Against the Storm

Against the Storm

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Mossflower Nov 11, 2022 @ 7:31am
Archeology: Huh.
So Archeology is just multi-stage glade events, with ever escalating awards. The problem though is that a three-stage glade event takes FOREVER. Step 1, you have to find the event. There's a thing at the Archeology Office to do that, but it'll cost you. Then you have to sit three dudes on it for FIVE MINUTES. And provide fairly steep resource costs. Then you can do it again. Then you can do it again. All this time, you're not getting anything back (unless you bail out). The last run will give you three reputation and a perk for some reason, which ... who cares at this point? The game is already over. I was in something like year 10 by the time my people got to stage three, and my people were miserably squinting at me through the rain wondering what we were all doing here at this point. Surely these resources would be better used.

And then somehow there's two OTHER archaeology events I could have gone to? Yeah, definitely no thanks!

The worst part however in my latest run was that the third requirements needed 40 CLAY. CLAY. There *is* no clay in the Scarlet Orchard. And it's not changeable to anything else. It's gotta be clay. So I guess go beg the traders for it assuming you're getting a trader that carries that. Otherwise, wait another five minutes for the next one to show up.

I think a better implementation would simply tell you where the archeology events are when you build the office. And then provide you with big speedups/resource reductions on each upgrade. Or if long city sessions is what you *want*, you need to provide ways to reduce the hostility. Because otherwise, exploring for archeology is just not a thing you can do and survive for the silly amount of time needed. Reduce the glade penalty somehow or looming darkness somehow.
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Showing 16-23 of 23 comments
Originally posted by Itchy.de:
I just finished my first excavation project (the other times I won the game before I could finish all stages) and I agree, the reward is a bit disappointing compared to the amount of time it takes. I'm not saying the reward is bad, it just comes at a time when the game is already either won or lost.

I would suggest to reduce the required time and resources but maybe add a bit of risk (negative effect during work?) as compensation.
I've yet to finish an excavation project. I've tried twice, and twice was just about to finish the final phase when I won from people being too darn happy.
Stu -1 Nov 16, 2022 @ 11:53am 
it should be an instant win. like playing exodia XD
Valdemort Nov 16, 2022 @ 7:26pm 
I tried my first Scarlet Orchard map last night, found a site in my first or second big glade so that wasn't the issue. Instead I was super confused on how the thing was to work - I scraped together resources for the first cycle... and it seemed like it did nothing. Built the office and that didn't seem to affect the site (couldn't figure out how the process was supposed to work). Saw it wanted even more rewards that I either didn't have or couldn't afford to lose, so when I did manage to get resources, ended up just cannibalizing it and winning through happiness and normal glade turn-in rewards/events.

Came here hoping to find how they were supposed to go, which I did thank you. But three cycles? Oof. Plus, not clear at all when going in what I would have to try and do. I suppose there is some use in learning how things work but this was completely in the dark and I honestly thought my first cycle resulting in nothing meant something was broken. Knowing what I do now, at least unless I'm in a much more resource-rich state, I'll probably just cannibalize them for goodies the first time I see them.
Narandia Nov 17, 2022 @ 9:52am 
I think the three individual sites should be rebalanced. Like the first one maybe taking only one step (and appopriately scaled rewards), second two and then the third as before. As is, unless you focus entirely on these sites, you'll win before you could finish all three (with 3 reputation each). Nevermind actually making use of the secondary benefits.

And the building definitely needs a lot of work. The first alternative upgrade is pretty nice, second can help a bit but the third seems pointless. Showing the locations is handy the first time but it seems like there isn't much variety in patterns anyway. First is always in small glade around your base and the other two always seem to spawn in the same sector so you'll only need one pointer, if at all.
[MOSS]-BurningUp Nov 17, 2022 @ 11:23am 
I'm sure they'll tweak it that's what EA is for ya know. You're supposed to give them ideas.
Last edited by [MOSS]-BurningUp; Nov 17, 2022 @ 11:24am
Kahri Nov 20, 2022 @ 5:05am 
Originally posted by Mossflower:
... Then you have to sit three dudes on it for FIVE MINUTES. And provide fairly steep resource costs.

Firstly - thank the gawds I decided to pause the game before continuing my current run to check into wth this archaeological reward is.

