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The excavation sites aren't a strategy in and of themselves (although I wonder what would happen if I got the locations of all 3 year 1 and beelined them), but I'll generally try to get one running just in case the run stalls out and I end up needing it. That plus the tools gives a couple options for closing out the game, which makes the biome interesting.
Excavation sites don't really 'land' the way I think they were supposed to. It'd be interesting to see the map reworked to involve them more, but the only way you'd ever manage that is having it reduce other sources of rep gain, or increase the needed rep only on Orchard. Modify its trees to make woodcutting faster (like the opposite of Sealed, a type of tree that goes down quickly and doesn't drop anything), change how Orchard handles hostility from glades to encourage exploration, it's interesting to imagine.
I do however also agree that it's very easy for an Orchard run to go by without being affected by the dig sites at all. I don't really know what a good solution to this is.
I think splitting the Reputation gained from rebuilding the archeological sites would help, so it's not all in a block at the end.
For Scarlet Forest in general: I find that if I bring along something to help with wood/fuel, food, and take the hostility reduction, it typically goes well.
The abundance of copper also makes building packs, tools, and a few other things REALLY easy to get.
It's a good biome, but not my favorite.
I think it would be an event on the map that spawns on scarlet orchard:
Rebuild X number of archeological sites for bonus Y.
Have Z number of ancient tablets in your inventory for bonus J.
I completly agree with this. The main map should be independent from it.
For my deed with excavating all 3 i needed 8 years- but yes, normally it is faster to win without them. It is really rng dependent to find one- and it takes quite a lot of ressources and time to complete them. Normally, on P10 or higher, I find one of three and complete it in 50% of the times. But the 2 rep and the resulting buffs are really strong, so it is everyones choice to wait and complete it or to scrap it.
I love the archaeologists office. All effects are situative but strong (although I always choose the same 3rd tier upgrade, extra yields). It offers quite a lot strategies for the player- got no harpies? Take extra carrying capacity! Exploring a lot (e.g. searching excavations) or got trouble fullfilling forbidden events (e.g. fishcamp food loss)? Take glade speed! Rushing for chests? Take extra tool production! Poor resolve? Reduce hostility! You want excavations badly? Let it reveal their positions!
At first glance all effects and stuff in this biome are unrelated, but they play perfectly well together. I dont see any need for changes- apart from making excavations sligthly cheaper. Putting together a strategy with the office-e.g. focusing on resolve, chest-cracking or excavation hunting(ignoring)- is completly up to us. I like this flexibility, which I miss in the marshlands (I always rush to a forbidden glade for the proto-ressource).
-It would be nice if more biomes have something as specific as this
-It is too slow so i only do 1 fosil, this could be helped by having some reputation come from every phase. (among other solutions)
-The bonusses of the building are awesome and an extra reason to actually ignore the fossils as you have to choose between the bonus or the location. that too could be changed so doing the fossils is not so discouraged.
The actual fossils themselves will usually win the game via rep boosting before you can get all 3 and they do look pretty cool...if you can fit them into your hearth range.
Their bonuses are amazing too, so they also make it easier to win.