Settlement Approval

A single number that tells you how your town is doing — from eight different angles at once.

What Approval Is

Settlement Approval is a 0–100 score displayed in the HUD. It's a legibility tool — a quick answer to "is everything roughly okay?" without having to click through every citizen panel. It is updated once per day.

Approval is purely informational. It doesn't affect immigration, doesn't trigger events, doesn't gate anything. A low score is a warning, not a punishment. Think of it as a dashboard, not a win condition.

The Eight Inputs

InputWeightWhat it measures
Happiness35%Mean Happiness need across all citizens, including children
Food variety15%Number of food groups currently stockpiled in barns
Clothing10%Percentage of citizens wearing at least one clothing item
Housing10%Percentage of citizens with a home assigned
Warmth10%Percentage of fuelled homes — only counted in winter, 100% otherwise
Health10%Mean Health need across all citizens
Social access5%Percentage of citizens within 60 units of a tavern, chapel, or market
Natural beauty5%Beauty score from buildings with inherent natural appeal — hearths, chapel, town hall, apiary, orchards, vineyards — normalised by population so the score stays meaningful as your settlement grows

Hover over the Approval score in the HUD to see a breakdown of each input's current contribution.

Score Colours

Score rangeColourWhat it means
70 and aboveGreenYour settlement is in good shape
40–69AmberSome areas need attention
Below 40RedSomething important is being neglected

Using Approval Effectively

Because Happiness carries 40% of the weight, it dominates the score. If approval is low, start there — check what moodlets citizens are carrying and address the worst negatives first.

Food variety at 15% is the second-most influential input and is often the easiest to improve. Two food groups gives a small bonus; three gives a meaningful one; four maximises the variety bonus. Even a small fishing hut or an apple orchard alongside your grain fields can push this input significantly.

Social access at 5% is the easiest to hit near 100% once a tavern or chapel is built. If it's reading low, you may just need another social building in a different part of the settlement to reach outlying citizens.

Natural beauty and Social access each carry 5% of the weight. Natural beauty grows organically as you build landmark structures — you don't need to do anything special to raise it. In a large settlement, the score normalises by population, so it stays meaningful even as you expand.