Against the Storm

Against the Storm

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Samseng Yik Jan 30, 2024 @ 7:45pm
Service Building Ranking
Which service building you will just pick it for the passive bonus...... even if the service is not what your people use ?
For me is Market and Monastery (Change to Temple if I know I have a lot of fuel)
Or Guild House if I running trade heavy settlement.

At the moment, I think Bathhouse is the weakest service building I rarely consider picking it at all.

Also do note some service building has special preference icon.
Which will provide much more resolve to the people working inside.
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Showing 1-15 of 21 comments
arjensmit79 Jan 31, 2024 @ 2:06am 
A tier: Monastry, Tavern, Guild house
Really love these, strong help for win condition. Below P10 Guild house finds itself all by alone in S tier. Above P10 i prefer the other 2.

B Tier: 7: Explorers Lodge, Tea Doctor
Each of these are about half as good on average as the A tier buildings. Usually 1-2 global resolve from them in late game. But hey, every bit of global resolve helps in the final push.

C Tier: Forum, Bath House, Market
Pretty good buildings when you have a lot of population to make it worth putting some in the building. Usually thats when victory is near enough that production doesn't really matter any more. We just care about global resolve at that point and rather put our building materials and people in the A or B tier buildings.

D Tier: Clan Hall
Clan Hall sounds great, but its only useful when we are gathering food, not farming and when you would use it, it needs to be boosting multiple camps to even just offset the workers in the hall. We don't need THAT much food. Now i can think of 2 usecases that could make it quite worthwhile but i have never tried: You build a trade empire based on food. (packaging it) or, you double the amount of marrow you get from some large nodes, this way it can produce a few 100 extra marrows which is worth quite a bit of gold too.

? Temple: Have never done the temple + oil thingy before it was buffed. Havent even played the game since it was. Dont really feel i'm missing out on much, i am not convinced the whole temple+oil thing is that great. (The investment and workforce to make it all happen seems a bit much, not sure if it contributes enough to victory speed to make it worthwhile)
Last edited by arjensmit79; Jan 31, 2024 @ 2:15am
Samseng Yik Jan 31, 2024 @ 2:14am 
About the Clan Hall,
Isn't it boost the yield of all non-Wood camp?
Such as stone cutter, grass collection, then herbalism/trapper/forage
TowerWizard Jan 31, 2024 @ 2:14am 
I have done the bone marrow + clan hall combo, it is worth it; if you find some ancient tablets, these are doubled too.
Last edited by TowerWizard; Jan 31, 2024 @ 2:16am
arjensmit79 Jan 31, 2024 @ 2:22am 
Yes, i also just think of third way to use the clan hall:
Say you get it early enough. Year 1 and 2, you live on food from embark and boxes. (while doing glade events) Year 3 you gather with hall and 4 camps for 2 seasons. That could net you the food for the rest of the game and you can sell the whole crap again to regain the building materials. Not sure if it works out to be really practical, but maybe worth a try.
Last edited by arjensmit79; Jan 31, 2024 @ 2:28am
不思議種 Jan 31, 2024 @ 6:39am 
Tavern and monastery are good, clan hall can be really nice on marshlands, market feels pretty good without harpies but I wouldn't pick it just for the passive. Guild house just feels like a win more passive.

The services are definitely the highest priority though since 8-20 resolve extra is worth far more than most passives most of the time.
mtgninja Jan 31, 2024 @ 12:27pm 
Clan Hall+ giant nodes in marsh=Profit
kory Jan 31, 2024 @ 12:51pm 
Clan Hall is excellent, one of my favourite, I agree the Bath house needs a bit of a boost, since it only provides one service.
Prowler™ Jan 31, 2024 @ 3:58pm 
Temple and clan hall kinda rely on marsh nodes to work
You can technically farm for the temple bonus but its very time consuming and you can just use that oil to win the game via glade events. There are several corner stones that reduce hostility waaaay faster than temple for practically free, silent looting and baptism of fire especially.
Chris!! Jan 31, 2024 @ 4:02pm 
Originally posted by kory:
Clan Hall is excellent, one of my favourite, I agree the Bath house needs a bit of a boost, since it only provides one service.
I dunno, considering it gives 2 effects when fully staffed, one of them being a work speed increase, it's actually pretty good. Not all service buildings has to revolve around resolve I think.
Samseng Yik Jan 31, 2024 @ 5:33pm 
The bath house "leave slower" no feel good at all.
Maybe make it "break duration reduce by 40%"
kory Jan 31, 2024 @ 5:44pm 
Originally posted by Chris!!:
Originally posted by kory:
Clan Hall is excellent, one of my favourite, I agree the Bath house needs a bit of a boost, since it only provides one service.
I dunno, considering it gives 2 effects when fully staffed, one of them being a work speed increase, it's actually pretty good. Not all service buildings has to revolve around resolve I think.
Work speed increase is solid, but villagers leaving slower is so nearly worthless that it might as well not be there, which means it has one decent ability, similar to many other service buildings (which also offer to supply two services).
arjensmit79 Jan 31, 2024 @ 6:55pm 
Originally posted by Samseng Yik:
The bath house "leave slower" no feel good at all.
Maybe make it "break duration reduce by 40%"
Break duration reduction is also not much.
The break is very short, its the walk to the hearth what its about.
Luciole Feb 1, 2024 @ 5:26pm 
Originally posted by arjensmit79:
A tier: Monastry, Tavern, Guild house
Really love these, strong help for win condition. Below P10 Guild house finds itself all by alone in S tier. Above P10 i prefer the other 2.

