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Zgłoś problem z tłumaczeniem
Probably the most important thing is, is there a way to know which resource is the most abundant in a biome, so I can plan out my building early? I played marshland with haunted battlefield modifier (+150 hostility), so it may have traumatized me(took me two tries). Hostility started so ridiculously high, and I could barely use woodcutters before everyone's resolve tanked and I just ran out of fuel. It took me 9 years in before I realize there was a riduculous amount of wheat to harvest, and I finally had enough common sense to build a Press and Make an infinite amount of Oil using wheat(should have known that earlier)
I also found in that biome, I did not have to worry about food at all.
I don't usually make pack of luxury goods in any of my biome, but with what resources I had
in the marshlands, I was able to churn them out easily. I am pretty sure I am going to forget all of these things that I learned as I cycle through different biomes.
You are right though, for me coral forest, royal woodlands, and cursed royal woodlands feel the same for me (with the exception of the ghost mechanic)
I still haven't used the archaeology building yet for Scarlet Orchard as another example.
I was thinking in the marshlands, I wish I sort of held off on taking blue prints early, but I hear arguments against that as well.
Scarlet Orchard has no meat at all, only eggs, but I find it has plenty of soil, and lots of ore. Farms and tool production is what I tend to go for there, also the recipe cornerstones are extra good there.
The biomes make a bigger difference when you hit the higher prestige and have to make use of the details. For example, in the marsh you can't just assume you'll get something to fill biscuits even though you can be sure of getting mushrooms for flour.
The scarlet forest is quite different and yes you should build the archaeology building.
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Coral Forest
- no berries
- no clay
- no copper ore
- no eggs
- no grain
- no mushrooms
- no plant fiber nodes (but obtained via trees)
- no resin
- no roots
- no sea marrow
Trees drop crystalized dew, incense, meat, plant fiber, stone
Fuels: coal, oil, wood
Cannot make ale, amber, biscuits, copper bar, flour, pie, pottery
Cannot satisfy biscuits, leisure, pie
Recipes:
- ale: N/A
- amber: N/A
- barrels: use crystalized dew
- biscuits: N/A
- bricks: use stone
- copper bar: N/A
- crystalized dew: use stone
- cosmetics: use oil
- flour: N/A
- infused tools: use crystalized dew
- pack of crops: use vegetables
- pickled goods: use vegetables
- pie: N/A
- pottery: N/A
- simple tools: use crystalized dew
- scrolls: use wood
- skewers: use vegetables
- waterskins: need Ranch for leather
- wine: use reeds
Most useful camps: Trappers' and Woodcutters'.
Recommended to build a Ranch for eggs and leather (waterskins).
Suggested farms:
- for berries: Hallowed Herb Garden or Plantation
- for crystalized dew: Forester's Hut
- for grain: Homestead, Hallowed Small Farm, Small Farm
- for mushrooms: Homestead
- for plant fiber: Homestead, Hallowed Small Farm, Plantation
- for resin: Forester's Hut
- for roots: Hallowed Herb Garden, Herb Garden
- for vegetables: Hallowed Small Farm, Homestead, Small Farm
- best overall: Homestead, Hallowed Herb Garden, Hallowed Small Farm, Plantation
------------------------------------------------------------------
Marshlands
- no berries
- no herbs
- no plant fiber
- no reeds
- no resin
- no sea marrow
- no vegetables
Trees drop leather, mushrooms
Fuels: coal, oil, wood
Cannot make amber
Recipes:
- amber: N/A
- biscuits: use roots
- crystalized dew: use insects
- cosmetics: use pigment
- fabric: use leather (from trees)
- leather: obtain from trees or use grain
- meat: use grain
- wine: use mushrooms
Most useful camps: Trappers', Foragers', Mine, Stonecutters’, and Woodcutters'
No use for: Harvester's.