I'm currently on my first run on a scarlet orchard, mixed in with a tile that means I can't see whether glades are dangerous or forbidden - so I thought 'I'll throttle the difficulty back to Veteran, coz I really want some free time to be able to find some extra city upgrade resources on this one'. And not being able to see the glade difficulty had me worried.

Turned out I didn't need to stress at all.

(hmmm, maybe I shouldn't be so scared to give 'prestige a go' XD ).

Have got to the point where I can finish the run immediately just by handing in my current completed resources, but I'm dragging it out just so I can thoroughly search the map.

You can imagine how pissed I'd be by passing off the chance to earn machinery city upgrade tokens from the salvage option on the archaeology event in order to work the excavation angle, only to end up being rewarded with reputation points I don't need and which would end the game prior to being able to search all the remaining map.

To my mind the rewards as I understand them (from what's been posted above) are unbalanced. I agree with the OP. By the time you can afford putting aside a pawn or three to work on the dig AND afford/able to obtain the upgrade costs of doing so, you're half as likely to be able complete the run without - so what's the point?

I say half as likely, because it's 50/50 whether you get a ♥♥♥♥ roll of forest mysteries on your current run, have used up all the orders you're likely able to complete, and are desperate for a way to actually complete the run with a win instead of a fail because of a ♥♥♥♥ roll of blueprints as well, and no way to make tools - in which case an archaeological site is like spotting Chris Hemsworth at a RSL bingo night.

So yeah, I kinda agree that the archaeological track is seemingly unbalanced.

I would've been absolutely pissed on having given up on those machinery rewards for measely reputation.

I've noticed that the design philosophy of the game seems to be around giving the player play through choice through resource and building mix&match. So why not improve reward of this event in the same manner?

Most important ABOVE ALL ELSE - make it clear to the player what the excavation/convert option reward will be. Ie - Reward A (salvage) : listed of resources/perks & excavation ends. Reward B (excavation) : Queen's appreciation either a reputation point, OR since you have pleased the Queen with your expeditious merit her impatience is reduced or paused for [x] minutes, an unearthed (ie mystery) perk (mystery 'cause you haven't dug it up yet), plus an opportunity to excavate further.

Further, add a third (fourth?) reward option, for if the player decides to invest more resources (ie an optional 2nd 'required goods') into the dig. Example : advanced foods so the diggers feel appreciated or additional fabrics so they're more comfortable -> in turn when they write up their dig/survey report you're referred to in very positive terms for the Queen's consideration, and -> in turn your reward is also enhanced.
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Secondly - three dudes on it for 5 minutes? Why bother? There's no negative penalty/impact while the work on the event is active, so why the need to finish it more quickly? Just put 1 dude on it for 6m 45s. No need to fuss.
Kahri Nov 20, 2022 @ 5:09am 
Originally posted by Narandia:
I think the three individual sites should be rebalanced. Like the first one maybe taking only one step (and appopriately scaled rewards), second two and then the third as before. As is, unless you focus entirely on these sites, you'll win before you could finish all three (with 3 reputation each). Nevermind actually making use of the secondary benefits.

And the building definitely needs a lot of work. The first alternative upgrade is pretty nice, second can help a bit but the third seems pointless. Showing the locations is handy the first time but it seems like there isn't much variety in patterns anyway. First is always in small glade around your base and the other two always seem to spawn in the same sector so you'll only need one pointer, if at all.

Agreed.

Since they're archaeologists, shouldn't they have enhanced perception to be able to read the environment/surroundings? What about an option to be able to scout nearby the unopened glade to determine the nature of the glade events before the glade is opened? Or to be able scout glade events within [x] tiles.
Kahri Nov 20, 2022 @ 5:15am 
Originally posted by Kahri:
...Reward B (excavation) : Queen's appreciation either a reputation point, OR since you have pleased the Queen with your expeditious merit her impatience is reduced or paused for [x] minutes ...

For those of you thinking 'aren't they the exact same bloody thing!?'

Some people will want more time to explore the map and possibly obtain more citadel resources. Other people would be so desperate for the win that they'll be on that reputation point like me for an icy pole during summer.
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Date Posted: Nov 11, 2022 @ 7:31am
Posts: 23