Starting Ability
Overview
Starting Abilities are extra capabilities unlocked at higher levels of Citadel upgrades. Once unlocked in the Smoldering City, you get the bonus the moment a member of that species joins your settlement (or at the start of the run).
List of Starting Abilities
Species | Ability | Unlocked in |
---|---|---|
Beavers | Extends available Trade Offers by 1 in each neighboring town | Dim Square level 7 x 72, x 12, x 12 |
Foxes | Reveals the location of 1 of the nearest Rainwater Geysers | Pioneers' Gate level 7 x 84, x 12, x 12 |
Frogs | Reveals the location of 1 of the nearest Ruins | Brass Forge level 8 x 96 |
Harpies | Gain 50 Coats | Vanguard Spire level 7 x 72 |
Humans | Reveals the location of 1 of the nearest patches of Fertile Soil | First Dawn Headquarters level 6 x 60, x 12, x 12 |
Lizards | Gain 10 Tools | Monastery of The Vigilant Flame level 5 x 48 |
Additional Information and Strategies
Lizards
10 Tools can help in early game to solve Glade Events, complete Orders or be traded for other Resources. It can be also a good strategy to keep them for sending Abandoned Caches to the Citadel later, as Tools are amongst the most expensive and hard-to-produce goods in the game.
Beavers
Beavers' passive ability will unlock the first level of expansion with every neighboring city for free (otherwise it costs 5 Amber for each), which unlocks one extra Trade Offer (2 -> 3). It allows the player to pick better offers and improve standing with trading partners faster.
Combined with Guild House being a species-specific Service building that might be offered in blueprint choices when Beavers are in the game, Beavers are a good choice for players that center their strategy around Trading.
Humans
Humans' Starting Ability will show the nearest undiscovered Fertile Soil patch on map. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain Fertile Soil patches.
Harpies
Although 50 Coats seems to be a large number, they can disappear quickly without real benefit if starting caravan has many villagers with a Clothing Need. It is recommended to forbid usage of Coats at the beginning of the game in Consumption Control and enable it again when it is beneficial:
Surviving Storm Season
Harpies' Resilience is Low and their base Resolve is only 5, so it might be a struggle to keep them positive during Storm Season. Enabling Coats before Storm might prevent them from leaving.
Resolve Orders
Orders and especially Timed Orders that require to keep Humans', Beavers' or Harpies' Resolve above certain thresholds are much easier to fulfil with Coats at player's disposal.
Solving Glade Events
There are five Dangerous Glade Events that can be solved with a help of Coats:
Foxes
Foxes' Starting Ability will show the nearest undiscovered Rainwater Geyser' position on the map and also reveal its Rainwater type. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain geysers.
Frogs
Similarly to Foxes', Frogs' Starting Ability is useful when picking blueprints or when choosing the best direction of expansion. It can also be used for locating Dangerous Glades in Cursed Royal Woodlands - production and service building Ruins can't spawn in Small Glades.