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This is a unique blueprint Viceroys receive when venturing into the Scarlet Orchard. It can be upgraded in the following ways:
This is a unique blueprint Viceroys receive when venturing into the Scarlet Orchard. It can be upgraded in the following ways:
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'''LEVEL I''' (Choose 1)</br>
'''LEVEL I''' (Choose 1)</br>
Cost: free
Cost: free

Revision as of 14:00, 20 February 2024

The Scarlet Orchard

Overview

ScarletOrchardIcon.png

A beautiful yet dangerous land that is colored a strange shade of crimson. It's called the Herb Garden of the Kingdom due to its abundance of herbs, berries, and roots.


Effects

RoyalArchaeologists.png
Royal Archaeologists
Every viceroy embarking on an expedition to the Scarlet Orchard is assigned a royal archaeologist. You gain access to a new essential building.
BuriedMysteries.png
Buried Mysteries
A lush and exotic land, filled with prehistoric remains. Ancient excavation sites can be found here.

Resources

The Royal has an Average amount of FertileSoil.png Fertile Soil and contains the following Resources:

Trees

All trees can be harvested by Woodcutters Camp icon.png Woodcutters' Camp buildings to give Wood.png Wood. They may also grant additional resources depending on the biome. These trees have 2 charges each.

Trees Charges Bonus Resources Description
Coppervein Tree.png
Coppervein Trees
2 Copper Ore Copper Ore 10%
Pigment Pigment 5%
Plant Fiber Plant Fiber 5%
Wood Wood 60%
A scarlet tree covered in enormous thorns.

Natural Resources

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed
per Unit
Specialization
Bonus
Grain Grain

Roots Roots
70 → DebugNode SwampWheatBig icon.png Swamp Wheat Field

70 → DebugNode RootsBig icon.png Roots Node
PlantFiber.png 20% + PlantFiber.png 100%

Herbs.png 30% + Resin.png 30%
Foragers' Camp Foragers' Camp★★ 00:17 Icon Spec Farm 64x64.png Farming

Human circle.png Human
12 → DebugNode SwampWheatSmall icon.png Swamp Wheat Field

12 → DebugNode RootsSmall icon.png Roots Deposit
PlantFiber.png 20%

Herbs.png 20%
Small Foragers' Camp Small Foragers' Camp 00:25
Reed Reed
60 → DebugNode ReedBig icon.png Reed Field

20 → DebugNode ReedSmall icon.png Reed Field
Roots.png 40% + Icon Resource Clay.png 40%

Roots.png 20% + Clay.png 20%
Harvesters' Camp Harvesters' Camp★★ 00:05 none
Herbs Herbs

Berries Berries
70 → DebugNode HerbsBig icon.png Herb Node

70 → DebugNode DewberryBushBig icon.png Dewberry Bush
Icon Resource Berries.png 40% + PlantFiber.png 20%

Icon Resource Berries.png 40%
Herbalists' Camp Herbalists' Camp★★ 00:17 Icon Spec Alchemy 64x64.png Alchemy

Harpy circle.png Harpy
15 → DebugNode HerbsSmall icon.png Herb Node

15 → DebugNode DewberryBushSmall icon.png Dewberry Bush
Icon Resource Berries.png 20%

Icon Resource Berries.png 20%
Small Herbalists' Camp Small Herbalists' Camp 00:25
Sea Marrow Sea Marrow


Stone Stone
60 → DebugNode SeaMarrowBig icon.png Sea Marrow Deposit

60 → DebugNode StoneBig icon.png Stone Deposit
Stone.png 50% + Icon Resource AncientTablet.png 01% + SeaMarrow.png 100%

Roots.png 30% + Insects.png 30% + CopperOre.png 10%
Stonecutters' Camp Stonecutters' Camp★★ 00:05 none
20 → DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit

20 → DebugNode StoneSmall icon.png Stone Deposit
SeaMarrow.png 80% + Stone.png 40%

Roots.png 20% + Insects.png 20%
Eggs Eggs 70 → DebugNode DrizzlewingNestBig icon.png Drizzlewing Nest Meat.png 40% Trappers' Camp Trappers' Camp★★ 00:17 Icon Spec Meat 64x64.png Meat Production

Lizard circle.png Lizard
15 → DebugNode DrizzlewingNestSmall icon.png Drizzlewing Nest Meat.png 20% Small Trappers' Camp Small Trappers' Camp 00:25
Copper Ore Copper Ore 20 → Icon Resource CopperOre.png Copper Deposit Clay.png 30%
Mine icon.png

Mine ★★
00:29 Engineering.png Engineering

Beaver circle.png Beaver

Archaeologist's Office

The Archeologists Office Upgrades
The Archeologists Office

This is a unique blueprint Viceroys receive when venturing into the Scarlet Orchard. It can be upgraded in the following ways:



LEVEL I (Choose 1)
Cost: free

  • Short-range Scanner: Reveals the location of the nearest archeological discovery. Always in a Small Glade.
  • Carved in Stone: +10% Glade Event working speed for every 2 Reputation Points gained from Glade Events. (Retroactive)
  • Ancient Strength: Scouts carry +4 Items and move 7% faster for every 2 Ancient Tablet Ancient Tablets in the Warehouse.

LEVEL II (Choose 1)
Cost:
10 Amber Amber/ 4 Tools Tools/ 6 Pipes Pipes +
15 Planks Planks/ 20 Scrolls Scrolls/ 20 Oil Oil/ 20 Sea Marrow Sea Marrow

  • Mid-range Scanner: Reveals the location of the second nearest archeological discovery. Always in a Dangerous Glade.
  • Forbidden Tools: Every 2 Hostility levels grant +1 to Tools Tools production.
  • Decryption: -10 Hostility Points for each Ancient Tablet Ancient Tablet in the Warehouse.

LEVEL III (Choose 1)
Cost:
15 Amber Amber/ 8 Tools Tools/ 12 Pipes Pipes +
20 Planks Planks/ 25 Scrolls Scrolls/ 25 Oil Oil/ 25 Sea Marrow Sea Marrow

  • Long-range Scanner: Reveals the location of the farthest archeological discovery. Always in a Forbidden Glade.
  • Escaping the Shadows: Any Villager loss will be prevented at the expense of 1 Ancient Tablet Ancient Tablet.
  • Ancient Practices: +10% chance of double yields for every worker per 2 completed Dangerous or Forbidden Glade Events. Clones do not count. (Retroactive)

Excavation Sites

There are 3 unique sites of excavation that can be dug up and restored by your Villagers. Each site must be excavated, conserved and then restored. Once restored, it becomes a Harmony building worth 9 of its type, 2 Reputation Points and a Perk of some sort.

These digsites and their requirements can be viewed on Glade Events.

Thank you to Magnil and Erbamat for sharing data!

Strategy

See Also