Starting Ability: Difference between revisions

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{{Version|1.2.3}}
{{Version|1.3.4}}
== Overview ==
== Overview ==


Starting abilities are extra capabilities unlocked at higher levels of Citadel [[Upgrades|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).
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).
 
== List of Starting Abilities ==
{| class="wikitable"
{| class="wikitable"
|+ Starting Abilities
|- style="text-align:center;"
|- style="text-align:center;"
! style="width:100px" | Species !! Ability !! Unlocked in
! style="width:100px;font-weight:bold;" | Species !! style="font-weight:bold;" | Ability !! style="font-weight:bold;" | Unlocked in
|- style="text-align:center;"
|- style="text-align:center;"
| {{Species link|Lizards|large}} || Gain 10 [[File:Icon_Resource_SimpleTools.png|24px]] [[Tools]] || Monastery of The Vigilant Flame Level 5<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 48
| {{Species link|Lizards|large}} || Gain 10 {{rl|Tools}} || '''Monastery of The Vigilant Flame''' level 5<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 48
|- style="text-align:center;"
|- style="text-align:center;"
| {{Species link|Beavers|large}} || Extends avaiable trade offers by 1 in each neighboring town || Dim Square Level 7<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 72, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
| {{Species link|Beavers|large}} || Extends available [[Trading#Trade_Routes | Trade Offers]] by 1 in each neighboring town || '''Dim Square''' level 7<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 72, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
|- style="text-align:center;"
|- style="text-align:center;"
| {{Species link|Humans|large}} || Reveals the location of 1 of the nearest patches of fertile soil || First Dawn Headquarters Level 6<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 60, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
| {{Species link|Humans|large}} || Reveals the location of 1 of the nearest patches of [[Fertile Soil]] || '''First Dawn Headquarters''' level 6<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 60, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
|- style="text-align:center;"
|- style="text-align:center;"
| {{Species link|Harpies|large}} || Gain 50 [[File:Icon_Resource_Coats.png|24px]] [[Coats]] || Vanguard Spire Level 7<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 72
| {{Species link|Harpies|large}} || Gain 50 {{rl|Coats}} || '''Vanguard Spire''' level 7<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 72
|- style="text-align:center;"
|- style="text-align:center;"
| {{Species link|Foxes|large}} || Reveals the location of 1 of the nearest [[Rainwater Geysers]] || Pioneers' Gate Level 8<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 84, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
| {{Species link|Foxes|large}} || Reveals the location of 1 of the nearest [[Rainwater Geysers]] || '''Pioneers' Gate''' level 8<br/>[[File:Icon_MetaResource_FoodStockpiles.png|24px]] x 84, [[File:Icon_MetaResource_Machinery.png|24px]] x 12, [[File:Icon_MetaResource_Artifact.png|24px]] x 12
|}
|}


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=== Lizards ===
=== 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.
10 {{rl|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 sending [[Abandoned Caches]] to the Citadel later, as {{rl|Tools}} are amongst the most expensive and hard-to-produce goods in the game.


=== Beavers ===
=== Beavers ===


[[Beavers]] passive ability will unlock first level of expansion with every neighboring city for free (otherwise it costs 5 [[File:Icon_Resource_Amber.png|24px]] [[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.<br>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.
{{Species link|Beavers}}' passive ability will unlock the first level of expansion with every neighboring city for free (otherwise it costs 5 {{rl|Amber}} for each), which unlocks one extra [[Trading#Trade_Routes | Trade Offer]] (2 -> 3). It allows the player to pick better offers and improve [[standing]] with trading partners faster.


For more information please see: [[Trading]], [[Buildings#Species_Specific_Buildings]]
Combined with {{bl|Guild House}} being a [[Buildings#Species_Specific_Buildings | species-specific]] Service [[building]] that might be offered in [[blueprint]] choices when {{Species link|Beavers}} are in the game, {{Species link|Beavers}} are a good choice for players that center their strategy around [[Trading]].


=== Humans ===
=== Humans ===
[[File:HumanPassiveExample.png|thumb|220px| Humans passive icon.]]
[[File:HumanPassiveExample.png|thumb|220px| Humans passive icon.]]
[[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.
{{Species link|Humans}}' Starting Ability will show the nearest '''undiscovered''' [[Fertile Soil]] patch on map. This information can be useful when picking [[blueprints]] or when choosing the best direction of expansion. Based on this information players can also deduce which [[Glades]] in close proximity are unlikely to contain [[Fertile Soil]] patches.


=== Harpies ===
=== 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:
Although 50 {{rl|Coats}} seems 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 {{rl|Coats}} at the beginning of the game in  [[Consumption Control]] and enable it again when it is beneficial:
<div style="margin-left:30px">
<div style="margin-left:30px">
==== Surviving Storm Season ====
==== 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]].
{{Species link|Harpies}}' [[Resilience]] is Low and their base [[Resolve]] is only 5, so it might be a struggle to keep them positive during [[Storm Season]].
Enabling Coats before Storm might prevent them from otherwise leaving.
Enabling {{rl|Coats}} before Storm might prevent them from leaving.


