Marshlands

Overview
A harsh and cold land that has been claimed by many different, and extremely resilient species of fungi. The ground here is extremely hard and rocky, making it difficult to farm. This region is most famous for the giant organisms that can be found in its forests.

Resources
The Marshlands has a small amount of Fertile Soil and contains the following Resources:

Trees
All trees can be harvested by meds to give. They may also grant additional Resources depending on the biome. These trees have 2 charges each.

Unique Forbidden Glades and Resources
The Marshlands only has 3 Forbidden Glades, each with their own unique Giant Resource. Viceroys need to own Advanced Camp Blueprints to take advantage of these resources.

Strategy

 * Marshlands' trees don't have any bonus yields. You have to run more Woodcutters' Camps to meet the demand for  and fuel, compared to other biomes.
 * Marshlands biome doesn't have any or  nodes. The best options to make  are  and  from big Leech Broodmother and big Swamp Wheat Field nodes.
 * Alternative fuels should be a top priority. Processing or  into, and setting up a  Mine are all good options.
 * Both Gathering Knowledge and low amount of Fertile Soil encourage building a camp-based economy. It is generally a bad idea to pick a farming blueprint on Marshlands without a plot of Fertile Soil already available or revealed in a nearby Glade by ' Starting Ability.
 * Giant nodes are effectively infinite and have a variety of bonus yields. Focusing on getting to the nearest Forbidden Glade within the first 3-4 years is a powerful strategy, as long as you obtain a blueprint for the node you get. Once you get to, for example, a Giant Proto Fungus, build a Small Hearth and Warehouse nearby, as well as some Herbalists' Camps.
 * Master Blueprint Cornerstone is a stand-out pick on Marshlands because Gathering Knowledge counteracts Master Blueprint's gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a  Giant node without an Advanced Camp blueprint for it.
 * Marsh is weighted towards Trappers' Camp resources. Picking a Trappers' Camp blueprint for Embarkation is more likely to pay off compared to other biomes.
 * Consider using big deposits for food if your villagers are at risk of starvation. 60% chance of bonus food yields combined with Stonecutters' Camp's short production cycle will keep villagers fed at least until  nodes run out.
 * While Gathering Knowledge is strong with raw food camps (especially the small versions), it's weak with Stonecutters' Camp because of its short production cycle. With no upgrades and 10 workers assigned to camps,  Gathering Knowledge is going to cut a Stonecutters' Camp production cycle by 2.5 seconds, Foragers' Camp cycle by almost 6 seconds, and almost 8.5 seconds for Small Foragers' Camp.