Against the Storm

Against the Storm

View Stats:
Alexander Jan 13, 2023 @ 7:14am
Resources in the starting glade.
I just hit a situation when my starting glade has no sources of clay nor stone, so I have no way of producing bricks until I open another glade and, maybe, find required resources there. I'm pretty sure it never happened before to me. There was always a node on the starting glade that produced clay or stone at least as a bonus resource. Was I just lucky all this time, or did something change recently in starting glade resources generation?
< >
Showing 1-15 of 20 comments
Silberfuchs Jan 13, 2023 @ 7:25am 
More often than not the starting glade has some stone or clay node. But that's not always the case.

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.
Alexander Jan 13, 2023 @ 7:42am 
As I said, it wasn't always stone or clay nodes. Sometimes it was sea marrow or plant fiber deposits that give stone/clay as bonus. And trees in most biomes give fabric ingredients. I kind of assumed that the game was supposed to give some way to produce all the types of building materials in the starting glade, even if only a small quantity. That assumption held for a long time, until now. I started in Marshlands with only four egg nodes in the starting glade.

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.
arjensmit79 Jan 13, 2023 @ 7:58am 
You have been lucky for a long time :)
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.
Last edited by arjensmit79; Jan 13, 2023 @ 7:59am
Alexander Jan 13, 2023 @ 8:17am 
Originally posted by arjensmit79:
You have been lucky for a long time :)
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.
Yeah, for a really long time. I started playing this game about a year ago, in EGS, and that's the first time I got into such a situation. That's why I'm so surprised.

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.
DG Jan 13, 2023 @ 9:37am 
Opening two dangerous glades on year 2 is pretty aggressive and it's quite rare that you need to do that. Completing orders, selling goods and buying bricks, are just two simpler ways to solve a bricks problem.
Nordil(Hun) Jan 13, 2023 @ 9:42am 
Originally posted by DG:
Opening two dangerous glades on year 2 is pretty aggressive and it's quite rare that you need to do that. Completing orders, selling goods and buying bricks, are just two simpler ways to solve a bricks problem.

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)
Last edited by Nordil(Hun); Jan 13, 2023 @ 9:43am
Narandia Jan 13, 2023 @ 10:13am 
I usually pick stones on embark to get some good roads going for the industrial center anyway, but yeah fabric can be annoyingly limited if you only have trees around otherwise. Part of why the plantation is so handy, although having fertile soil in your starting glade is pretty rare, so I'd still need to open glades anyway. And its rather unlikely I'd be able to get a good harvest from a farm started in the middle of drizzle year 1.
Alexander Jan 13, 2023 @ 10:20am 
Originally posted by Narandia:
I usually pick stones on embark to get some good roads going for the industrial center anyway, but yeah fabric can be annoyingly limited if you only have trees around otherwise. Part of why the plantation is so handy, although having fertile soil in your starting glade is pretty rare, so I'd still need to open glades anyway. And its rather unlikely I'd be able to get a good harvest from a farm started in the middle of drizzle year 1.
I'm currently experimenting with picking oil as embarkment bonus to tackle glade events, so stone didn't fit in. But that's beside the point. Until now I was sure starting lade is scripted to provide you with at least some source of stone or clay.
FreedomFighter Jan 14, 2023 @ 1:35am 
You won't have the clay or stone node but most of the times that they aren't there, one of the resource you can collect will give clay or stone as a bonus so it is not all lost.
Alexander Jan 14, 2023 @ 2:09am 
Originally posted by FreedomFighter:
You won't have the clay or stone node but most of the times that they aren't there, one of the resource you can collect will give clay or stone as a bonus so it is not all lost.
Yes, I specifically mentioned this case as well. I thought I was guaranteed to get some source of stone or clay on the starting glade at least as a bonus resource. It was the first time in my experience when I got none at all. I'll need to reevaluate the embark bonuses priority.
Riot Jan 14, 2023 @ 4:24am 
Originally posted by Alexander:
Originally posted by Narandia:
I usually pick stones on embark to get some good roads going for the industrial center anyway, but yeah fabric can be annoyingly limited if you only have trees around otherwise. Part of why the plantation is so handy, although having fertile soil in your starting glade is pretty rare, so I'd still need to open glades anyway. And its rather unlikely I'd be able to get a good harvest from a farm started in the middle of drizzle year 1.
I'm currently experimenting with picking oil as embarkment bonus to tackle glade events, so stone didn't fit in. But that's beside the point. Until now I was sure starting lade is scripted to provide you with at least some source of stone or clay.
Oil+Coal is no-brainer embarkment choise. So harpy pussais could leave at year 1 if unlucky.
Nordil(Hun) Jan 14, 2023 @ 6:57am 
Originally posted by Riot:
Originally posted by Alexander:
I'm currently experimenting with picking oil as embarkment bonus to tackle glade events, so stone didn't fit in. But that's beside the point. Until now I was sure starting lade is scripted to provide you with at least some source of stone or clay.
Oil+Coal is no-brainer embarkment choise. So harpy pussais could leave at year 1 if unlucky.

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.
Last edited by Nordil(Hun); Jan 14, 2023 @ 6:57am
FreedomFighter Jan 15, 2023 @ 5:52am 
Originally posted by Alexander:
Yes, I specifically mentioned this case as well. I thought I was guaranteed to get some source of stone or clay on the starting glade at least as a bonus resource. It was the first time in my experience when I got none at all. I'll need to reevaluate the embark bonuses priority.

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.
Narandia Jan 15, 2023 @ 7:04am 
Originally posted by FreedomFighter:

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.
Samseng Yik Jan 15, 2023 @ 8:54am 
Oddly you think this is a big problem.
Open another glade don't take a year.
You need someone constantly chop wood anyway
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Jan 13, 2023 @ 7:14am
Posts: 20