B Tier: 7: Explorers Lodge, Tea Doctor
Each of these are about half as good on average as the A tier buildings. Usually 1-2 global resolve from them in late game. But hey, every bit of global resolve helps in the final push.

C Tier: Forum, Bath House, Market
Pretty good buildings when you have a lot of population to make it worth putting some in the building. Usually thats when victory is near enough that production doesn't really matter any more. We just care about global resolve at that point and rather put our building materials and people in the A or B tier buildings.

D Tier: Clan Hall
Clan Hall sounds great, but its only useful when we are gathering food, not farming and when you would use it, it needs to be boosting multiple camps to even just offset the workers in the hall. We don't need THAT much food. Now i can think of 2 usecases that could make it quite worthwhile but i have never tried: You build a trade empire based on food. (packaging it) or, you double the amount of marrow you get from some large nodes, this way it can produce a few 100 extra marrows which is worth quite a bit of gold too.

? Temple: Have never done the temple + oil thingy before it was buffed. Havent even played the game since it was. Dont really feel i'm missing out on much, i am not convinced the whole temple+oil thing is that great. (The investment and workforce to make it all happen seems a bit much, not sure if it contributes enough to victory speed to make it worthwhile)

Agree to most of it.
About the Clan hall ; it's easy B tier on marsh with the bonus camp speed production. Usually i don't care about farming on this map anyway and try to find one of the ancient wheat , mushroom or beast to gather. If you manage to do that, you simply don't need a looot of production building to begin with, it's kind of nuts.
The only problem is the RNG dependancy .If you don't find the correct node and draft/embark the correct camp, you're screwed.

About the temple : It depends of what kind and how much fuel you have access.
Oil ? Easy A tier and on Seal map a S tier.
Coal ? B tier .
Marrow or wood in large quantity ? C tier.
If you struggle with fuel , just don't pick it unless you really need that tier 3 hearth...

Since the update i've been abusing that building whenever i could , it's really really damn good, especially with humans and farms/plantations with an oil industry.
You also can fully dedicate your wood into buildings and goods while giving a permanent 25% production to everything , just like a Bath house and giving you better recipes in almost every way.
Which mean not only your temple act as 2 service building that that you can crank up to 3 or 4 depending of the allowed sacrificial amount , but you also vastly reduce hostility , making it way easier to manage some nasty glade events or simply the tempest.
For a 12 minute year , that's 720sec , using only 1 occurence of oil over the year, that's 240 oil or in term of production 96 raw product with a 3 * or 144 with the 2* for a total of
90 hostility /year reduction. All of that is with no bonii , with bonii it beomes stupid good.

The workforce is not a problem at all either because you only need 9 workers for the set up : 3 farmers (for wheat preferentially) 3 oil producer (3* if possible) and 3 guys in the temple. That's it. You should even do it anyway because you will produce that much oil that you won't need any other fuel and STILL have some left over for other goods.
I've even abused it with a loop with ranches for oil made out of meat wich only requires 15 workers.
Samseng Yik Feb 1, 2024 @ 10:26pm 
Mean while, I would like to ask you a all about the service item viability.
Do you all noticed certain service items are
1) easier to produce than other
2) much more useful in glade events than other
3) associated with the "higher tier" service building you love
arjensmit79 Feb 2, 2024 @ 2:17am 
Originally posted by Kazual:
The workforce is not a problem at all either because you only need 9 workers ......... only requires 15 workers.

"ONLY" 9 ?!?!?!?!
really ? "only"
O.o

Thats exactly what i mean. Spending 9 workers on some frivolous stuff that doesn't really do that much to make you win.
Last edited by arjensmit79; Feb 2, 2024 @ 2:20am
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Date Posted: Jan 30, 2024 @ 7:45pm
Posts: 21