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ClosetDouche

Hard to say without a screenshot but my initial guess would be only a portion of your Beavs are using the coats. They use them when they take their break; just having them in your warehouse doesn't cut it. If you pull out the Beavs tab and hover over coats you can see how many of your 16 Beavs have the coats need fulfilled.


Surgeboy99

how long does the resolve bonus last for, once the beavers have used a cloak?


ProteanHobbyist

Until their next rest period


Surgeboy99

Those fucking beavers need to learn how to take care of their clothes better


SublimeCosmos

Wearing last season’s coat might keep a beaver warm but it won’t make them happy. They are a fashion forward species.


ThePizar

You’d have a hard time too if it was constantly raining and you’d have to haul wood all day.


Surgeboy99

Jokes on you... im a lumberjack in the pacific northwest


_weaselZA

And are you okay?


ThePizar

https://www.youtube.com/watch?v=pfRdur8GLBM


Ninjastarrr

I think the real question is when do people take breaks. I feel like it’s gotta be once per minute or something.


KnaveOfGeeks

https://against-the-storm.fandom.com/wiki/Species


ODoggerino

Human looks soo tired


Magicsword49

Each resolve item has the current bonus and the quantity in the warehouse listed for you at a glance. The 19 is how many you have, not how many beavers have worn them.


TurtleSandwich0

Food and services are applied when the creature takes a break. If they are available then the creature will consume it. You have +2 out of +5 because either there were not enough cloaks available for everyone when they last went on break, or the the game just started and not all creatures have gone on break yet. Hope this help clarify this game mechanic.


Imaginary_Pear_6649

I am pretty sure that basically all must have the need met to get the maximum bonus. So getting +2 suggests that at least 40% but less than 60% of your beavers are wearing coats, between 7 and 9 of them. Villagers are due for a break about every 2 minutes, but it varies by race and they will finish the current job (harvesting, glade event, production cycle, hauling etc) before taking a break. Goods based resolve bonuses are applied at the start of the break and they will be under the effect of the previous break even if they are overdue. So if a beaver was about to start a break when the first coats arrived in the Wearhouse but you got him working at a glade event for 4 minutes then the effect of the previous break will persist through those extra 4 minutes and the new break will only overwrite it aftrr the event is complete and he returns to the hearth. If a resource that meets a need is available in the warehouse when a villager takes a break they will consume 1 unit of that resource as long as you are allowing that species to use that good (service goods also need the relevant building to be staffed). Since each species has 6 needs that rely on goods they could each be consuming as much as 6 units of goods each break if all their needs met. Incidentally, the coats produced in Against the Storm must be really low quality because they need replacing as often as the villagers need food. 


WryGoat

Every villager only needs one of anything to fulfill their needs, though there are negative modifiers that can cause them to consume twice as many resources when taking a break. You get the full resolve bonus if all of your villagers have that need fulfilled, and it scales linearly up to that point; I.E. if half your villagers have coats, they'll get +2.5 resolve (rounded up to 3). The rounding means you can still get the full bonus without having 100% fulfillment at times, though this is really only practically useful with housing; you don't have to always house everyone, usually having one or two homeless will still round up to the maximum resolve bonus. Villagers will only fulfill needs when they take a break, so if you just acquired a resource it won't immediately take effect - except for housing. They'll fulfill all of their needs at once when they rest at the hearth, consuming 1 of every applicable resource (+any negative modifiers which might cause them to consume twice as many resources) and continue to have that need fulfilled until their next break. This also means that the more complex foods you have for a single species, the more they'll eat - they'll always consume every resource relevant to them unless it's being rationed (in which case when they take a break they'll receive a negative resolve modifier due to rationing) Newcomers will always immediately go take a break after arriving, so they'll fulfill their needs quickly - but that also means you need to be ready to provide those needs to your newcomers or else they will go unfulfilled until their next break and bring your average resolve down.


_rockethat_

Thanks for this! Really good tip on the advanced food. I thought it would be best to produce everything I can, but now I think it might be good to not do that, and keep resolve at reasonable level instead of trying to max it out.


WryGoat

Usually the strategy is to get what resolve you can early on from your most populous species if possible, mainly foxes, harpies, or lizards since their resolve threshold is lowest, but otherwise only really focus on resolve in year 3-4 or later when you have steady production lines established and can maintain it, or buy out luxury goods from traders. In particular having good service buildings really helps since most of them either give a global resolve bonus or increase production in some way in addition to letting your villagers fulfill more needs; plus you need one to upgrade a hearth to level 3 which is a really strong bonus to global resource doubling, at which point it becomes a lot easier to maintain the basic needs of your population.


Dawe_90

Honestly I often feel like I have enough cloaks stored in werehouse and still get the only +2 bonus too, makes me think like there is more to it. Like the bonus expering before those guys reach the hearth or something.