Suggested farms:
- for berries: Hallowed Herb Garden or Plantation
- for grain: Homestead, Hallowed Small Farm, Small Farm
- for herbs: Hallowed Herb Garden, Herb Garden
- for plant fiber: Homestead, Hallowed Small Farm, Plantation
- for resin: Forester's Hut
- for vegetables: Hallowed Small Farm, Homestead, Small Farm
- best overall: Hallowed Herb Garden, Hallowed Small Farm, Homestead, Forester's Hut, Plantation
------------------------------------------------------------------
Royal Woodlands
- no coal
- no copper ore
- no grain
- no herbs
- no reeds
- no stone
Trees drop eggs, plant fiber, resin
Fuels: oil, sea marrow, wood
Cannot make copper bar
Recipes:
- barrels: use crystalized dew
- bricks: use clay
- copper bar: N/A
- crystalized dew: use clay
- fabric: use plant fiber
- infused tools: use crystalized dew
- simple tools: use crystalized dew
- training gear: use crystalized dew and planks
- waterskins: need Ranch for leather
Most useful camps: Trappers', Foragers', Herbalists', Stonecutters’, and Woodcutters'
No use for: Mine.
Suggested farms:
- for crystalized dew: Forester's Hut
- for grain: Homestead, Hallowed Small Farm, Small Farm
- for herbs: Hallowed Herb Garden, Herb Garden
- for plant fiber: Homestead, Hallowed Small Farm, Plantation
- best overall: any other than Plantation
------------------------------------------------------------------
Scarlet Orchard
- no clay
- no coal
- no insects
- no meat
- no mushrooms
- no plant fiber (but obtained via trees)
- no resin
- no vegetables
Trees drop copper ore, pigment, plant fiber
Fuels: oil, sea marrow, wood
Cannot make amber, jerky, pottery, skewers
Cannot satisfy jerky, skewers
Recipes:
- amber: N/A
- bricks: use stone
- crystalized dew: use herbs and stone
- jerky: N/A (unless you have a Ranch)
- pottery: N/A
- skewers: N/A (unless you have a Ranch)
- waterskins: need Ranch for leather
Most useful camps: Foragers', Herbalists', Stonecutters’, and Woodcutters'
Recommended to build a Ranch for meat and leather (waterskins).
Suggested farms:
- for mushrooms: Homestead
- for plant fiber: Homestead, Hallowed Small Farm, Plantation
- for resin: Forester's Hut
- for vegetables: Hallowed Small Farm, Homestead, Small Farm
- best overall: Homestead, Hallowed Small Farm, Forester's Hut
------------------------------------------------------------------
Cursed Royal Woodlands
- no coal
- no reeds
- no resin
- no stone
Trees drop insects, plant fiber, roots
Most useful camps: Foragers', Herbalists', Trappers’, and Woodcutters'.
Suggested farms:
- for resin: Forester's Hut
- best overall: Forester's Hut
Coral forest:
There's enough farmland to count on, that should be plan A for flour and beer.
There are reed nodes which are funcionaly fiber nodes with a reskin. There are insect and leech nodes that make ranch a waste of blueprint pick imo, ann not much things to feed into the ranch
There's no point saying best farm for this, best farm for that, in most cases the best farm is the one that proced lower embark cost. Also depends what else you have and need. Out of the 3 normal farms, Small Farm has best flour/ale ingredient growth, Herb Garden (which is usually my top pick) has less flour but can make both ingredients for Biscuits/Pie, as well as Pack of Provisions and Dew bars, and Plantation has best Pickle/Skewer ingredient production but no flour.
Very new. I only bought the game a fortnight ago. So was hoping more experienced players would offer their insight. :-)
You don't start with a farm, at least not at the level I've unlocked. I don't assume I will have any resources other than what the biome provides. Hence why I say Coral Forest doesn't provide the ingredients for ale or flour - you have to build a farm first. That means that in Coral Forest, obtaining a blueprint for a Small Farm could be a priority, especially if you have humans.
Reeds are a separate resource to plant fiber. They may be interchangeable in some recipes, but that doesn't change the fact that Coral Forest does not have plant fiber nodes.
I'm more likely to build a Ranch in Scarlet Orchard, but have found it useful in Coral Forest as there is no other source of eggs or leather, and as there is no clay nodes for pottery, you may want to make waterskins.
My thinking for 'best farm' was that you may want one that provides resources you cannot get from the map nodes i.e. use farming to make up for the biome's deficiencies. (Otherwise you can just camps.)
