Cornerstones, Perks and Effects

Overview
"Cornerstones" and "Perks" are positive influences Viceroys can gain to help them win games. "Effects" are normally negative influences (Glade Working Effects), but can be positive (Biome Effects).

Viceroys can look at which effects affect Buildings by clicking on the Building in question. (Pictured right).

Cornerstones:
 * Earned annualy in Drizzle Season (Stacks if not chosen)
 * Can be bought from Traders
 * Can be earned from Glade Events
 * Stacks

Perks:
 * Can be bought from Traders
 * Can be earned from Glade Events
 * Can be earned from Orders
 * Stacks

Effects:
 * Mostly found as "Working Effects" on Glade Events
 * Earned from Glade Events
 * Biomes each have different effects.
 * Buildings such as Hearths can also give positive effects.
 * Species such as also give positive effects.
 * Stacks

Cornerstones, Perks and Effects' images can be hovered on top of, where more information via a tooltip will be displayed. Small text such as x2 or +1 (not limited to) will also appear on the image, indicating a stacking effect.

Cornerstones
Annual Cornerstone picks come in two categories. They are either  EPIC (Purple) found in years 1, 3, 5 etc,  or  LEGENDARY  (Gold) in years 2, 4, 6, etc. Viceroys are advised to use "Rerolls" in Legendary years.

Perks
Perks are much the same as Cornerstones, but cannot be earned annualy. They can however, be bought and earned. Perks come in four categories,  UNCOMMON  (Green),  RARE  (Blue),  EPIC (Purple) or  LEGENDARY  (Gold).

Effects
Effects are much the same as Cornerstones and Perks, but can only be earned from Glade Events. Effects come in four categories,  UNCOMMON  (Green),  RARE  (Blue),  EPIC (Purple) and  NEGATIVE (Red).

Strategies

 * Often, viceroys will avoid choosing their initial several Cornerstones until they know a little bit more about their mission. For example, waiting to pick until opening the first Glade or choosing a Blueprint first.


 * A perk rewarding +1 to production is far more valuable for recipes that yield fewer goods. When a recipe like yields a stack of 2, a perk that gives +1 to Fabric is a 50% increase of production. Contrast that with a recipe like  that yields a stack of 10, a perk that gives +1 to Coats is only a 10% increase of production. Since all gathered resources, like  yield 1 good at a time, a perk that gives +1 to Insects is a +100% increase, or doubling, of production.[1]