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Guess i dont need to be afraid of the non-red ones, those seem to require luxury items then?
In general though, this game can be reliably beaten without gambling like that.
A large number of dangerous glade events can be solved without any resources - they're the best. For the others, between the caravan and the embarkation bonus you can have some combination tool/oil/coal/resin/plank/fabric/brick. The last 3 you can boost their amount with a primitive workshop. Between those that you'll have you'll be able to cover most events. For those that you can't, rush a trader and sell parts to buy the resource you need. If it's the wrong trader, rush another one or just take the event hit. They're bad, but not so bad as to be game ending; and it's super unlikely that you'll end up here anyway. In all cases the resolve/hostility hit while working can be handled by having houses and a hub encampment.
After that, it's even easier. I find that on average 1 dangerous glade a year keeps me going with resources, event rewards, ruined buildings, space to build new hubs, etc... Safe glades aren't worth the hostility cost unless you need it for an order or have a very unique set of perks. Forbidden glades aren't much harder to solve than dangerous ones but have even sweeter rewards - especially on coral forest. They also gives LOTS of points for the faction competition.
In short, 1 dangerous glade per drizzle, from the very start of the game is typical but not a hard rule for me. If that feels risky or awkward, try playing a few games with the modifier that hides the glade type, or makes them all dangerous. That's what helped me overcome my fear and I play much better for it now.
Yeah I had the same thought process and am now moving towards a fast open.
I do have slight issue with SOME of the event working debuffs early on however. Losing anyone hurts, and all seem to make harpys leave at a higher rate. There should be an option to roast leaving harpys for lizard food. Anyway.
I started with my goal to unlock all mini glades asap, but have found those largely worthless. It can provide insight as to what kind of map you have, if i see a lot of herbs or trapper nodes ill know what to choose for food.
I feel avoiding opening the events are not worth the pain it is to manage woodcutters. Ill buy a $20 DLC that extends woodcutter range to cover the map and i can just use tree marker to guide them...
good insight all. TY
i also delay picking my blue prints until i see what's inside the glade because there might be an abandoned building inside
I only ever pop the safe ones if I have to complete an Order quickly. Most of the game is managing your Hostility while waiting for RNG to give you something useful. Lot of different outcomes, and gameplay to it, but if your Hostility ramps up too fast, you'll start losing people and then your economy is shot.
I generally clear cut and set them up first (try to expand the cleared area around my first Hearth as much as possible), so sometimes I don't pop that first one until the 2nd year's Drizzle, and then pop a 2nd one asap once that one is dealt with or under control for the most part. Trying to get 2 Dangerous Glades per year is comfortable, to me at least, unless RNG bends me over with building choices.
(edit) Just finished a game where my first glade had the "kill 5 random villagers" as my first and I didn't have the resources to solve it. I had pulled Provisioner as one of my starting buildings and you can do it with 9 provisions so I tried to race it but was about 10 seconds short and ended up losing half my population. That was a slow starter for sure, but still quite winnable.
Worst case it's a kill x population one that you wont have the resources for. build trader asap and rush it's visiting. Sell whatever you have to to get tools or something to beat it. Rush the trader again if the first one was useless. I've only had the -5 population hit once at the start doing this, and I still pulled a win out of it.
Small glades are a trap and I avoid them unless they're in the way of my original hub. I haven't bothered with building additional hubs, can fit everyone and everything at the first, and warehouses are enough to farm all the plots at distant fields so meh.
Other hearths and hubs are pretty powerful. It reduces how far people have to walk to rest every 2 minutes. And the hearth upgrades stack. So for the 8 wood it takes to build some decorations, you can just plop houses down elsewhere to upgrade a default hub to an encampment for a free +2 resolve and +150 corruption resistance for the rest of the game. That's just about the best investment the game offers.