Coral Forest: Difference between revisions
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{{Version|1.3.4}} | |||
[[File:Icon Biome CoralForest.png|thumb|360px|The Coral Forest]] | [[File:Icon Biome CoralForest.png|thumb|360px|The Coral Forest]] | ||
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== Resources == | == Resources == | ||
The Coral Forest has an | The Coral Forest has an average amount of [[File:FertileSoil.png|32px]] [[Fertile Soil]] and contains the following [[Resources]]: | ||
=== Trees === | === Trees === | ||
All trees can be harvested by [[File:Woodcutters Camp icon.png|25px]] [[Woodcutters' Camp]] buildings to give {{rl|Wood}}. They may also grant additional [[Resources]] depending on the biome. These trees have 2 charges each. | All trees can be harvested by [[File:Woodcutters Camp icon.png|25px]] [[Woodcutters' Camp]] buildings to give {{rl|Wood}}. They may also grant additional [[Resources]] depending on the [[biome]]. These trees have 2 charges each. | ||
{| class="wikitable mw-collapsible" style="text-align:center; width:100%;" | {| class="wikitable mw-collapsible" style="text-align:center; width:100%;" | ||
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| colspan="2" | 70 → [[File:DebugNode_MossBroccoliBig_icon.png|32px]] Moss Broccoli Patch | | colspan="2" | 70 → [[File:DebugNode_MossBroccoliBig_icon.png|32px]] Moss Broccoli Patch | ||
| [[File:Insects.png|32px]] 40% + [[File:Roots.png|32px]] 20% | | [[File:Insects.png|32px]] 40% + [[File:Roots.png|32px]] 20% | ||
| {{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;" | {{Sl|Farming}} <br /><br />{{Species link|Humans}} | | rowspan="2" style="text-align:center;" | {{Sl|Farming}} <br /><br />{{Species link|Humans}} | ||
Line 78: | Line 79: | ||
| {{bl|Harvesters' Camp|large}} {{2Star}} | | {{bl|Harvesters' Camp|large}} {{2Star}} | ||
| style="text-align:center;" | 00:05 | | style="text-align:center;" | 00:05 | ||
| style="text-align:center;" | none | | style="text-align:center;" | ''none'' | ||
|- | |- | ||
| rowspan="2" | {{rl|Herbs|large}} | | rowspan="2" | {{rl|Herbs|large}} | ||
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* [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters. | * [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters. | ||
* Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}. | * Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}. | ||
* [[Crystal Growth]] (+1/2 {{rl|Crystalized Dew}} production) is uniquely strong on Coral Forest because of [[#Trees | Musselsprout trees]]. | |||
* [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra {{rl|Meat}} can even go towards {{rl|Oil}} production, if you happen to get [[Meat Specialization]]. | * [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra {{rl|Meat}} can even go towards {{rl|Oil}} production, if you happen to get [[Meat Specialization]]. | ||
* Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later. | * Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later. | ||
* To make sure your {{bl|Woodcutters' Camp}}s focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools. | * To make sure your {{bl|Woodcutters' Camp}}s focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools. | ||
* Consider using big {{rl|Stone}} deposits for food if your [[villagers]] are at risk of starvation. 60% chance of bonus food yields combined with {{bl|Stonecutters' Camp}}'s short production cycle will keep villagers fed at least until {{rl|Stone}} nodes run out. | |||
== See Also == | == See Also == | ||
[[Category:Biomes]] | [[Category:Biomes]] |
Latest revision as of 23:37, 1 May 2024
Overview
The true source of the coral’s growth is unknown. Contrary to common belief, it doesn't usually appear in flooded regions. The unique influence of the coral mutates trees into distinctive strands that offer various resources.
Effects
Resources
The Coral Forest has an average 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 |
---|---|---|---|
Crimsonreach Tree | 2 | ![]() ![]() |
A mineralized coral tree. |
Musselsprout Tree | 2 | ![]() ![]() |
The unusually hard bark conceals soft, fleshy tissue. |
Plateleaf Tree | 2 | ![]() |
A species of plant rarely seen above water. |
Natural Resources:
Primary Resources | Charges → Resource Deposits | Bonus Resources | Gathering Building | Speed per Unit |
Specialization Bonus | |
---|---|---|---|---|---|---|
![]() |
70 → ![]() |
![]() ![]() |
![]() |
00:17 | ![]() ![]() | |
15 → ![]() |
![]() |
![]() |
00:25 | |||
![]() |
60 → ![]() 20 → ![]() |
![]() ![]() ![]() ![]() |
![]() |
00:05 | none | |
![]() |
70 → ![]() |
![]() ![]() |
![]() |
00:17 | ![]() ![]() | |
15 → ![]() |
![]() |
![]() |
00:25 | |||
![]() |
60 → ![]() |
![]() ![]() ![]() |
![]() |
00:05 | none | |
20 → ![]() |
![]() ![]() | |||||
![]() ![]() |
70 → ![]() 70 → ![]() |
![]() ![]() ![]() ![]() |
![]() |
00:17 | ![]() ![]() | |
15 → ![]() 15 → ![]() |
![]() ![]() |
![]() |
00:25 | |||
![]() |
120 → ![]() |
![]() |
![]() |
00:40 | ![]() ![]() |
Strategy
- Coral Forest doesn't have any nodes for
Flour input. That makes Small Farm a good choice if you wish to sustainably produce
Flour for
Biscuits,
Pie, or
Pack of Trade Goods. The only options for
Flour input outside of Farming and Greenhouses are bonus yields from
Stone,
Reed, and big
Vegetables nodes.
- Coral Forest is the only biome with
Coal veins being the only veins on the map. That makes it relatively easy to set up a
Coal Mine, effortlessly solving all potential fuel issues.
- Accessible
Coal also makes fuel-based Recipes like
Jerky,
Incense, and
Purging Fire easier to sustain.
- Inspiring Pressure can provide a powerful boost to your production output when you are working on a Hostility-raising event or simply assign a lot of woodcutters.
- Finding a patch of trees with
Crystalized Dew bonus yields enables you to solve some Glade Events, build Fox Housing, as well as produce some
Pipes or
Tools.
- Crystal Growth (+1/2
Crystalized Dew production) is uniquely strong on Coral Forest because of Musselsprout trees.
- Musselsprout trees also have
Meat bonus yields at 40%, which can help feed your villagers. Extra
Meat can even go towards
Oil production, if you happen to get Meat Specialization.
- Stockpiling some
Incense from Crimsonreach trees can help you solve Glade Events later.
- To make sure your Woodcutters' Camps focus on the trees you want, make ample use of the tree Marking and Unmarking tools.
- Consider using big
Stone 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
Stone nodes run out.