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Stardew Valley - Villagers


The people of Pelican Town each keep a daily routine, a birthday and their own tastes in gifts. Talking and giving presents raises friendship, shown as hearts, and higher hearts open scenes that tell their stories. Twelve of them can be married.

Overview


The valley is populated rather than decorated. Every resident keeps a daily route, speaks a different line depending on the weather and the season, and carries a row of hearts in the social tab of the player menu. That row is the only relationship mechanic in the game, and it governs which greeting a person offers, which private scene plays out, which cooking recipe lands in the post box and whether a closed bedroom door opens. Each heart is two hundred and fifty points, and ten hearts is as high as anybody climbs while the farmhouse still has one occupant.

Points arrive from two habits and little else. A daily hello is worth twenty, or ten if the person is busy exercising or fiddling with a camera, and it has to be said in person, because a phone call does not register. A present is worth eighty when it is loved, forty-five when it is liked and twenty when it means nothing either way, and it takes twenty or forty points back off when the item is disliked or hated. Quality lifts a liked or loved gift by up to half again, so one gold-starred item beats two plain ones.

The meter also leaks, which is why this branch needs a routine rather than a burst of effort. Two points drain away each day from anyone who went ungreeted, and the drain stops only once a row is full. That is nothing beside a loved gift, and it is exactly why it catches farms out: a season spent underground quietly undoes a season spent in town.

Groups


Three groups sit inside the branch, separated by what the farmer is allowed to do rather than by where people live. Twelve residents can be courted. Twenty-two more take presents and climb to ten hearts as friends and nothing else, and that middle group holds almost every shopkeeper, parent and child in the valley. The last group registers no friendship at all: the pair who run the Adventurer's Guild, the museum curator, the Joja manager, the island's riddle-setter, the governor who judges the potluck, and a handful of characters met once each.

Gift tastes form their own grouping, and it is the one worth learning first. A handful of items are adored by practically everybody: a Prismatic Shard, a pearl, a rabbit's foot, a Golden Pumpkin and Magic Rock Candy. Whole categories are liked across the board: artisan goods, cooked dishes, flowers, gems, orchard fruit and ordinary vegetables. A kitchen and a few kegs therefore cover most of the town with no research at all.

The exceptions are where a careless present costs friendship. Haley refuses every fish and turns her nose up even at a Prismatic Shard. Sebastian, Jas and Vincent hate nearly all artisan goods, so the jar of pickles that delights the doctor insults those three, and Krobus, Leo and Willy hate almost everything out of a frying pan.

Order


The opening story errand introduces the farmer to twenty-eight people at once and pays a hundred points with each, which is the largest single friendship event of a whole save and the reason to close that errand in the first week.

The rest arrive on their own schedule. Kent is away with the army for the whole first year and walks back into town on the first morning of the second Spring, with his family talking about him in the meantime. Sandy waits on the bus, so the Vault's gold or the Joja equivalent gates her entirely, and Krobus waits on the museum's Rusty Key. The Dwarf sits behind a boulder that only steel or a bomb will break, and his speech stays unreadable until the mines' four scrolls have been donated and the translation guide comes back. Leo is the longest road: he stays silent until ten golden walnuts have been handed to the island's parrots, and moves to the mainland only once six hearts have been earned out there.

Heart levels then unlock things in a regular pattern. Two hearts opens most front bedrooms permanently, and the door stays unlocked even if the meter later slips. Three hearts and seven hearts each bring a cooking recipe in the post from most of the giftable residents, and Willy sends four, at three, five, seven and nine. Scenes are scattered across the range, and from any level above zero a villager may simply post a parcel to the farm.

Best


Rank the town by what friendship pays out rather than by who is pleasant, and Caroline is first by a distance. Her two-heart scene in the sunroom behind her kitchen ends with a letter teaching the Tea Sapling, a plant that survives the frost and yields for a week of every growing season. Two hearts is a fortnight of greetings and a Summer Spangle.

Willy is second, because four recipes from one person is twice what anybody else gives. Linus is third and the cheapest of the lot: he likes almost everything foraged, so the wild food already in the bag moves his meter, and his scenes teach Wild Bait, which can land two fish on one cast.

Marnie, Jodi, Evelyn and Gus are the honest middle: two dishes each, and each loves something a farm either grows or cooks. Clint earns a place for another reason, since every gem out of the mines pleases him, so a mining farm befriends the blacksmith by accident.

Locations


Schedules are the branch's hidden depth, and they are built from more variables than most farms realise: the day of the week first, then the season, then the weather, then the state of the valley's own projects. Rain keeps most of the town indoors on a wholly separate route. A repaired bus rewrites the day of everybody who uses it, and a restored Community Center sends several of them to read in the building they helped save.

A few routes are worth learning by heart, because they put somebody in a fixed place at a fixed hour. Penny tutors the two children at the museum on Tuesdays, Wednesdays and Fridays, walks them home in the late afternoon, and takes them to the playground on Saturdays. Pam spends her afternoon at the Bus Stop once the bus runs and her evening in the saloon either way. The saloon between late afternoon and midnight is the densest spot on the map, which makes one evening walk the most efficient round of greetings available.

