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2. If you find some blue metal in an event/cache - build foxes housing. Again, helps with early resolve and stabilizes them during storms.
3. Getting a good bp or perk for any of the building mats (+nodes) means you can boost your villagers' resolve at little cost AND that means you can build some building packs to further boost speed and other stuff. 15% speed boost is decent imo. I'm really enjoying the way the housing upgrades were implemented, though they are labor intensive.
4. If you are in a trade-heavy game and have beavers, their level 2 housing bonus is great to have. I had fully loaded trade routes at level 3 relationship finish in like a minute. Though 12 planks does sting, definitely not something you can afford early on.
5. Crowded Houses and Urban Planning definitely skew your calculus, if you take those. You could theoretically have 3-4 villagers per house getting the regular resolve boost+upgrade bonuses. The perks themselves are weak, though. Definitely not something you would want to build a game around.
I rarely feel the need to build human or lizard housing, though this may just be my playstyle.
I'm hoping there's some upgraded versions of those houses later on so that at the very least they can fit 3, I don't mind the materials cost. If not I can see myself building specific housing only if any other plan to increase resolve fails.
As mentioned above Harpies houses are pretty easy to set up if you can get some kind of cloth production going and helps with their low starting resolve.
The others have less priority even though their upgrades might be nice.
I almost always wait for having a steady production chain going before I start with speciec specific housing unless the upgrades are worth it in an early game state.
Look at it this way:
When you have 40 people at end game, that would be 20 species houses, for a total cost of 120 brick/fabric. This gives you 3 global resolve. Compare that to the tavern or monastry, those cost a fraction of that. Species housing are simply one of the least efficient ways to produce resolve.
There is however one saving grace for them and that is that its very scalable. While it is super expensive over the whole game, just a single house can do wonders in early game. And then a little later its just one more house to keep em happy, and then another one etc. That way you get sucked into building more of them. Only if you have the building materials though. You surely dont need to go out of your way to build them.
Of course that math kinda goes out of the window if you upgrade the house for more capacity or have cornerstones that increase housing cap for all types but at least early on its pretty reliable.
And it only works if you have at least 2 of the species in your population (not already housed in an existing specialized house).
I'll start with basic housing though, and use the basic housing as a buffer.
It's as much for the resolve as it is for the stability it offers as hostility rises.
The service buildings also require service goods, which require another building+more raw goods+worker time, whereas species housing is built and done.
Yeah those numbers are basically how I see species housing. Massive materials and labor costs for only +3 resolve. At least its permanent though I still prefer to focus on services and complex food. I'm also a long way to go from upgraded housing citadel upgrade so I'm not sure how that will change my opinion once I do get there.
One exception I do agree on is harpy housing and beaver housing. The +3 resolve lines up perfectly with their decadence so it might be worthwhile to do if I need the reputation push. That's after I've already exhausted other means of gaining resolve.
Thanks everyone for your inputs.
There are situations where every source of resolve counts, such as this one where orders are disabled. If resources are abundant I say go for it, it can give you an early boost in resolve and start snowballing from there. And yes, harpies houses are quite cheap to build and some of the most cost efficient ones + it helps a lot with their initial low resolve. Beaver houses were also the 1 thing that allowed me to finally make them happy and go in the blue.
For a fixed building mat. cost you get a lot of resolve easily especially at early game as other sources are more costly, complex food require proper BP, extra hearth require glade, building mat, significant fuel, and a lot of manpower, coat/service are all very tech advanced choices. Rain engines can be water intensive and may not fit your correct racial bonus and extra blight burden(+fuel needed).
Besides, you might not believe it, wood pretty rare in early stage and being able to use fabric/brick to offset wood pressure is neat.
Oh right I should remember that next time I run that modifier. It can really drag out the game if you can't unlock those early blueprint rewards as usual otherwise.