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).

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 later stages as they are amongst most expensive goods in the game.

Beavers
Beavers passive ability will unlock 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 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 blueprints choices when Beavers are in game, makes them a good choice for players that center their strategy around trading.

For more information please see: Trading, Buildings

Humans
Humans starting ability will show neareast undiscovered fertile soil patch on map. This information can be useful when picking buildings blueprints or when choosing best direction of expansion. Based on this information player can also deduce which glades in close proximity do not contain fertile soil patches.

Harpies
Although 50 Coats seem 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 it positive during Storm Seasons. Enabling Coats before Storm might prevent them from otherwise leaving.

Resolve Orders
Orders and especially Timed Orders that require to keep Humans, Beavers or Harpies resolve above certain treshold 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:
 * Blightrot Cauldron
 * Corrupted Caravan
 * Merchant Shipwreck
 * Withered Tree
 * Noxious Machinery

Foxes
Foxes starting ability will show neareast undiscovered geyser position on map and also reveal which type of water it will contain. This information can be useful when picking buildings blueprints or when choosing best direction of expansion. Based on this information player can also deduce which glades in close proximity do not contain geysers.