Needs & Survival

Every villager carries nine needs. Let the wrong ones reach zero, and you'll be burying people.

How Needs Work

Every need is a value from 0 to 100. Needs decay over time — they tick downward automatically and must be restored by buildings, resources, or activities. When a need falls below 20, your villager becomes desperate: they drop whatever they're doing and prioritise satisfying that need immediately. When a need is above 60, they're comfortable and won't think about it.

Desperate villagers show a small icon floating above their head — visible from anywhere on the map without clicking. Multiple needs in crisis stack left to right. See the Panels guide for the full icon reference.

The five lethal needs matter most. If a lethal need reaches zero, it starts draining the villager's Health. Health at zero means death.

The Nine Needs

NeedLethal?How it decaysHow to satisfy it
Food Yes Steady; same in all seasons Eating from a barn, market, or personal carry
Thirst Yes Fastest-decaying need Drinking water (free from wells), milk, ale, wine, or coffee
Warmth Yes Steady base rate; much faster in winter Being in a fuelled home or heated building; warm clothing reduces decay
Sleep No Steady; same in all seasons Sleeping at home during night hours
Health Yes Very slow naturally; worsens in winter; drained by unmet lethal needs Passive recovery when other needs are met; herbalists and hospitals accelerate it
Happiness No Steady; slightly faster in winter Driven by moodlets — meals, drinks, clothing, a furnished home, good relationships
Social No Slow Visiting a tavern, chapel, or market; proximity to other villagers
Safety No Very slow Guard towers and protective structures
Faith No Slowest of all Visiting a chapel or cemetery
Priority order: Thirst decays fastest, then Food. When several needs are desperate at once, villagers tackle them in order of urgency — Thirst first, then Food, then Warmth. Build wells early; thirst is lethal and can kill faster than hunger.

Lethal Needs in Detail

Food

Citizens eat from the nearest barn or market they can reach. They carry a small personal supply, so they won't stop working to run home every time they get peckish — but when food drops low enough, they will. A stocked barn is more important than a nearby one; a nearby empty barn is useless.

Thirst

Water is free — any citizen will drink from a well without consuming a resource. Ale, milk, wine, and coffee also satisfy thirst and provide additional happiness bonuses. You always need at least one water source; everything else is optional but welcome.

Warmth

Warmth is the need that changes most dramatically by season. In summer it barely decays. In winter, the climate multiplier makes it urgent. Clothing reduces warmth decay; a fuelled home restores it. A villager without warm clothes in winter and no fuel in their home is in genuine danger. See the Fuel & Heating guide for how houses burn fuel.

Health

Health decays slowly on its own — the real threat is when other lethal needs hit zero and start draining it directly. A starving, freezing villager loses Health fast. Herbalists and hospitals help citizens who are already sick recover faster; medicine is produced there and used automatically.

Gated Needs

Three needs don't begin decaying until certain conditions are met. Until then, they sit locked at 100 and require no attention.

NeedActivates when…
SocialPopulation reaches 15
FaithPopulation reaches 25
SafetyFirst death occurs, or a threat appears

You'll see an announcement when a gated need activates. Don't wait to be caught off guard — start building the relevant structures (tavern for Social, chapel for Faith, guard tower for Safety) before the need becomes a crisis.

Tip: Social, Faith, and Safety decay slower than the survival needs. When they first activate, you usually have time to build — but don't ignore the announcement.

Happiness and Moodlets

Happiness is fed by moodlets — named, time-limited bonuses and penalties that stack additively. Eating a good meal, visiting the tavern, wearing town clothes, living in a furnished home: each of these fires a moodlet that contributes to a villager's happiness for hours or days.

Negative moodlets also exist — grief when a friend dies, coldness when the Hearth goes out, stress from unmet needs. The net sum of all active moodlets drives the Happiness need.

Happiness affects work productivity. An unhappy workforce is a slower workforce. Keeping people comfortable is an economic decision as much as a moral one.