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As far as I can tell, however, there is no difference between a +1 and a +4 in terms of curse impact.
Personally, I tend to skip over the Tree and build two or three Totems instead. You get more for one less research point - such as: the ability to actually win those curse challenges, the option to raise any child as a Sage or Witch, and a greater diversity of races to attract.
Still, I can see an argument for building the Tree. Having all of those blessings is really nice. Particularly if you're only leaving a handful of villagers to mind the place, and it does cost fewer resources to construct than the Totem.
I thought the tree was "freezing" your blessing status for the duration of your staying in the village.
Say you have 15 turns left of strenght blessing (the blessing I hate the most btw), then the tree will keep it that way until that character left the village)
So the tree will actually not keep that 15 turns? Only the last say 1 - 5 turns?
Then I have even less of a reason to ever build one!
I was only asking because this was actually the first time ever, I might even have the 2 science points left to spare.
(I only play 300+ diff games so it is difficult to evaluate in advance, but the building priority is hugely different when playing on high diff than on a lower difficulty)
I have noticed, for instance, that in many case players playing on lower difficulties do not realize the value of the Well on higher diffs etc...
I totally agree with you about difficulty determining a construction's value. Keeping those blessings will probably make a considerable difference on 300%+.
http://steamcommunity.com/sharedfiles/filedetails/?id=1088564764
Ok. So the tree basically "freezes" the bonuses regardless of building material used?
I could see that you had a guy with 50+ blessing of something - so the tree freezes this bonus for the duration the guy stays in the village? ... or it will go down turn by turn and freeze at 1 turn?
If it actually freezes at whatever value it happens to be when entering the village and then staying there, it might actually be helpful mid-late -game at 300+ difficulty, I think ...
(of course it only has any real difference once you are abowe 12-14 characters which may in fact never be the case on a 300+ diff game ... )
As long as you're in the town with the tree when the turn ends, the bless counter does not decrement. So you're right, it doesn't tick down to one then hold the blessing, it "freezes" the blessing counter as-is.
I would go so far as to say that the tree is a must-have if you're expecting to have a low population, like you would normally get in the first 100-150 turns of a high difficulty game. When you can only afford to leave a few villagers at home because you *need* a nearly-full expedition to survive the stuff out in the world, it's very important to give those few villagers all the buffs they can get for those random village events.
So the number didn't mean anything?? thats.weird...
Yes, regarding random events, it makes sence actually now that I think about it.
I was earlier thinking only about an "normal" assault against the village by a random wandering mob say 100 - 150 turns in the game - in which case the few poor defenders are screwed anyways - regardless of any blessings or not.
But I did not take random events into the equation - those tend to have a lower skull level rating and can often be pulled off with fewer characters if their stats are right.
You don't necessarily need your village team to be able to move (especially if it's a small group), so crank out a couple +1 STR monsterbone rings, or a dragonskin belt, and pass it around to your villagers who will stay in town. Take advantage of Bless of Strength even if you don't have a tree up. Have them equip strong, heavy equipment, then take off the STR-boosting items. While overburdened, they won't be able to leave Ostoya without removing some of that heavy equipment, but if all you need is for them to survive a fight that shows up to town, they'll do an amazing job even early on if they've got decent heavy armor and weaponry. Don't scrap that dark wood heavy armor; drop it on your home team and you'll have far fewer worries as you enter mid-game, until you can craft or find good stuff for them as well.
You know ...that strenght blessing ... there was a reason why I said earlier in this post that the blessing I hate the most is precicely that strengt -blessing since it somehow breaks the rules of the game so badly.
Those random medics/sages etc ... with 2 strenght need that ring you mention anyways ... but a permanent + 5 strenght bonus to your main stationary crafter ... well, even before you mentioned it, I figured out it is a bit too much.
Those heavy armors the enemy leave behind at early-mid game are of course not of THAT powerful since they are made from pretty lame materials - you can craft good light armors by that point already and theese are almost as effective - some of which weight almost nothing. But since you can equip those otherwise weak characters with other equippement as well , this makes up for a very powerful snowball effect since you now no longer need to rely on that spidersilk west only as your only defense.
I agree this is a "near-exploit" as you put it. I'm afraid I might have not to use it, as it sounds it can kill the fun out of the game.
Already, I never like overloading characters with strenght-blessing, but this is mainly due to the extreme micromanagement this may bring when you shuffle equippment around in an infinate manner.
That's pretty clever.
This is clever indeed - but sadly also a clear flaw in the game design in my eyes.
I think the game simply should force the characters that are carrying too much equipment un un-equip the gear they cannot carry.