Marshlands: Difference between revisions
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|+ | |+ | ||
|- style="font-weight:bold; text-align:center;" | |- style="font-weight:bold; text-align:center;" | ||
! | ! Primary Resources | ||
! colspan="2" | Charges → Resource Deposits | ! colspan="2" | Charges → Resource Deposits | ||
! Bonus Resources | ! Bonus Resources | ||
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! Specialization <br /> Bonus | ! Specialization <br /> Bonus | ||
|- | |- | ||
| rowspan="2" | {{rl|Grain | | rowspan="2" | {{rl|Grain|large}} | ||
| colspan="2" | 70 → [[File:DebugNode_SwampWheatBig_icon.png|32px]] Swamp Wheat Field | | colspan="2" | 70 → [[File:DebugNode_SwampWheatBig_icon.png|32px]] Swamp Wheat Field | ||
| [[File:PlantFiber.png|32px]] 20% + [[File:PlantFiber.png|32px]] 100 | | [[File:PlantFiber.png|32px]] 20% + [[File:PlantFiber.png|32px]] 100% | ||
| {{bl|Foragers' Camp|large}}{{2Star}} | | {{bl|Foragers' Camp|large}}{{2Star}} | ||
| style="text-align:center;" | 00:17 | | style="text-align:center;" | 00:17 | ||
| rowspan="2" style="text-align:center;" | [[File:Icon Spec Farm 64x64.png|16px]] [[Farming]] <br /><br />[[File: Human_circle.png|32px]] [[Human]] | | rowspan="2" style="text-align:center;" | [[File:Icon Spec Farm 64x64.png|16px]] [[Farming]] <br /><br />[[File: Human_circle.png|32px]] [[Human]] | ||
|- | |- | ||
| colspan="2" | 12 → [[File:DebugNode_SwampWheatSmall_icon.png|32px]] Swamp Wheat Field | | colspan="2" | 12 → [[File:DebugNode_SwampWheatSmall_icon.png|32px]] Swamp Wheat Field | ||
| [[File:PlantFiber.png|32px]] 20 | | [[File:PlantFiber.png|32px]] 20% | ||
| {{bl|Small Foragers' Camp|large}}{{1Star}} | | {{bl|Small Foragers' Camp|large}}{{1Star}} | ||
| style="text-align:center;" | 00:25 | | style="text-align:center;" | 00:25 |
Revision as of 12:22, 15 December 2023
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.
Effects
Resources
The Marshlands has an Small amount of Fertile Soil and contains the following Resources:
Trees
All trees can be harvested by Woodcutters' Camp buildings to give Wood. They may also grant additional resources depending on the biome. These trees have 2 charges each.
Trees | Charges | Bonus Resources | Description |
---|---|---|---|
Mushwood Trees |
2 | Mushrooms 15% Leather 5% |
A giant fungal tree covered in a leathery bark. |
Natural Resources
Primary Resources | Charges → Resource Deposits | Bonus Resources | Gathering Building | Speed per Unit |
Specialization Bonus | |
---|---|---|---|---|---|---|
Grain | 70 → Swamp Wheat Field | 20% + 100% | Foragers' Camp★★ | 00:17 | Farming Human | |
12 → Swamp Wheat Field | 20% | Small Foragers' Camp★ | 00:25 | |||
Mushrooms | 70 → Grasscap Mushrooms | 40% | Herbalists' Camp★★ | 00:17 | Alchemy Harpy | |
15 → Grasscap Mushrooms | 20% | Small Herbalists' Camp★ | 00:25 | |||
Stone | 60 → Stone Deposit | 30% + 30% + 10% | Stonecutters' Camp★★ | 00:05 | none | |
20 → Stone Deposit | 20% + 20% | |||||
Meat Eggs |
70 → Leech Broodmother 70 → Snake Nest |
60% + 20% + 100% 40% + 20% |
Trappers' Camp★★ | 00:17 | Meat Production Lizard | |
15 → Leech Broodmother 15 → Snake Nest |
20% 20% |
Small Trappers' Camp★ | 00:25 | |||
Copper Ore Coal |
20 → Copper Deposit 30 → Coal Deposit |
30% 30% |
Mine ★★ |
00:29 | Engineering Beaver |
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.
Leviathan | Charges → Resource | Bonuse Resources | Gathering Building | Worker Slots |
Specialization Bonus |
Build Cost | |
---|---|---|---|---|---|---|---|
Ancient Proto Wheat |
999 → | 40% + 40% + 30% + 5% | Foragers' Camp★★ | 2 | Farming Human |
10 Wood 3 Parts | |
Dead Leviathan |
999 → | 40% + 30% + 30% + 30% | Trappers' Camp★★ |
2 | Meat Production Lizard |
10 Wood 3 Parts | |
Giant Proto Fungus |
999 → | 40% + 40% + 40% + 30% | Herbalists' Camp ★★ | 2 | Alchemy Harpy |
10 Wood 3 Parts |
Strategy
The Marshlands is regarded as one of the harder biomes, due to having a limited selection of resources, with two (copper ore and coal) requiring the mine, and a lack of fertile soil. A good practice on the marshlands is to draft at least one advanced camp (trapper's, herbalist's, or forager's) to make use of resource nodes found in dangerous glades. It is generally not advised to choose a building that requires fertile soil, as it is much less abundant on The Marshlands than on any other biome.
Seeing as the marshlands has both coal and copper as potential resources, it can be a good idea to choose a blueprint with a copper bar recipe to potentially benefit from said resources. Additionally, choosing a caravan option with beavers included can be a good idea, as beavers benefit from +5 resolve when working in a mine.
Other species that work well in the marshlands are lizards and harpies, as their specialities in trapper's and herbalist's camps are great for making use of the available resources. The abundance of meat and especially of mushrooms, makes choosing the "Meat Specialization" and "Fungal Guide" epic cornerstones a powerful pick, especially during the first year, as the player will likely find many nodes of the appropriate types in glades. Keep in mind that choosing these blueprints will hinder the player's ability to make use of the giant nodes' secondary resources, as more time will be taken to deliver the primary resource, rather than actually harvesting from the node.