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Every map lacks some resources, which is a good incentive to gear up for trading asap so you can buy whatever you can't find. And in theory, Crystallized Dew should always be craftable with things you can farm or harvest, even if it's an inefficient recipe.
So during embark you have to consider what matter to you the most.
CRW is nothing about bad luck or danger.
In ghost will actually make each glade more rewarding even if managed done 3 out of year 6
Recipes didn't show me anything for crystallized dew, so I'm not sure if I just made poor choices with blueprints or what. Glad to know it's not always like this, I'll probably try it again in the future.
The couple of ghosts I managed to fulfill, later, were pretty rewarding, but the first one giving me an unavoidable 75 hostility debuff made the whole map much more difficult than it would have otherwise been.
Best of luck!
You can offset it by taking stone at embark.
Alternatively, your options are to find sea marrow, which as you noted, it's one of the rarer resources on the maps. Second option is to make training weapons. Finally, trade is an option.
For training weapons, the easiest path is copper. Stamping mill, Grill and Furnace are all good buildings. Stamping mill makes flour, which you will need for at least 1 race. Grill makes skewers if you have lizards or foxes. Furnace makes pie, which you will always need for at least 1 race.
So you will basically always need a flour and a pie recipe to maximize resolve, and you will almost always need a skewer recipe unless you have Humans, Harpies, Beavers. So each of those all share an option with copper bars.
In the royal woodlands maps, clay is common, and copper is a common drop from clay. So you can turn just a few copper ore into enough copper bars to make 10 training weapons. The training weapon blueprint is a bit harder to find. I say smelter is not a bad choice, since it makes training weapons, copper and biscuits, biscuits being another recipe that at least one of your guys will need, but it's not as important because you have it on the field kitchen.
Otherwise, you can do crystallized dew. It's a bit easier if you get the blueprint, because it uses clay straight up, and there's good availability on insects or resin from the trees in small quantities. Especially if you have foxes, where a beanery is a good pick, Alchemist's hut is not bad for lategame because it creates tea, and the brickyard is not a bad pick if it's not up against something else, because good brick production is handy.
But the royal woodlands type maps all have the biggest challenge with stone and metal.
But my suggestion is probably to consider embarking with stone. Opening caches is most effective early. An alternative option could be to embark with a training gear supply line if you have majority foxes or lizards, but this is a later unlock. This would both solve the early game problem of opening caches, and the later game problem of having the luxury.
Anyway, I did another CRW run yesterday, and got two green ghosts and no red ones, and it was a bit less predictable but no more difficult than other maps, so it does really seem I just got a very nasty streak of bad luck the first time.