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Hence stones aren't a bad embarkment bonus, but traders can help as well.
To be fair:
Few early game buildings require bricks, hence the ressource isn't really essential early on.
Depends on what do you count as "early game building". Any building that produces building materials, or jerky, or skewers, or coal is a good early game building.
Well, I guess that settles the question "why do we need small glades". Some safeguard against bad RNG with resources in the starting glade. Otherwise players would have to always pick building materials as embark bonus.
If you read my post named "high prestige guide", you will find i advocate opening multiple large glades at the start of year 2 if you can while not building anything significant during year 1. That makes stones in your starting glade not a huge necessity, Still, if i have the embarkation points to spare, i do bring stones or clay.
Just tried solving my problem by opening a dangerous glade in the first year. Dead harpy traders. -12 to harpy resolve. Half of my population are harpies. No way to survive unless I provide them with both harpy houses and some food they like. I have no idea how to tackle two dangerous glade events simultaneously, year 2 or not. Sure, you can encounter Fuming machinery or Petrified tree, but you can't count on that. Most of the events decrease resolve one way or another, and I see no way to counter the combined effect.
Depends on the prestige levels. On P20, while it is possible too open 2 large glades on year 2, i usually open only one, if at all. In worst case scenario or depending how well set my first glade is sometimes i only open it on year 5. In my current run i opened one in year 2, however it was not that a good idea, my guys nearly starved as it was a fuming cauldron, only had 2 large veggies, 2 small fruit nodes and 1 large fiber node.
The rewards were not so bad, but mid game useful, since i got 20 copper bars and 20 dew bars. I would have been happier for some fertile soil:)
(What i mean on well set, for instance if you start with plantation embarkation bonus, then you get ranch as a blueprint and you have fertile soil, you might not even need to open a glade for a long time. Especially if you have clay pit and greenhouse too!It ultra rare though)
You can even have lizards and beavers leave in year 1 if you are unlucky:D
I usually take a blueprint that is quite useful on the glade, money and the 42 food and if i can wood. (usually it is 4+2+1+1 as embarkation bonus.)
I think it would be cool if you could turn in say 500 of your collected machinery, food depo, and those crystal tools for an extra embarkation point. Similar to how you can pay in the Forgotten altar. As the embarkation cost can have drastic changes.
Like all blueprints are 5-6, and money is 4.
This would add a bit of a mitigation.
It could happen on a certain biomes (can't remember from top of my head). But usually, I kick open a nearby small glade and I could get ether clay or stone. Trader is also another way.
Not sure how exactly the numbers shake out but I would assume there are some differences in resource generation based on natural resources etc. Assuming equal odds, Marshlands and Coral Forest should be easiest to find stone in, due to lower variety of nodes. Though the other 3 biomes also have sea marrow on top of stone or clay.
Open another glade don't take a year.
You need someone constantly chop wood anyway