extended period of time, the villager will receive a happiness penalty, which will increase over time if the shortage continues. Once the Need is met, the penalty will gradually lessen until it disappears. This penalty is akin to a fear of future supply issue, and the cooldown is the time taken to reassure the villager it has been resolved.


;Rustic Food
;Rustic Food
A requirement by villagers of all levels, this need is satisfied by a [[market]] with a stock of any rustic food item.  
A requirement by villagers of all levels, this need is satisfied when the villager can purchase any kind of rustic food from a [[market|Market Stall]].  


;Water
;Water

Revision as of 15:25, 16 January 2026

Villagers have Needs that must be satisfied to maintain their happiness. If villagers become too unhappy, immigration rates may decrease gradually to zero, and angry villagers may leave the settlement.

Essential vs. Additional Needs

Needs are broken down into Essential Needs and Additional Needs. Essential Needs must be filled; if one of these goes unfilled for too long, villagers will get increasingly angry and will eventually leave the settlement. Additional Needs do not have to be filled, and will not cause villagers to become increasingly unhappy over time. However villagers will never reach 100% happiness until all Essential and Additional Needs are filled. Moreover, once villagers are able to fill an Additional Need for the first time, they will become increasingly unhappy if they can't continue to fill the need thereafter, as with Essential Needs.

Needs vary according to villager rank. As villagers are promoted, some Needs which were previously Additional will become Essential, and new Additional Needs will be added. Needs also vary according to villager type; for example Monastics have Needs which ordinary villagers do not.

There are various kinds of needs.

Food Need.png - Rustic FoodFood Need.png - Refined FoodWater Need.png - WaterFaith Need.png - ServiceComfort Need.png - HousingGoods Need.png - GoodsLuxury Need.png - LuxuryFaith Need.png - CloisterFood Need.png - Monastic FoodBeer.png - Entertainment

Satisfying Needs

In order to satisfy Needs villagers will need access to goods, services and housing depending on their type and rank in society. If any of these Needs is not met for an extended period of time, the villager will receive a happiness penalty, which will increase over time if the shortage continues. Once the Need is met, the penalty will gradually lessen until it disappears. This penalty is akin to a fear of future supply issue, and the cooldown is the time taken to reassure the villager it has been resolved.

Rustic Food

A requirement by villagers of all levels, this need is satisfied when the villager can purchase any kind of rustic food from a Market Stall.

Water

The only other requirement for all villagers, the need for water is satisfied by having access to a well.

Service

Service becomes a requirement for serfs and above once the village reaches a population of 10. This can be satisfied with the construction of churches.

Comfort

Comfort is another requirement that comes in with serfs and a population of 10. Comfort is satisfied by the villager having a house of the correct tier for their rank.

Entertainment

Entertainment is required by commoners and above, as well as soldiers and knights. Entertainment can be satisfied when a villager visits a Tavern.

Goods

Goods are a requirement for commoners and above. This can only be satisfied by having access to common clothes at a market.

Luxury Goods

Luxury goods are requirement for citizens and knights, they can be acquired from the luxury goods stall at the market.

Maintaining Happiness

Villager happiness can be seen generally from the villagers overview on the top UI. Hovering over the face will display what needs are outstanding. If there are adequate supplies or buildings available the villager view in the estates panel can be used to pinpoint who has low satisfaction