==== Resolve Orders ====
==== 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.
[[Orders]] and especially Timed Orders that require to keep {{Species link|Humans}}', {{Species link|Beavers}}' or {{Species link|Harpies}}' [[Resolve]] above certain thresholds are much easier to fulfil with {{rl|Coats}} at player's disposal.


==== Solving Glade Events ====
==== Solving Glade Events ====


There are five Dangerous Glade Events that can be solved with a help of [[Coats]]:
There are five Dangerous [[Glade Events]] that can be solved with a help of {{rl|Coats}}:
* [[Blightrot Cauldron]]
* [[Viceroy_-_P20_Glade_Events#Blightrot_Cauldron | Blightrot Cauldron]]
* [[Corrupted Caravan]]
* [[Viceroy_-_P20_Glade_Events#Corrupted_Caravan | Corrupted Caravan]]
* [[Merchant Shipwreck]]
* [[Viceroy_-_P20_Glade_Events#Merchant_Shipwreck | Merchant Shipwreck]]
* [[Withered Tree]]
* [[Viceroy_-_P20_Glade_Events#Withered_Tree | Withered Tree]]
* [[Noxious Machinery]]
* [[Viceroy_-_P20_Glade_Events#Noxious_Machinery | Noxious Machinery]]
</div>
</div>


=== Foxes ===
=== Foxes ===
[[File:FoxesPassiveExample.png|thumb|220px| Foxes passive icon.]]
[[File:FoxesPassiveExample.png|thumb|220px| Foxes passive icon.]]
[[Foxes]] starting ability will show neareast '''undiscovered''' geyser position on map and also reveal which type of water it will contain.
{{Species link|Foxes}}' Starting Ability will show the nearest '''undiscovered''' [[Rainwater Geyser]]' position on the map and also reveal its [[Rainwater]] type.
This information can be useful when picking [[buildings]] blueprints or when choosing best direction of expansion.
This information can be useful when picking [[blueprints]] or when choosing the best direction of expansion.
Based on this information player can also deduce which glades in close proximity '''do not''' contain geysers.
Based on this information players can also deduce which [[Glades]] in close proximity are unlikely to contain [[Rainwater Geyser | geysers]].


== References ==
== References ==
1. [https://eremitegames.com/sentinels-of-the-forest-update/ Sentinels of the Forest Update]
1. [https://eremitegames.com/sentinels-of-the-forest-update/ Sentinels of the Forest Update]

Latest revision as of 23:40, 1 May 2024

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).

List of Starting Abilities

Species Ability Unlocked in
Lizards Lizards Gain 10 Tools Tools Monastery of The Vigilant Flame level 5
Icon MetaResource FoodStockpiles.png x 48
Beavers Beavers Extends available Trade Offers by 1 in each neighboring town Dim Square level 7
Icon MetaResource FoodStockpiles.png x 72, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12
Humans Humans Reveals the location of 1 of the nearest patches of Fertile Soil First Dawn Headquarters level 6
Icon MetaResource FoodStockpiles.png x 60, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12
Harpies Harpies Gain 50 Coats Coats Vanguard Spire level 7
Icon MetaResource FoodStockpiles.png x 72
Foxes Foxes Reveals the location of 1 of the nearest Rainwater Geysers Pioneers' Gate level 8
Icon MetaResource FoodStockpiles.png x 84, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12

Additional Information and Strategies

Lizards

10 Tools 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 sending Abandoned Caches to the Citadel later, as Tools Tools are amongst the most expensive and hard-to-produce goods in the game.

Beavers

Beavers Beavers' passive ability will unlock the first level of expansion with every neighboring city for free (otherwise it costs 5 Amber Amber for each), which unlocks one extra Trade Offer (2 -> 3). It allows the 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 blueprint choices when Beavers Beavers are in the game, Beavers Beavers are a good choice for players that center their strategy around Trading.

Humans

Humans passive icon.

Humans Humans' Starting Ability will show the nearest undiscovered Fertile Soil patch on map. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain Fertile Soil patches.

Harpies

Although 50 Coats Coats seems 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 Coats at the beginning of the game in Consumption Control and enable it again when it is beneficial:

Surviving Storm Season

Harpies Harpies' Resilience is Low and their base Resolve is only 5, so it might be a struggle to keep them positive during Storm Season. Enabling Coats Coats before Storm might prevent them from leaving.

Resolve Orders

Orders and especially Timed Orders that require to keep Humans Humans', Beavers Beavers' or Harpies Harpies' Resolve above certain thresholds are much easier to fulfil with Coats Coats at player's disposal.

Solving Glade Events

There are five Dangerous Glade Events that can be solved with a help of Coats Coats:

Foxes

Foxes passive icon.

Foxes Foxes' Starting Ability will show the nearest undiscovered Rainwater Geyser' position on the map and also reveal its Rainwater type. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain geysers.

References

1. Sentinels of the Forest Update