Indicate point value for decorations

Does each decoration have a particular, set point value? If so, it would be wonderful to have a number indicating that point value in a corner of the image of each decoration under the Decorations tab. That would make it so much easier to plan which decorations to use to upgrade desirability for each particular house.

And if not, could that be fixed to give each decoration a set value? Again, that would make placing decorations much easier!

I do think that decorations follow a diminshing return scale for desirability (so players don’t just spam statues everywhere). But I agree that something a little more descriptive than “>” “>>” and “>>>” would be nice. After all, two decorations that have the same ">"s don’t necessarially have the same effect on my houses.

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I’ve had the experience that I’ll have just a few decorations around and Voila! I have Manors. Then I have some other locations – none of these anywhere near buildings that detract from desirability – and even what seem to be the highest-value decorations don’t get them past Homestead. It just seems arbitrary and capricious. Having each decoration have a fixed value, and having those values increase as the complexity and size of the decoration, would be a BIG help!

When you hover the decoration on the ground each house shows you exactly the % they go up, falling off the further away the house is.

Are you playing Pacifist Mode or Raider Mode? Soldiers don’t go home, it seems, so they never stock their houses with different foods and luxury items to trigger the upgrade. But it happens in Pacifist Mode to- for whatever reason, the home doesn’t get stocked with one thing it needs to upgrade, even though desirability is through the roof.

Desirability has a range. I think thats why its difficult to implement that when its not the time to set them on the map.
But if helps, only a few decor items have cumulative effect on desirability, and you can get up to 20% variation only in its T1 form and above that in its T2 form. That applies specially for the small plaza and and the small flowerbed. Those are 1x1 grid so you have a fertile soil to create many possibilities to get your residences from T1 to T4 very quickly!
Other items only apply once the range of desirability on the same residence.

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I am aware of that, but my random, nonscientific observations have told me that the % does not go up for the second large statue as much as it did for the first large statue if they’re too close together.

If a house is affected by both large statues they will only gain benefit from one of them.

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Desirability changes for most buildings, depending on the distance:

  • shrine (and small park) offers 13 if next to your house, but 8 if 10 tiles away
  • market from 10 to 6 in a radius of 12
  • theater from 19 to 10 in a radius of 35
  • school 10 in a radius of 12
  • …
  • Brickyard from -15 to -11 in a radius of 5
  • …

A wiki could contain this information … but in-game, kind of hard

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How worth it is the upgraded theater? And upgrading shrines, is that worth as well?

Trying to figure out how to get my town to manors asap.

(And are medium gardens stackable, or just small? Trails? So many questions…)

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The value given are for the updated version. When I plan my city I work only on final values.

But the radius stays the same, only the desirability bonus increases.

Reference is the middle tile of the house (explains the blank around the center)

image

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For me shrines are well worth it. That’s the main way I support my desirability. I eventually upgrade the theatre, but shrines, parks, gardens, bakeries, and the small plazas are the main ways I manage it.

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That doesn’t seem consistent to me, because of the situation I described where I have what seem to be the highest-value decorations not bringing the houses up past Homestead, yet seemingly smaller decorations yield Manors. It’s confusing.

Keep in mind, the desirability of the land when you first built the house, other desirability factors like schools, healer’s huts, theaters, bakeries are at play as well, and the other conditions for upgrading may not be met- like luxury items and different food types. It may not be “just” decorations affecting or not affecting which houses upgrade right away and which ones take longer.
I have one Homestead that is surrounded by Large Houses, but refuses to update. All 4 residents are working in a work camp and when they eventually run home to stock their shelter, the market is out of the 3rd type of food they need to meet the update conditions. They have meat and cheese, but no vegies or fruit, because the market does not stock enough of each food type to supply every house when you have a lot of houses built in its radius. so when they get home, there are not fruit or veggie selections for them to grab. None of them have scurvy- because the wainright keeps taking greens and berries to their temporary shelter, so they get to eat those foods while they are on the job or sheltering from blizzards.

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