MECHANICS
Needs
What each villager need is satisfied by, from the stored resource configuration. How fast needs fall, what gear and buildings do, and how the Boost works are not yet established.
Food
Switched on in 128 of 130 levels; older maps may not record the setting.
Hydration
The conditions of the Drylands are a challenge for outlanders. Being dehydrated for too long will result in death. Satisfying this need activates the Boost, making it easier to satisfy every other need.
Switched on in 4 of 130 levels; older maps may not record the setting.
Heat
Extreme low temperatures in the Winterlands make survival tough. Being cold for too long will result in death. Satisfying this need activates the Boost, making it easier to satisfy every other need.
Switched on in 39 of 130 levels; older maps may not record the setting.
Energy (sleep)
Restored by sleeping. No resource carries units for it.
Fun
Switched on in 119 of 130 levels; older maps may not record the setting.
Cooling
High temperatures in the Tropiclands make daytime work tough. Lack of Cooling will reduce a villager's movement speed. Satisfying this need activates the Boost, making it easier to satisfy every other need.
Switched on in 30 of 130 levels; older maps may not record the setting.
Wellness
Switched on in 115 of 130 levels; older maps may not record the setting.
Community
Switched on in 124 of 130 levels; older maps may not record the setting.
Housing
Housing is a need switch on levels but has no resource; it is met by houses. See the Buildings catalog, Housing tab, for capacities.