Cell Attractiveness and Mood.
Happiness is important in Becastled. The happier overall you can make your castle, the faster new Residents will arrive and be made available. This is represented by a Mood score. Mood is gained by three main sources; Building Happiness, Markets, and Cell Attractiveness. Mood lost is based on Population and Taxes. Every Resident takes away 1 point of Mood and makes that score go down, while Taxes provide a much stronger penalty depending on what level of taxation is enabled at the Treasury.
Building Happiness comes from buildings such as the Tavern and Markets, which need Residents working here to provide a boost.
Cell Attractiveness is a stat belonging to each individual cell owned by the player, cells that have not been bought by the player do not count towards overall happiness. Each cell has three levels of attractiveness that are unlocked with point amounts; Level 1 is the base level for each cell and as such offers no bonus to happiness, Level 2 which is unlocked at 100 points and provides a little bonus to happiness, and Level 3 which is unlocked at a further 200 points and provides a larger bonus to happiness. There is no need to invest in further cell attractiveness once Level 3 has been obtained in a cell, anything more is purely for the player’s enjoyment.
Buildings that affect the Cell Attractiveness stat are found in the General tab such as the; Tavern, Houses that have been upgraded, Markets, Churches, and Wells. Smaller constructs that affect Cell Attractiveness are found in the Decorations tab, like the Bushes and Fountains.
Housing and population.
Houses raise the population cap, with upgrades raising this cap further. Each House when built raises this cap by 2, with upgrades providing another capacity raise by 1 per upgrade. Every house costs 150 Wood to build, doesn’t take up much space, and may be upgraded twice for boosts to Cell Attractiveness and population capacity.
Basic Houses when built are set at Level 1, and do not offer any bonus to Cell Attractiveness. Upgrading to Level 2 costs 15 Stone, raises the population cap by 1, and contribute 25 points to Cell Attractiveness. Upgrading to Level 3 costs 20 stone, raises the population cap by 1, and contributes another 25 points to Cell Attractiveness.
A single fully upgraded house will cost 150 Wood, 35 Stone, provide a total increase of 4 population capacity, and contribute 50 points towards the Attractiveness towards a Cell. Two fully upgraded houses (100 points together) are enough to raise the Cell Attractiveness to Level 2. To achieve Level 3, one would need an additional 4 houses fully upgraded (200 points together), for a total of 6 fully upgraded houses (300 points all together).
Total Wood cost: 150 x 6 = 900 Wood
Total Stone cost: (15 + 20 = 35) x 6 = 360 Stone
If you require more population and wish to raise Cell Attractiveness at the same time, this is certainly one way to go about it. Just remember that while one house may not take up much space, six houses will definitely fill up a solid chunk of land, and that these resources could have gone towards building additional towers and walls to keep your castle safe. Upgrade at your discretion.
Taverns
Taverns are slightly large buildings that take up a bit of space, cost 250 Wood to build, 25 Stone to upgrade, and require at least 1 Resident assigned to them in order to function. Taverns contribute 40 points to a
Each Resident working at a Tavern contributes to 5 points to Building Happiness, but do not provide bonus points to Cell Attractiveness. Un-upgraded Taverns can be worked by 2 Residents at a time for a total 10 points of Building Happiness, while upgraded Taverns can be granted workspace for a 3rd Resident where they can provide another 5 points of Building Happiness, making it 15 points in total for a full Tavern.
Churches.
Churches are primarily used to resurrect combat units that have died, and not much else. Every Resident assigned to the Church will resurrect units one at a time, so if you need to resurrect a lot of units it’s worth investing 40 Stone and assigning 3 Residents to the Church to speed the process along. They do not resurrect civilian units, as Residents will respawn on their own anyway.
Each Church costs 400 Wood and 20 Stone (an additional 40 for an upgrade), and surprisingly do provide 100 points to Cell Attractiveness levels, basically leveling up a cell to Level 2 all on their own! It’s an expensive way to level up a cell in terms of wood, but the savings on Stone are great for the early/mid-game. It isn’t the primary use of the Church, but it is a good way to maximize it’s utility. Best build these on semi-fresh cells to get the most out of it.
