Against the Storm
Cheat Codes:
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Submitted by: David K.
Food Tips:
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Here you can find some notes for food.
* Farms plant only in Drizzle. If you build a farm in Clearance,
farmers will do nothing.
* Farms harvest only in Clearance. So if they don’t get the whole crop
finished by Storm, you lose all of those crops.
* Humans get bonuses with the Farms.
* Depending on Biome and what structures you have for production, will
determine which Farm type is best to focus on. Mushroom forest for
example a Plantation is ideal as berries are produced readily and you
get plant fiber.
* A good building for generating food is the Ranch, but you need a healthy
supply of things like Grain, Plant Fiber, etc… and Lizards like it. But
can produce Meat, Leather and Eggs from it.
* Jerky is by far the easiest complex food to make, and makes everyone happy.
Just need Meat or Insects and some kind of burnable to craft. Usually can
convert 4-5 meat into 10 Jerky (depending on structure).
* Biscuits and Pies require a lot of resources to craft, including a Mill
of some sort (to create the flour), a source of Grain/Roots (for the flour)
and something to go into the production. Generally, I don’t bother with
these unless I get an early Rain Mill or Provisioner, to create the flour.
Or it is late game and I’m trying to make everyone happy to boost their
resolve.
* There are plenty of Trader perks that make food production easier. Most
popular is Insect Traps, which grants 1 Insect per 3 or 4 mushrooms which
is makes the mushroom forest super easy to do (as all trees have mushrooms).
* You should use the Consumption tab to modify who eats what and if they can
eat basic staples (that usually are used to create more complex foods).
Also applies to things like Clothing.
* Utilizing Trade Routes to earn Amber, can make it easier to buy perks,
but also food in emergencies.
* Spices cornerstone goes great with Herb Garden farms (generates roots
and herbs), as it grants increased production for them with every 75
biscuits made.
* Finally, and this is probably the most important thing:
* Read the negative effects of working glade events. Sometimes the negative
effects of just letting the Event trigger is less bad than working the
event to remove it. As an example, many produce Living Matter.
* A lot of them will either slow down food production, rot food, or makes
people eat more when on breaks.
Important Food Rules:
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Written by Flameraiser
-= Rules with Food =-
With food, there are three important rules:
* Once you can process base food to complex food, use consumption menu
to disallow your settlers from eating that base food. It is always
better to turn base foods to complex ones, so don’t waste your materials.
* If you don’t have stable food source secured, buy food from traders.
It’s better to overstock than lose the settlement.
* If you don’t already have stable food, prioritize buildings that help you
get there – i.e. if you can’t make Flour yet, prioritize picking one ASAP.
All Prestige Difficulty Modifier List:
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Written by doomleika
* +4 Reputations to win (14->18). Simply fulfilling all orders will not win
you the game. You will need other sources of reputation.
* Blightrot +50% corrupting power (+60 -> +90 each pop), press z to see
corruption overlay, by the time you see “high corruption” warning it could
be too late.
* Blueprint reroll starts at 10 amber (up from 0).
* Faster leave coutdown when resolve <= 0. Building costs +50%, this is where
can’t mass spam cutters/gathers and have to juggle between different building
or look out for parts. +50% chance to consume double food. +50% chance to
consume double luxury item. Glade event -33% speed, you are looking at 7min
30seconds for a typical dangerous glade event. One Living matter will cause
famine and you will learn to appreciate Sea Marrows Your items worth 50% less
to traders, This is where traderoute starts to be more effective and Traders
cannot be used as jail out card for free. You need specialize in trade to
benefit Blightrot +50% corrupting power (+90 -> +120) 6 blightrots will kill
your villagers.
* Orders are harder.
* -2 Blueprint choices (4 ->2).
* -2 Cornerdstone choices (4->2).
* 50% less Impatient deduction from reputation gain(1 -> 0.5), this is where +30
second final countdown upgrade start to mean something.
* Storm lasts +100%(2 min) more (2 -> 4). this also buffs blightrot effect tho
you have longer time to respond.
* One less starting blueprint draws (3->2).
* +100% hunger resolve penalty.
* Sacrificing costs 50% more.
* The moment you opening any glade costs 5 amber, fail to pay you lose 2 villagers
(and impatience penalty).
* +0.5 impatience penalty per lost villagers.
How to Beat Viceroy:
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1. Remove woodcutters during events that increase hostility, until you hit a
hostility breakpoint. (Like the storm or glade events.) Until the problem is
resolved, if you can handle the fuel with something else or if you have some
stockpiled.