If you have some biome tips, please feel welcome to share them.
You can eventually unlock farm and food camp blueprints as embark bonus options. Doesn't exactly change the considerations much since they cost 4-5 points, so you're probably only going to pick the one you'd consider most useful for the biome in the first place.
Keep in mind, the biome list shows the resource nodes, not every resource you can get, period. Some of these nodes can also be a significant source of other resources through bonus yields. Besides, grain isn't the only option for ale and flour, roots also work for both (and mushrooms for grain). Grain is definitely preferable as far as farming options go though, since small farms have 2 star yields for them.
Funny enough, I actually tend to consider this from the other angle, as in how useful the food camp blueprints are likely to be. Like a Herbalist camp wouldn't be too useful in Coral Forest, which only has herbs. Farm-wise I tend to prefer the plantation, because its the only one with a 2 star recipe for the directly edible food.
As for other tips, always try to keep the unique modifers and different tree bonus resources in mind.
-Royal Woodlands: wood efficiency isn't as pressing here, focus on getting better recipes for fabric and bricks first.
-Scarlet Orchard: the first dig site is always generated in a small glade near the starting glade, so you can pretty easily get something more useful for the first upgrade row. I prefer the event working speed, the carry capacity is kinda overkill once you get a couple tablets. Also get the cornerstone for extra tablets from completed glade events when you get the option. Also build a rain collector early, so you can do the first digsite phase nice and early with a cheap option for the first resource.
-Coral Forest: the one biome that innately rewards you for playing risky with hostility levels. Alongside with the variety of bonus resources from trees, I'd recommend an extra woodcutter camp or two if your population can handle the extra resolve hit. Gathering camps aren't quite as useful anyway.
-Marshlands: Kind of the opposite situation to the coral forest. The gathering speed bonus in camps means you can have less woodcutters active while their performance is boosted by other gathering camp workers. Trappers camp in particular is very useful here, as meat and some egg nodes provide a lot of leather. On the other hand, its the only biome with significantly less fertile soil. Doesn't mean farms will be entirely useless here, but it may take a while to find any soil.
-Cursed Royal Woodlands: a rather unpredictable biome to play on. Be sure to have a rain collector early, its an easy option to calm spirits with once you've met their demands. Don't let their demands stress you too much, you have ample time and most of them, the blue ones, will just vanish if time runs out. The red ones have penalties, but as long as you keep an eye on their timer you can still work around these effects or they might just not affect you all that much anyway. The permanent hostility debuffs are pretty nasty though. Fortunately, most of the requests are quite doable anyway. I wouldn't recommend attacking a trader for a ghost request though, the consequences for attacking a trader tends to be far worse than the ghost penalty.
This is so helpful. I've made some of these observaitons myself.
For Scarlet Orchard, I didn't know you are guaranteed a dig site in the first small glade.
For Marshlands, yes, trappers are really good here.
And for Cursed Royal Woodlands, I've had some ridiculous demands before (hope that is the exception and not the norm) where I had to get 17 blightrot cysts. Literally the first dangerous glade I opened up. The penalty was that it would destroy all my amber, but because this was in year 1. I didn't have any amber. Which worked out.
Not the *first* small glade, but I've always been able to find it in the 5-6 small glades closest to the starting glade. Never having to open a dangerous glade in the way to another small glade.
Yeah to be fair some of these demands are actually pretty hard to manage on lower difficulties. The Blightrot cysts demands were never much of a problem for me with Prestige 2. Otherwise it does actually take quite a while to get that many. Same with the request for maintaining level 5 or higher hostility. Pretty easy to get there on Viceroy even fairly early on, but with lower multipliers...
Ive always refereed to this post for a long time, and have it book marked. Care to make a new one with the updates and new biomes? Thank you
For instance, Royal Woodlands has plenty of copper ore. Clay nodes provide a lot of copper ore. It's possibly even easier to get copper from them than from mining.
Echoing this. While the DLC update with algae nerfed it on Marshland, large stone node elsewhere is my favorite food node because of secondary yield. You get a full sized camp without need of a blue print. 60% chance to get a food item and it offers both meat-type and grain-type. And of course all the stone "as a bonus".