Hearth and Hamlet

Mechanics

Exact formulas and progression rules recovered from the full release.

Topics
9
Source records
0

9 entries

Game rule

Battle resolution

Combat compares soldiers and enemy groups using attack, defence, attack speed, travel speed, and difficulty values.

Defined enemy profiles
32
Tracked soldier stats
Attack · Defence · Attack speed · Travel speed
Game rule

Building cost calculation

Building resource costs equal the level's base-cost rank multiplied by its resource ratio, rounded to the nearest whole unit.

Formula
round(base cost at rank × resource ratio)
Defined base-cost ranks
31 (0–30)
Highest base cost
46,800,000
Game rule

Expedition capacity

Caravans and ships have three shipment sizes that determine how many goods an expedition can carry.

Caravan sizes
Small 10,000 · Moderate 30,000 · Large 100,000
Ship sizes
Small 25,000 · Moderate 90,000 · Large 180,000
Expedition food use
0.25 per unit
Game rule

Happiness and production

Settlement happiness contributes to global production. Policies, food, buildings, immigration, battles, and foreign taxes each maintain separate modifiers.

Starting base happiness
1
Tracked modifier groups
Tavern · Church · Conscription · Battle · Alchemist · Tax · Food · Immigration · Luxury · Foreign tax
Sanitation penalties
0+: 0% · 350+: -5% · 450+: -10% · 500+: -15% · 550+: -20% · 600+: -25% · 650+: -30% · 700+: -35% · 750+: -40% · 800+: -45% · 900+: -50% · 1,000+: -55% · 1,100+: -60%
Game rule

Manual harvesting

Holding the harvest input produces resources using click power, resource multipliers, global multipliers, and critical harvest rules.

Starting click power
1
Assumed clicks per second
4
Starting critical chance
0%
Game rule

Population growth

Surplus food and happiness influence population growth, while housing sets the population cap.

Starting population
1
Stored food thresholds
60× food use: 1.0 growth speed · 120×: 1.5 · 180×: 2.0
Growth by population
Game rule

Soldier training and upkeep

Soldiers have fixed starting combat values, a training time, ongoing resource use, and a post-battle survival rate.

Starting attack
2
Starting defence
20
Starting attack speed
1
Game rule

Trade quality

Trade quality adds a cost premium and changes the profit multiplier.

Normal
0% cost · 1.2× profit
Superior
10% cost · 1.6× profit
Premium
20% cost · 2× profit
Game rule

Worker population tiers

The number of assignable workers is calculated in population bands, with each band contributing at its own ratio.

Defined worker tiers
"Tier0": [20, 0.34], "Tier1": [100, 0.12], "Tier2": [250, 0.09], "Tier3": [600, 0.07], "Tier4": [1200, 0.06], "Tier5": [2000, 0.04], "Tier6": [3000, 0.03]
Displayed workers
The floating result is converted to an integer.