2. When going for dangerous glade openings, try to atleast have some tools ready,
otherwise you might get a nasty hit. (Or build a tradepost and have the trader
ready at the same time to match the content of the glade with the merchants goods)
3. Try to put lizards in the hearth to increase resolve during storms.
4. Try not to use crude buildings that make a LOT of pollution. (Tier 1 buildings
are very bad, and have really bad ratio and pollution.) Having corruption too high
can make you lose games.
5. Try not to have too many things at once that use wood. (And limiting the
resource production in buildings to make sure you dont make too much, like Planks
or Purge Fire)
6. Dont forget to turn off things that don’t have high stars in a building.
(Making 3 star planks but 1 star pottery in the same building is pretty bad,
for example)
7. Make sure to match the race to the buildings, this boosts production and
resolve a ton. (Beavers in worker places, woodwork etc, Humans in taverns/
breweries/farms, Lizards in hot places or with meat, Harpies for making brews
or clothing)
8. Try to get upgrades for better choices during Corner stones and blueprints,
and maybe reroll sometimes to get the right stuff, having a dead Corner Stone
perk for the entire game is a death sentence.
9. Pause sometimes and think about what you’re doing, dont play on higher speeds
until you get better at the game, I only speed up when I know I’m going to win soon.
10. Try having a basic build order for maximum effeciency early game. (Box roads
around hearth, 3-5 Houses, 2 Woodcutters right away and match the resources in the
starting area, go for a dangerous glade right away if you got a good set of
blueprints or cornerstone).
Gameplay + Blueprints + Food and Building:
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Written by bluemonkey
An overview guide containing gameplay tips for new players and selecting the best
blueprints to use in the game.
-=Intro=-
Are you new to the game? It can be difficult to get started. There are many
production chains and building options, but you can only choose 3 blueprints when
you start a new map. The map’s resources and population will also impact what can
and should be built. To increase the number of starting points, you can unlock new
buildings and embark bonuses after building multiple cities. I offer general
starting advice that is accessible to all levels of players but especially to new
players.
-=How do I select blueprints?=-
Year 2. Year 2. You can find more information in the timing section.
-=0 – Forget everything that isn’t relevant=-
Each production building has three production recipes. However, I am only beginning
to consider a few things. Wine production is pointless, pottery doesn’t really
matter, and packs of trade goods are far away. For now, ignore them. I want to
concentrate on what will immediately get the city off its feet.
-=1 – Building Materials (Planks, Fabric, Bricks)=-
Every city needs huge amounts of bricks, fabric, and ma*sive mountains of planks.
Although a crude workshop can produce all three of these essential resources, it
has the worst recipe. Even a 1-star recipe is a significant improvement. It
requires less resources to produce the same amount of product. A single 1-star
recipe will increase throughput in the crude workshop by reducing its manufacturing
responsibility. Although it is a good idea to choose a production facility that
improves a building materials recipe, it is not always the best.
Any prospective building with stars in building materials is worth considering–
improvements to planks are the most valuable. Planks are used in construction, and
many recipes that call for wood can be substituted for planks at a lower rate. If
I choose 1-star planks in the first selection, but the next round has 2-star plank
recipes, I will choose another.
-=2 – Fuel (Coal).=-
Wood is the most efficient fuel for the hearth. Coal can be made from wood and
burns longer. It can also be substituted for wood in some crafting recipes. It
is useful for certain events. Oil is an interesting option, but I am usually biased
against it, as the inputs (plant fibers, wheat, and meat) often have better uses
elsewhere (eg fabric or ranching, jerky).
Coal is great for conserving wood, especially for small plank production buildings.
But I’d be happy to start with a pair of production buildings for both planks and
coal any day.
-=3 – Fertile soil usage=-
Nearly all maps have fertile soil. Double-check your map settings if in doubt.
Fertile soil is the most common renewable resource in the game. However, it only
works if there are buildings that can use it. Although much has been written
about which building is the best, I believe any building is better than none.
One might be left empty-handed if they give up the small farm in hopes of
converting it into a plantation.
This is a priority if my starting glade is rich in fertile soil. I give priority
to fertile soil if it is abundant. Unless fertile land is scarce or low in
quantity, I will make one of the three buildings a fertile-soil user.
-=4 – Ranch=-
The ranch is a powerful building. To get off the ground, it needs to have a
steady supply plant fiber, wheat, or reed. It performs a similar function to
cooking, putting in more materials (food/leather), than the initial inputs.
It can handle a changing workforce better than a farm.
Because ranches require raw materials, I tend to favor farms over ranches.