Festival days override all of it. The whole town stands in one place for hours, a greeting there is worth exactly what a greeting is worth on any other day, and that makes a festival morning the cheapest friendship of the season.

Uses


The payouts come in three kinds. Recipes are the steadiest, and between them they cover dishes that no television programme teaches. Parcels in the post are the laziest income in the game, since they cost nothing and arrive more often as meters fill.

Scenes are the reason to push past the middle hearts. They hold the writing, and a few hand over something concrete at the end, such as the sunroom's tea or the fisherman's bait.

Festivals pay in bulk. A dance partner at the Flower Dance needs four hearts and pays a whole heart back, and the Feast of the Winter Star multiplies the one secret present fivefold. The potluck soup swings every meter in town at once, up sharply for the right ingredient and down sharply for the wrong one, which makes the choice of what to tip in the most consequential gift of the year.

The largest single payout is not a gift at all. Closing every scroll on the Community Center's Bulletin Board warms every non-courtable resident the farmer has actually met by two full hearts in one night, which is a quiet argument for meeting the hermit, the shadow and the dwarf before that room is finished.

Strategy


Give on birthdays and almost nowhere else. A present handed over on the right day counts eight times over, so one loved item becomes most of three hearts, and a birthday gift is allowed on top of the two a week already permitted. Winter and Summer carry nine birthdays each, and a note of the next one is worth more than a chest full of presents.

Use the weekly allowance properly. One present a day and two a week is the limit, the week turns over on Sunday, and using both earns a small bonus the following Sunday morning. Two loved gifts a week plus a daily hello fills an ordinary meter in roughly two months.

Learn tastes from the town rather than by trial. Clicking a row in the social tab opens a gift log that remembers everything already handed over, and it fills in from two other directions as well: a secret note found in the valley, and a remark made by that person's family or friend. The pairs who gossip about each other are fixed, so a farmer who talks to the parents usually learns what the children want.

Notes


Two habits cost friendship without the farmer noticing. Rummaging through a bin while somebody stands within a few tiles takes twenty-five points off that person, and only Linus approves, gaining five instead. A slingshot shot that catches a resident costs thirty points.

Stardrop tea is the one present that ignores taste entirely. It is worth two hundred and fifty points to anybody, which is a full heart, and on a birthday or as the Winter Star gift it is worth three.

A book called Friendship 101 permanently raises every friendship gain by a tenth and leaves losses alone, which makes reading it early worth more than it looks.

All Villagers


Every entry in this group, with its key details.

Name Image Birthday Lives In
Abigail Abigail 13 Fall Pelican Town
Alex Alex Summer 13 Pelican Town
Birdie Birdie - Ginger Island
Bouncer Bouncer - The Desert
Caroline Caroline Winter 7 Pelican Town
Children - - -
Clara Mullner - - -
Clint Clint Winter 26 Pelican Town
Demetrius Demetrius Summer 19 The Mountain
Dwarf Dwarf Summer 22 The Mines
Elliott Elliott Fall 5 The Beach
Emily Emily Spring 27 Pelican Town
Evelyn Evelyn Winter 20 Pelican Town
Fizz Fizz - Ginger Island
George George Fall 24 Pelican Town
Gil Gil - The Mountain
Governor Governor - -
Grandpa Grandpa - -
Gunther Gunther - Pelican Town
Gus Gus Summer 8 Pelican Town
Haley Haley Spring 14 Pelican Town
Harvey Harvey Winter 14 Pelican Town
Henchman Henchman - Witch's Swamp
Jas Jas Summer 4 Cindersap Forest
Jodi Jodi Fall 11 Pelican Town
Junimos Junimos - Community Center
Kent Kent Spring 4 Pelican Town
Krobus Krobus Winter 1 The Sewers
Leah Leah Winter 23 Cindersap Forest
Leo Leo Summer 26 Ginger Island
Lewis Lewis Spring 7 Pelican Town
Linus Linus Winter 3 The Mountain
Marlon Marlon - The Mountain
Marnie Marnie Fall 18 Cindersap Forest
Maru Maru Summer 10 The Mountain
Morris Morris - Pelican Town
Mr. Qi Mr. Qi - The Calico Desert
Old Mariner Old Mariner - The Beach
Pam Pam Spring 18 Pelican Town
Penny Penny Fall 2 Pelican Town
Pierre Pierre Spring 26 Pelican Town
Professor Snail Professor Snail - Ginger Island
Robin Robin Fall 21 The Mountain
Sam Sam Summer 17 Pelican Town
Sandy Sandy Fall 15 The Desert
Sebastian Sebastian Winter 10 The Mountain
Shane Shane Spring 20 Cindersap Forest
The Merpeople - - -
Vincent Vincent Spring 10 Pelican Town
Willy Willy Summer 24 The Beach
Wizard Wizard Winter 17 Cindersap Forest
Yoba - - -

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