Markets and ‘luxuries’.
Markets are stalls that exist to increase happiness and provide additional income. These stalls only take one Resident to function, cost 100 Wood, provide 20 points to Cell Attractiveness levels, and provide a passive bonus to happiness of 10% for every stall that has it’s bubble overlap with another stall.
Low cost and provides a stackable bonus when near one another, AND adds on to Cell Attractiveness levels makes these things easy to spam in one area, which on it’s own is good enough to bump happiness up a bit. But to get the most out of them, you need enough Residents to man the stalls and luxury resources in order for the stalls to actually provide their happiness and income bonuses. Luxury resources are obtained from cells that provide food, all require a functioning food-production building; a Farm, Hunter’s Hut, Field, or Fisherman’s Hut.
Food-production buildings each only provide a single item of it’s respective luxury resource, of which is available so long as it’s production building is functional. There can be as many duplicate luxuries as one can get, whether it’s from having more than one Sheep Farm or Wheat Field or what have you.
The luxury resources are; Flour (Fields), Caviar (Fisherman’s Hut), Milk (Farm with Cows), Deer Leather (Hunter’s Hut with Deer), Boar Leather (Hunter’s Hut with Boar), and Wool (Farm with Sheep). So far it seems all these luxuries offer the same amount of income and happiness, so there’s no need to worry about choosing between resources other than what’s more convenient to get and protect.
Wells. …Just, just wells.
Wells at the time of this writing, do not have any real function outside of decoration and adding onto Cell Attractiveness. Each Well costs 10 Wood and 5 Stone, and as such require some not-exactly-cheap investment just for the logistical set-up. With that said, once you do have an income of Stone, they are remarkably cheap to build and come in a small size, and every Well provides 40 points towards Cell Attractiveness levels.
Decorative tab.
Decorative objects here are solely to doll-up a cell and increase it’s attractiveness on the cheap. Most of these take up only a tiny amount of space, so placing them near buildings is a pretty easy affair, especially when space is a bit tight. These objects are separated into basically two categories: Stone-based and Wood-based, purely because of their resource cost.
Stone-based objects all cost just 10 Stone to build, not exactly as cheap as the Wood-based objects, nor as quick to build, and take up almost as much space as a regular House, but they
provide more Cell Attractiveness points per unit.
- Fountains sparkle and bubble in a stone ring, and when placed provide 50 points towards Cell Attractiveness. Just as much as a fully upgraded house, but FAR cheaper in terms of of resources.
- Statues act in a similar way to Fountains, roughly similar size and cost while still providing 50 points just like the Fountains.
Wood-based objects all cost just 20 wood, making them very quick and cheap to build. Good for capping off that last little bit of progress to the Cell Attractiveness bar, but all too tempting to just spam them around like crazy. Not entirely a bad thing mind you, sometimes you just want to doll-up a cell that won’t really be seeing much use in the late game.
- (Decorative) Trees take up a tiny amount of space, can be spammed cheap, and each provide 25 points towards Cell Attractiveness levels.
- Scarecrows take up the same space as a decorative tree, and provide 20 points to Cell Attractiveness levels. Pretty much just a worse tree, but does go nicely with the field tiles.
- Arches come in two flavors: hedge and grapevine. Both function identically and their differences are purely cosmetic. Both provide 20 points to Cell Attractiveness levels.
- Bushes come in four flavors: regular bush (20 points), trimmed hedge bush (20 points), long hedge fence (30 points), and curved fence (20 points). These objects do not really block unit movement and function similarly to one another, with slight exception to the hedge fence that has a dissonant buildbox in which it’s possible to clip the ending points into other things like buildings or other hedges for a more ‘connected’ look, as well as contributing 30 points to Cell Attractiveness levels instead of 20.