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You don't actually need the entire chain for the luxury involved, either. Traders will sell you the luxuries straight. Vliss Greybone in particular is a reason to rejoice. She will have 60+ of each luxury and the rampant happiness is frequently enough to just win you the game.
It's also not the same resolve bonus. It all stacks. And a single Service need satisfaction will net you up to +10 resolve, whereas complex food is +3 per food provided. I say again, Services are UNSPEAKABLY powerful.
The service buildings themselves are pretty useful even without the relevant goods though. Not something you immediately want to go for in the first few years, but some of the passive effects are still useful once you can spare a few people to staff them, plus you need one for the final hub upgrade. And these benefits work even if you don't have a lot of workers who would benefit from the service goods in the first place.
You can win with service buildings, but good luck getting up the production chains in the early game to make it worthwhile. If you ever use service buildings it tends to be near the end of the game to finish out a win from resolve.
By the time you have the resources for service buildings, you probably could have being doing something else instead. Everything has an opportunity cost in this game.
however i do strive to get my hearts to lvl 3 which requires are service building and the bonuses from them can quite potent.
it took me a while to figure out that you dont need to fulfill the service to get the bonus from the building.
That aside, there are some really powerfull buff for some buildings. Market is OP as hell 2 villagers for 10 carry capacity.. If I can get it, I'll take it and allow me to move a harpy out of hearth for a human, making the game even more chill.
Also don't ignore the extra resolve you can get from tavern/guild house/monastery (it's basically 2 resolve since it reduces hostility by about a level). They can give you a push if you are stuck on options to generate extra resolve. And since it's global, it dosen't help only the race you pushing up, but helps keep the other 2 races.
But I think that in general, you don't set production chains for services, you buy the service goods from merchants. That is what works best for me.
But for me service buildings are more for the bonuses they actually provide being staffed more then the services themselves usually, like the 100% buff to camp output (which stacks with other modifies) for example, i had a game where i was at +6 meat, with the 100% camp buff service building, i was bringing in 12 meat for every "harvest" of a resource, 24 if double proc happened.
My Top service buildings are the +10 carry capacity, the +1 resolve for every 60 amber earned from trades (trade routes included, so very easy to stack to insane levels) the +1 resolve for every abandoned building salvaged/repaired, the 100% camp buffer, and the -100 hostility if im struggling with hostility cornerstones in a game.
Service goods are usually just a side bonus for me, and usually never focus on them, i tend to just keep some stocked for glade events and eventually maybe supply 1-2 of them.
Normally yes but that does a lot more for you during storms, negating an extra -4 resolve from Looming Darkness and potentially preventing another modifier from activating. I'll take that over a Tavern or even a Guild House or Explorer's Lodge with low stacks any day.
Granted, it could potentially not actually do much on low difficulties with less unavoidable hostility to negate, and on Coral Forest its arguably better to go for straight global resolve buffs to counteract hostility instead.
This is why I always just buy all the luxury item from trader.
My usual production chain only focus on tools, farming, food, building material.
I typically dont care, but the right one might make the maps modifiers far easier, or get you a large chunk of resolve if theres a quest for it.
Usually its just luxury resolve as far as i see it.