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The same goes for small glades which are still not worth it. For small glades, maybe removing geysirs from dangerous glades altogether and make them small glade exclusive may provide sufficient benefit to tank the hostility?
https://steamcommunity.com/sharedfiles/filedetails/?id=2920826157
Anyway, still agree with your point. Except Marshlands, where the reward for the Forbidden Glade actually is worth the risk - which should be taken as a template to improve Forbidden Glades in other biomes.
Ironically, many of them are a lot easier to handle early. 300 hostility per hearth is much less bad when you have just the one than when you have four. Losing hundreds of food or fuel is less bad when you can take your gatherers off with 20 in each camp, and line up a food trader, and have enough to feed everybody because you only have 15 people in the first place.
I think forbidden glades are in an okay spot if we assume that the intended difficulty is viceroy. You can pretty freely open every forbidden glade on the map and explore to your heart's content at that level, and you can use the cool exclusive forbidden glade features without having to worry about actually losing a run for them.
Agreed, the Marshlands make the forbidden glades exciting in a way that the other biomes just don't. In most games, opening a forbidden glade isn't worth it because the worst case scenario might be game-ending (hi stormbird), and the best-case scenario just delays your victory by a year (hi giant mole) by lowering your resolve.
To the topic: Even in Marshlands, I basically never go for forbidden glades.