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I have yet to find a ghost who had no downside, and who did not ask for both items and something to be DONE. The description says they need one of the two or sometimes both.
For me that sometimes was allways they needed both.
I have to choose random map, otherwise I would always go to Royal Woodlands.
There should be some ingame incentive or something like this otherwise it is wasted map diversity.
Plus, you know, variety.
That said, I've found the ghosts pretty useful, their timers pretty generous, and their maluses generally not that scary. Generally it's something like "explore more glades or eventually get +1 impatience" or "Meet the religion need x times and get sparkdew bars. Ignore me and I'll just go away"
It's like a doubling of glade events in a way, which can be a blessing (albeit mixed).
However, the fact that all the glades are same-sized and don't show you what type they are - that is a pretty clear increase in difficulty. So, why wouldn't that biome provide an additional bonus for winning?
Not the red ones, those have a penalty for ignoring them. Although, its mostly stuff you can play around well enough, provided you keep an eye on their timers. For example, I always let the ones vanish that want me to attack a trader, where the punishment is taking amber and ancient tablets. Making sure I don't have much of either lying around when they vanish.
On the other hand, there are some where the punishment includes a permanent hostility debuff, and those I can't afford. Fortunately, they tend to have pretty easy requests.
Agreed, that is what makes this biome more challenging than the rest. The ghosts being overall more helpful than dangerous tends to make up for that though, so I don't think its enough to justify higher rewards for playing this biome.
I'd be more in favor of a medium value for every glade. In terms of size they are all roughly the same under that modifer anyway, which makes them equally managable in terms of added room to build new hearths to counteract the hostility gain.