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Charcoal one is nice as well, though I'm not sure why you are allowed to sacrifice it in this perk. Again I semi expect them making it so you will not be able to sacrifice anything taking that perk as well. And again it would sadden me.
Right now it's in a very fun place, especially due to kinda stingy rng in this game.
It's a lot more balanced in lower difficulty games as it's kinda hard to build up blight like in veteran mode.
Baptism of Fire is 100% my #1 pick over any other cornerstone at this time.
I did some observation with only getting 1 stack of it on prestige 2. This is not exactly rocket math because other modifiers can completely skewer this, but..
With 75 villagers, 2 Rain collectors, 2 Bakeries, 2 Suppliers (pumping flour)
I had all facilities pump nonstop. (on top of all the other facilities for bricks/tools/cloth etc)
I was generating 14-15 blights a year at the end. That was enough to slightly lower hostility. However opening glades would still trump it.
If you get 2 stacks of Baptism of Fire - you will end the game with hostility lvl 0.
Other note - pair this with Burn to a crisp and your blights will now generate enough fuel to continuously burn. With 2 stacks that will be enough to even sacrifice during the storm.
EDIT - nevermind, you cannot sacrifice fuel with the Burn to a crisp perk. I guess just sell it
I generally take all hostility based cornerstones so I'm still taking baptism of fire.
There is zero reason to nerf either of those corner stones. Let me explain something that some people don't seem to realize about this type of game. YOU need diverse cornerstones. This means you want some that are really good, some that are in the middle, and some that aren't very desirable.
RNG is an important part of the game. You're not always going to get the good corner stones and going to have to make due with weaker ones. Sometimes you'll high roll on blue prints and cornerstones, other time you'll get garbage.
If they nerf the good cornerstones it's just going to make for an underwhelming and stale experience where every game feels exactly the same as your last game, with minor variations.
Guess what the best balance solution is to really powerful cornerstones? MORE bad cornerstones and more middle cornerstones, this would make the powerful ones more rare and feel better when you do get a chance to see them.
Making all the good corner stones weaker would just ruin the experience of the game where all the corner stones you get feel like minor bonuses at best.
There are some very good combos you can bring out with the cornerstones. Another example is Trading hub and Protected Trade. These two have a very wonderful synergy. Add to it urban planning(also synergy) and you can have 10 houses shelter 50 + folks:)
There is also another one that adds for every 40 gold worth sold +1 global resolve.
I think during one of my learning games i had all 4:)
Still I want it to be at least -15 per 3 cysts dammit. On P19 it's not worth it most of the time, if you are not 100% sure you can cater the needs of your people during this twice long storms - not being able to sacrifice is brutal enough. It's just not a joker card anymore, but a king.
On the other hand, if you got it early you could probably still min-max a lot out of it with extra rain collectors. Even with the patch also lowering the corruption footprint of the rain collector they still corrupt fairly quickly with only two workers needed.
Sort of.
You are right that one way of balancing cornerstones would to make them old mild and boring. Sure a "+3% to wood cutter speed" might be about as good as "+5% chance of double resources when farming" but these are so bland and so mild as to be inconsequential. That is a terrible (though easy) way of balancing the game and it would ruin replayability.
But your suggestion, that replayability comes from having great cornerstones and terrible cornerstones, is just as bad. Sure, that does bring diversity, but it's a terrible form of diversity. It means that how well you do is outside your control and determined by the roll of a dice as to what cornerstones you're offered.
Diversity is fun when it means the game plays very differently run to run, but there's an equal opportunity to succeed in each case. The diversity comes from having very different optimal strategies in different circumstances with different cornerstones. A different game mechanics that sort-of achieve this are biomes: there isn't a huge difficulty difference between them, but the change in available resources certainly affects development. Think about how terrible it would be if they went down the "balance by having some great and some terrible" route and some biomes gave you 10x the wood of others!
In other words, I want all cornerstones to be strong but require (very) different play styles to exploit maximally. In the words of Soren Johnson "Everything should feel equally overpowered; that's how you know it's balanced." Throw in some harder challenges at the end of runs if you want to keep the overall difficulty high.
Generally, the bulk of cornerstones does this pretty well, although there are some that are utterly lack lustre because they provide a bonus to a part of the game that is best ignored for other balance reason (I'm looking at +1 resolve to race for X luxuries produced for example). But something like Baptism of Fire and Protected Trade are fairly balanced IMO. Which one will give the biggest benefit depends on the situation, and there are circumstances where either is better than the other.