Most biomes will be able to rely on trees. In rare cases, they may not. In
these cases, however, the trees will provide a limited supply of fiber. This
allows for food and leather to be made. Although the chickens will produce
eggs, this is still a mixed blessing. Before starting your ranch, I recommend
you check the biome trees and inspect the area for suitable inputs. Remember to
prioritize production and to set the appropriate inputs.
-=5 – Complex Food (Jerky, Skewers)=-
Complex food makes people happier, and recipes always produce more than the
raw materials needed.
Jerky requires only meat or insects (and fuel), making them the easiest complex
food recipe. Even though meat is rare, insects seem to be everywhere. Skewers
are slightly more difficult as they require two foodstuffs instead of one.
Skewers can be great if you have both the requisite food types.
-=6 – Eh?=-
Everything else is just window dressing after the top five priorities. Rarely
a starting selection does not include upgrades for building materials or coal,
farming, ranching and jerky, among other things.
These are some options that are reasonable but are more dependent on the map
and might not be worth considering. However, sometimes conditions are different.
* Flour production is worthwhile if there is a reliable wheat/roots/mushroom source.
* Pack of Provisions can be a helpful recipe in a 1-star and 2-star building (unless
it is prohibited to trade).
* Coats can be useful if there are beavers+humans in the area or for storms.
They are easy to make from fabric, but they are not worth selling.
* It is always desirable to produce tools, but it is especially easy in the coral
forest. I often have to pause because of the pre-requisite smelting.
* It is worth setting up if there are several small or large nodes close to the
camp. Camps are more attractive if they have Marshland bonuses.
Remember Rule 0: Don’t ignore anything that isn’t relevant.
I don’t spend too much time thinking about the initial selection. Some maps are
better suited to setting up production chains, and some populations benefit more
from those production chains. These differences can be significant at higher
prestige levels, but that is not the only guide.
-=Timing is everything=
I will survey the glades at the beginning of a new map to determine what is in
my starting glade, and then decide which glades I want to open (now/next years/
in the unforeseeable future). I’ll review the first batch of blueprints to see
if there’s a clear winner (like 3* planks). But it isn’t often, and I won’t pick
anything now.
There are many reasons to delay choosing a plan:
* I would like to see the contents of the surrounding glades first. After the
first set has been issued, small glades may be opened immediately.
* Some dangerous glade events require coal/oil/etc. Waiting to see the event’s
requirements might allow for a rushed production chain. Sometimes, the trader
can also help.
* Dangerous Glades often contain large resource deposits that require a large
camp to harvest.
* The greatest impact on a city is made by the year 1 and 2 cornerstones, as they
are in effect, the longest. Picking cornerstones can help clarify building
selection by adding incentives/disincentives for certain choices.
* It is unlikely that I will be able to get the buildings up and running before
year 2.
* Amber can be used to re-roll the building selection depending on the
circumstances. It could be advantageous to delay making a poor choice until
you have amber to reroll it.
* There is only one choice, and it is the best.
Here are some reasons to act quickly:
* You can’t put off making a decision. The first selection might not be
interesting, but the second might contain the building I want right now.
* Certain orders from Queen Victoria require specific buildings. Knowing that
I have the building required makes it easier to select the matching order.
* Production chains won’t be able to sort everything by themselves. (Biscuits
and pies require flour, which is almost useless without biscuits and pies.
However, one blueprint cannot be chosen without the other.
* I will receive more blueprint rewards over the course of the settlement than
what I actually “need”. There will be extras. Some of the choices might prove
suboptimal some might be super useful but start out useless.
How Soon You Turn In an Order?:
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I generally try to avoid wasting the full impatience reduction potential of
turning it in. Though once the halved reduction prestige modifier is in play
that is mostly irrelevant (by the time I have my first order ready to turn in,
impatience is already at 0.5 or close to in most cases).
Though instead, it is often still smart to avoid turning one in if the reduction
would result in lowering the bar below a full point, especially during Storm
(where that extra -30 hostility can make all the difference).
Speaking of Storms, also be mindful of the forest mystery that prevents impatience
reduction from reputation gains altogether. Sometimes it can even work in your
favor for that consideration, though later on its usually just another good reason
to not turn in orders during Storms in general.
In fact, most of the time I will only consider turning in an order during Storm is
when it would unlock a Forsaken Altar charge that I could really use right away.
As others have mentioned, getting extra people rewards is also a risk during the
season, and the newcomers can also be at risk of death from certain storm effects.
Though you can usually get away with it during the last 30 seconds or so.
