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I think "Improvised Tools" are really good if you get them from the start, just free tools for very manageable downside. You can open all glades now (most of them need easy resources for others use free tools). 3-4.
It sure is not that great lategame when you have economy to produce or buy tools, but that means you already won.
Some of my most satisfying wins have been based on this cornerstone.
I first selected it in frustration when I wasn't getting what I needed in a run to have much useful trade going. If trade is a dud, I might as well get something for giving it up.
It turns out that being forced to completely ignore trade helps focus all the other aspects of a run. Oh - the +50% extra production just floods your warehouses.
It teaches that, with careful play, trading is unnecessary to get to a huge win. Makes it easy to ignore many subsequent blueprint and cornerstone choices that depend on trade to work.
I wish it would pop up when the Bandit Camp biome modifier is on, the one that blocks trade anyway. However, I've never seen it then. The devs appear to have been clever enough to remove the cornerstone from rotation for that biome modifier.
Meat specialisation is insane. I've had it build up to give +8 on multiple games when I got it early and had a single trappers camp running through out. That thing can flood you with meat so easily that food production becomes a joke.
Survivor bonding has the advantage of always being useful. It isn't situational, you don't have to adapt to make the most of it. It always works, and it's always good, no matter what blueprints / races / other cornerstones you have. That makes it far more reliable as an early pick than many of the others.
Baptism of fire has been nerfed quite a bit: 15 every 3 is a lot less than 10 every 2. Not being able to sacrifice can be a pain, it's one less thing you can juggle to keep harpies above water during a storm. And, if you have some of the nastier storm effects that trigger at hostility 2 or 3, it can be a killer. Sure, it's great in the long run once it's brought hostility under control for you, but the penalty hurts the most when you're vulnerable.
Even if it does not reduce hostily getting free fuel on high prestige levels (currently on 17) is very good. Especially since it is self sufficient. Once you have it you will have allways enough to remove the blight rot and you will make about 11 coal profit. (3 is requied to make a purge weapon for the blight fighter destroying 3 blightrots gets you 20 coal).
Since coal also can be used to mitigate hostility, if you are lucky and have it multiple times you can make it into a self sufficient coal mine. Meaning you will have fuel for nearly every crafting recipe as well.
Also free barrels are always good since pickeled food usuary requires containers.
I would say once you hit prestige 15 or 16, where the game really starts to hurt, you will reeavalute.
Yeah am currently on p17. I have about a 50% chance usually.
In this game i had all the dices stacked against me. No flour producing building came up ever. First 3 (!) traders did not have tools. The maps positive bonus also did not do much since i get a 0.5 reputation if i finish in drizzle a dangerous glade event. (Impossible without the booster, and i already had 2 times 10% to finish boost, but still not enough)
I eventually just lost to impatience before year 9. And i only lost 2 guys due to resolve loss. (Lizard, Human, Harpy)
In hindsight i probably should have made a second ranch earlier to stabilize my food supply earlier, and to allow my guys to create fabric. (I was seriously starved for fabric since i needed fiber to produce food when i did not find any farm tiles)
Since i also had to boost quite often during storm to keep my resolve good the hearth, for me the Burn to Crisp gave a fighting chance.
Ranch is a big mistake on the highest prestige levels. You're wasting your most precious resource blue prints on a building you don't even need. Instead you should just embark with the trappers camp. It's a way stronger play and will give you greater consistency.
Ranch is only good if you want to play really year long games or high population games. It's one of the most over rated buildings but players like it because on lower difficulties you get more blue print options. Ranch is simply a mistake on higher levels of play that will lead you to many loses.
Its certainly situational but the multiplier effect of turning fiber into leather for fabric comes in handy surprisingly often in my experience. And a stable source of meat for jerky and skewers whenever you're not drowning in meat and insect nodes isn't anything to scoff at either. I probably wouldn't pick it for my first 3 blueprint options compared to a farm or gathering camp option, but I'm gladly taking any opportunity to snag one later. I only wish they were movable like farms when I can find one to rebuild.
I agree to disagree. On P17 you only get 2 starting blueprints. You also need 10 gold to reroll your first blueprint. If you get a forum and a RANCH...well it is quite easy to decide.
Trapper is only good if you have anything to trap out for. On certain maps it is basicly a waste to take it as there is not much meat or insects on it. (Eggs can be done by scavanger so why waste parts? -> Correction no more scavanger camp:) However the small camps and normal camps seem a bit strange. Also this means there is no food type where the beavers will have a boost)
Also if you have a clay pit and a Ranch you are basicly set food wise. While fiber will not be an issue, this way my plan, but i was starved for one thing or another most of the time.
In my last game i had not taken ranch and this time it proved a terrible mistake, as with the first glade having the event where living matter's spawn, and no farm fields, i was utterly devastated food wise. Interestingly even so i nearly got it. But the third time i was not able to come back from the impatiance. (Also the second glade also did not have a farm tons of small glades nearby. I did not check any for farms but did not seem like it)
And by the way it is the VERY same map i failed prior i am doing again. It is a you get much more timed quests map. And i did not go for the timed quests and still failed:)
Beavers never had a boost on any food gathering. Scavenger camp had no boosts unlike the specialized food camps, it just happened to be the only camp type that could harvest roots, which the game kinda associates with beavers through some order objectives and rewards.
I guess you could say beavers were best suited for gathering roots because it was the only food resource where none of the other races were better at it, but that's not much of a "boost" in my view.
On the contrary, with the Forager camp now harvesting roots rather than insects like the trapper camp, you can now get a double yield chance from harvesting roots (from human workers).
And of course that also means the Trapper camp is much more universally useful, where previously on Coral Forest it kinda sucked since you could use a Forager camp for insects too.
While most cases not worth it. The exception is marsh where the trees are all fungi. With trees alone you can get mushrooms in the thousands from this cornerstone if taken early. Also there is a merchant sold cornerstone that gives insects each time you gain mushrooms so you can get both in the thousands together. If you happen to have mushrooms on your map in a marsh then you can get ridiculous amounts of food from the combo and just spam packs to sell. The one issue I have is that some merchants don't buy raw food so packaging them is a way to get around merchants not buying the raw ingredients, but a decent amount still buy the food.
Sadly the cornerstone granting pigment from bugs doesn't trigger from the cornerstone granting bugs from mushrooms. Of note mushrooms work for flour so you can also use it to package trade goods. If you get oil from flour, then you can also have ludicrous amounts of oil.
The only issue is your woodcutters will be filled with tons of shrooms instead of wood so having a cornerstone like No quality control which increases your wood income helps a ton or another means of creating fuel. Still it is a super fun build and can basically win a game with the 2 and the bugs from mushrooms seems pretty common on marshes from vendors or glade events.
Besides that, I agree with Tomruler on the Woodpecker technique. It gives you alot of free insects that can be easily made into jerky. Whenever I see it early/mid game there isn't much to think about, unless I somehow already managed to get alot of food by other means.
@Serulin, there was already a topic about packs. Iirc the conclusion was, that once you get access to a 1 star recipie, you make a profit on selling packs compared to selling the raw materials needed to make it (not taking into account the worth of the used workforce).