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One way I can see of making them more worthwhile is them having more events of some kind, up to about a 50% on average.
If I going for archaeology, then yes I will open more to reach it.
Because once I got some basic resource, big glades worth my time more for the event and the big resource node
And small ones just punish you. The only reason opening them would be having some sort of scout outpost to see content of small glades permanently. Then it could be benefical to go for farm plots, ores, coal or archeology.
Small resource nodes - In the late prestige levels, you are less likely to find and perhaps less likely to prioritise taking gathering camps, making it more likely that large resource nodes in Dangerous Glades just can't be utilized.
Efficient gathering - It is unlikely that your starting glade has enough nodes to properly set up supply of fabric and bricks. For example, opening a regular glade may give you flax when you have been relying on plant fiber from trees. Or may give you clay or sea marrow when you had been relying on the extra production bonus for clay from flax. If you have lizards but not humans you might want to switch to a newly discovered meat node over the vegetable node that you started with, or vice versa. Resources in regular glades may be located closer to your main warehouse than resources in the larger, Dangerous Glades, which may require additional warehouses to gather efficiently.
Geysers - These are more powerful than the basic Rain Collector for several reasons: they don't use your Parts, they produce significantly faster so less manpower used (often just one worker is assigned and only for part of the year), and you can sometimes lean into specific strategies like food strategies if you have Drizzle water, or Crystalized Dew production if you have Storm Water, or if you don't have good building material recipes you might want to just just run rain engines year-round in your multiple crude workstations.
Encampments - There are those who don't like too many extra people, but I'm of the opinion that every worker can basically always outproduce their upkeep costs, and especially in the early game I'm looking for as many people as possible. Runs where I'm not able to find many extra people progress noticably slower. One of the barriers to opening Dangerous Glades in the first year is the lack of manpower to dedicate to the glade events. Can count as a glade event towards an order.
Fertile Soil - Potentially allows you to set up farms in time to sow in Year 2 rather than waiting for Year 3. One extra harvest is significant if you're planning to win by, say, Year 5, and you're only going to see 2-4 harvests total.
Space - Space for building hearths or houses etc that you didn't have to clear. My games tend to be shorter (in game Years compared to what I see in online playthroughs), and so I cut down fewer trees in total, normally not clearing large tracts of land, but rather building in the pockets of the glades.
Small caches - These count as glade events for orders and you may get orders to open caches. These aren't normally super relevant, but can be if your caravan or early order turn-ins gave an unusually high amount of tools.
Hostility - 15 hostility. For every three regular glades you opened (45 hostility), you would need to reassign two woodcutters (48 hostility) during the storm if the same hostility level is to be maintained. It doesn't mean they stop working, they just do another job during that time. The rainpunk updates have given us more options to deal with low resolve. The storm is not normally a time when you expect to be making reputation from high resolve, and so having an extra hostility level sometimes doesn't have much impact (any resolve level above 0 is okay).
Also, asking to buff them doesn't make sense either. It would only serve to make the game easier than it all ready is, and it's really easy once you get the core mechanics down. Think of small glades as obstacles to thwart the players ability to reach the larger glades and you'll see they're balanced as they are.
If I happen to stack up a bunch of perks that give a bonus for opening glades, then yeah I'll start opening them. If I get 20 pottery and it's my only source of containers, or 10 tools and I can't make them otherwise, then it's worth the hostility hit.
Ultimately every source of hostility adds up. Opening three small glades now will require you to burn an extra log throughout the storm for probably the rest of the game, and that's a lot of fuel.
Set your wood cutters to avoid glades unless marked, let them clear around small glades.
If you get a timed order with a desirable reward that needs x glades open in a small amount of time you will be ready.
Another way to look at it, if a small is 15 and large is 30, then it should have at least half the amount of the large. Most I open have maybe 20% or less of a large. It just does not make sense to open them. Heck we could call them "safe" glades, totally free, no hostility. I just don't really see a reason not to.
The pool of things that compete with each other is simply too large to make it worth on average.
That doesn't mean it can't be worth, just that on average you won't find what you need.
I've had games where I was looking for fertile soil or caches and found nothing in 5+ glades. Compare that to the bigger ones that guarantee an event and a medium or bigger cache.