---
key: mechanic/settlement-management--t104
type: mechanic
id: settlement-management--t104
lang: en
title: 'Resident needs, satisfaction and conflict'
summary: >-
  Resident needs compete for services and space, while unmet needs change
  behavior and attitudes toward management.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/settlement-management--t104/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/settlement-management--t104.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/settlement-management--t104.md
aliases:
  - Residents’ needs and conflicts
tags:
  - Organization and settlement management
  - Mechanics and variants
sourceIds:
  - source-96be186d8ada50a0
  - source-44ecc8cf061bae04
sources:
  - id: source-96be186d8ada50a0
    title: 'Factorio: Content'
    url: 'https://www.factorio.com/game/content'
    verifiedAt: null
  - id: source-44ecc8cf061bae04
    title: Frostpunk
    url: 'https://store.steampowered.com/app/323190/'
    verifiedAt: null
relations: []
placements:
  - catalogId: settlement-management
    id: t104
    title: Organization and settlement management
    url: 'https://gamemechanics.pro/en/mechanics/settlement-management/#t104'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Residents’ needs and conflicts
    description: >-
      Resident needs compete for services and space, while unmet needs change
      behavior and attitudes toward management.
    image:
      src: images/mechanics/strategy-frostpunk-04.webp
      width: 1440
      height: 810
      game: Frostpunk
      sourceUrl: 'https://store.steampowered.com/app/323190/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/323190/ss_03fc3089daf0785e3bf34b32c385e80defefaeb4.1920x1080.jpg?t=1792058205
      credit: 11 bit studios / 11 bit studios
      rights: © 11 bit studios / 11 bit studios. All rights reserved.
      caption: Hungry residents demand a response from their leader
      alt: Hungry residents demand a response from their leader
      markers:
        - x: 30
          'y': 29
          label: The protest reports a food shortage
        - x: 35
          'y': 66
          label: Response options define a promise to residents
    tips:
      - Show the cause of discontent and measurable conditions of a promise.
    examples:
      - title: Frostpunk
        url: 'https://store.steampowered.com/app/323190/'
endsAt: null
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/settlement-management
---
# Resident needs, satisfaction and conflict

id: settlement-management--t104
type: mechanic
key: mechanic/settlement-management--t104
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/settlement-management--t104/

Resident needs compete for services and space, while unmet needs change behavior and attitudes toward management.

## At a glance

![Hungry residents demand a response from their leader](https://gamemechanics.pro/images/mechanics/strategy-frostpunk-04.webp)

[Frostpunk](https://store.steampowered.com/app/323190/) · © 11 bit studios / 11 bit studios. All rights reserved.

1. The protest reports a food shortage
2. Response options define a promise to residents

- Show the cause of discontent and measurable conditions of a promise.

- [Frostpunk](https://store.steampowered.com/app/323190/)

## How it works

Resident needs compete for services and space, while unmet needs change behavior and attitudes toward management.

## Variants

### Mechanic variants

<a id="t104-variants"></a>

- Need thresholds trigger a service search. <a id="t104-v1"></a>
- Groups value different sets of conditions. <a id="t104-v2"></a>
- Conflicts connect one group's gain to another's loss. <a id="t104-v3"></a>
- Feedback names specific dissatisfaction causes. <a id="t104-v4"></a>

## Design example

A night workshop improves employment while nearby residents ask for less noise.

Prototype check: Test whether satisfaction scores lead back to a specific unmet need and an actionable response.

## Context and limits

Organization management allocates space, time, staff and services among competing needs. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.

## Connected materials


## Sources and provenance

Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.

- [Factorio: Content](https://www.factorio.com/game/content) (id: source-96be186d8ada50a0)
- [Frostpunk](https://store.steampowered.com/app/323190/) (id: source-44ecc8cf061bae04)

CC-BY-4.0 · gamemechanics.pro contributors