Another consideration worth keeping in mind is situations where you are dealing
with a nearly full impatience bar after a rough time. Even the halved impatience
reduction from that modifier will still give you a breather during the final
countdown at full impatience. So if you can keep an order turn-in in reserve, you
can use that to reset the countdown once.
Few other methods of saving yourself are as simple and reliable as having an order
in reserve.
If I want to turn in orders quickly despite wasting impatience reduction potential,
I can also consider off-setting that by calling in traders early. Though for the
first year or so at P9 or higher that doesn’t help much, when direct trading is so
limited. At least it will advance the queue, so to speak, if the first trader isn’t
someone who tends to bring useful perks or blueprints in your situation.
Buildings Orientation Tip:
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For villager houses, like Shelter or specie-specific houses (Lizard House, Human
House, etc.), the Exit / Enter orientation doesn’t matter.
For producing buildings, like Crude Work Station, they matter, because your workers
will enter/exit where the little arrow appears.
So if it faces away from your nearest Warehouse, your workers will walk extra steps
to get around, which slows things down.
Oh and a good tip: point your Woodcutter Camps towards the forest.
How to Kill People:
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Killing is easy, just starve them. All villagers have a hunger tolerance, foxes’
tolerance is especially low, if they miss three meals in a row they die. Just
don’t produce complex food and use consumption control to stop them from eating
basic food items.
I would advise against trying to starve lizards, their tolerance is 10, so it
takes at least 1.5 years for them to die, by that time they have a -18 resolve
modifier as every missed meal gives the affected villager -2 resolve.
There are a lot ways to kill people and corrupting your health is probably the
easiest choice.
Other good choices would be starving your foxes as long as you keep their resolve
high so they die before they leave. Just put them in rain collectors and such,
favor them while starve them at the end of one storm season or at the beginning
of the drizzle season and they would die before the next storm.
You can also attack merchant to have your villagers killed or sacrifice them in
the forsaken altar. But the previous one gives 2 additional impatience for
attacking merchant so be careful about that.
-=Bonus=-
Yes, once the play button for starting a new cycle blinks you can embark once
more if a seal is in embarkation range.
How to Solve Wood Problem:
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-=General Tips=-
When you get a single wood from trees, you cannot reasonably expect to provide
planks trough a crude workstation as well as fuel multiple hearths, espescially
not later in the game when they have to walk a bit more. (woodcutters barely
spend any time cutting, its mostly walking).
So if you are on a single wood per tree biome, limit yourself to 1 hearth + crude
or 2 hearths + workshop/lumbermill. Ideally, get a different fuel for your hearths,
not kiln (marrow, coalmine, oil production) so that you can have 4 hearths.
-=How-To=-
Marshlands is a poor biome when it comes to wood. Burning wood for fuel is never
a good option on Marshlands. And if you pick those 2 perks mentioned above, you
might as well forget about wood, because every time your lumberjack chops a tree
down, he will be hauling a bunch of leather, mushrooms, and 1 log.
I know you’re talking about your crude station, but if you switch your FUEL to
something other than wood, then all of a sudden those 9 wood cutters will start
trumping your work station.
I’d recommend getting alternate source of fuel on marshlands every time. Oil, or
Coal. (Oil Preferably) Because if you get to the Leviathan you can turn meat into
Oil. If you get the Proto Wheat – you can turn wheat into Oil. And if you get the
Giant mushroom – well… better find yourself a coal vein or two haha, because there
is nothing the mushroom can do for you in terms on fuel.
+1 to Mushroom perk is amazing on Marshlands btw, but you have to know what you’re
doing before you pick it. Otherwise it gets funny in an unfunny way.
Fuel is generally a big issue for Marshlands. Try to prioritize other ways of
producing fuels instead (meat->oil or coal mine are both viable in marshland), and
dont produce planks with crude workstation for marshland except when you are only
few planks away for some important buildings. Buy planks instead.
Use humans/foxes to chop woods instead of lizards. Even none of them are specilized
in woodcutting, lizards take more breaks thus are less efficient in woodcutting. Let
them do the harvesting and other production jobs. This would give u around +10% woods
which helps a little bit.
There are some ways of woodcutting micromanagement to increase the efficiency. Watch
each camp very watchfully and pause the game for like every secs. Once all of your
woodcutters have finished one production cycle, you could immediately move ur camp
closer to the trees so the woods they produced would automatically go into the camp’s
storage instead of being transferred by the woodcutters. Basically you save the time
of the woodcutters going in and out of the camp by doing this thus increase the
efficiency of woodcutting.
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