Marshlands: Difference between revisions

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{{Version|1.3.4}}
[[File:Icon Biome Marshlands.png|thumb|360px|The Marshlands]]
[[File:Icon Biome Marshlands.png|thumb|360px|The Marshlands]]


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== Strategy ==
== Strategy ==
* Marshlands' trees don't have any bonus {{rl|Wood}} yields. You have to run more {{bl|Woodcutters' Camp}}s to meet the demand for {{rl|Wood}} and fuel, compared to other [[biomes]].
* Marshlands' trees don't have any bonus {{rl|Wood}} yields. You have to run more {{bl|Woodcutters' Camp}}s to meet the demand for {{rl|Wood}} and fuel, compared to other [[biomes]].
* Picking [[Fungal Guide]] [[Cornerstone]] is not advised, as bonus {{rl|Mushrooms}} from [[#Trees | Mushwood trees]] will quickly flood {{bl|Woodcutters' Camp}}s' internal storage and leave no space for {{rl|Wood}}.
* Marshlands biome doesn't have any {{rl|Reed}} or {{rl|Plant Fiber}} nodes. The best options to make {{rl|Fabric}} are {{rl|Leather}} and {{rl|Plant Fiber}} from big Leech Broodmother and big Swamp Wheat Field nodes.
* Marshlands biome doesn't have any {{rl|Reed}} or {{rl|Plant Fiber}} nodes. The best options to make {{rl|Fabric}} are {{rl|Leather}} and {{rl|Plant Fiber}} from big Leech Broodmother and big Swamp Wheat Field nodes.
* Alternative fuels should be a top priority. Processing {{rl|Meat}} or {{rl|Grain}} into {{rl|Oil}}, and setting up a {{rl|Coal}} {{bl|Mine}} are all good options.
* Alternative fuels should be a top priority. Processing {{rl|Meat}} or {{rl|Grain}} into {{rl|Oil}}, and setting up a {{rl|Coal}} {{bl|Mine}} are all good options.
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* [[#Unique Forbidden Glades and Resources | Giant nodes]] are effectively infinite and have a variety of bonus yields. Focusing on getting to the nearest Forbidden [[Glade]] within the first 3-4 years is a powerful strategy, as long as you obtain a [[blueprint]] for the node you get. Once you get to, for example, a Giant Proto Fungus, build a [[Small Hearth]] and [[Warehouse]] nearby, as well as some {{bl|Herbalists' Camp}}s.
* [[#Unique Forbidden Glades and Resources | Giant nodes]] are effectively infinite and have a variety of bonus yields. Focusing on getting to the nearest Forbidden [[Glade]] within the first 3-4 years is a powerful strategy, as long as you obtain a [[blueprint]] for the node you get. Once you get to, for example, a Giant Proto Fungus, build a [[Small Hearth]] and [[Warehouse]] nearby, as well as some {{bl|Herbalists' Camp}}s.
* [[Master Blueprint]] [[Cornerstone]] is a stand-out pick on Marshlands because [[Effects | Gathering Knowledge]] counteracts [[Master Blueprint]]'s gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a [[#Unique Forbidden Glades and Resources | Giant node]] without an Advanced Camp blueprint for it.
* [[Master Blueprint]] [[Cornerstone]] is a stand-out pick on Marshlands because [[Effects | Gathering Knowledge]] counteracts [[Master Blueprint]]'s gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a [[#Unique Forbidden Glades and Resources | Giant node]] without an Advanced Camp blueprint for it.
* Marsh is weighted towards {{bl|Trappers' Camp}} resources. Picking a {{bl|Trappers' Camp}} blueprint for [[Embarkation]] is more likely to pay off compared to other biomes.
* 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.
* While [[Effects | Gathering Knowledge]] is strong with raw food camps (especially the small versions), it's weak with {{bl|Stonecutters' Camp}} because of its short production cycle. With no [[upgrades]] and 10 workers assigned to camps, [[Effects | Gathering Knowledge]] is going to cut a {{bl|Stonecutters' Camp}} production cycle by 2.5 seconds, {{bl|Foragers' Camp}} cycle by almost 6 seconds, and almost 8.5 seconds for {{bl|Small Foragers' Camp}}.


== See Also ==
== See Also ==


[[Category:Biomes]]
[[Category:Biomes]]

Latest revision as of 23:41, 1 May 2024

The Marshlands

Overview

MarshlandsIcon.png

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

GatheringKnowledge.png
Gathering Knowledge
The Marshlands are a gatherer's paradise. Gathering speed is increased by 10% for every 2 workers assigned to gathering camps.
GiantOrganisms.png
Giant Organisms
The Marshlands are home to enormous lifeforms. Giant resource nodes can be found in Forbidden Glades. Each glade will have a different one.

Resources

The Marshlands has a small amount of FertileSoil.png Fertile Soil and contains the following Resources:

Trees

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

Trees Charges Bonus Resources Description
Mushwood Tree.png
Mushwood Trees
2 Mushrooms Mushrooms 15% +
Leather 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 Grain 70 → DebugNode SwampWheatBig icon.png Swamp Wheat Field PlantFiber.png 100% + PlantFiber.png 20% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Specialization Farming

Humans Humans
12 → DebugNode SwampWheatSmall icon.png Swamp Wheat Field PlantFiber.png 20% Small Foragers' Camp Small Foragers' Camp 00:25
Mushrooms Mushrooms 70 → DebugNode MarshlandsMushroomBig icon.png Grasscap Mushrooms Insects.png 40% Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Specialization Alchemy

Harpies Harpies
15 → DebugNode MarshlandsMushroomSmall icon.png Grasscap Mushrooms Insects.png 20% Small Herbalists' Camp Small Herbalists' Camp 00:25
Stone Stone 60 → DebugNode StoneBig icon.png Stone Deposit Roots.png 30% + Insects.png 30% + CopperOre.png 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:05 none
20 → DebugNode StoneSmall icon.png Stone Deposit Roots.png 20% + Insects.png 20%
Meat Meat

Eggs Eggs
70 → DebugNode LeechBroodmotherBig icon.png Leech Broodmother

70 → DebugNode SnakeNestBig icon.png Snake Nest
Leather.png 100% + Leather.png60% + Eggs.png 20%

Leather.png 40% + Meat.png 20%
Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Specialization Meat production

Lizards Lizards
15 → DebugNode LeechBroodmotherSmall icon.png Leech Broodmother

15 → DebugNode SnakeNestSmall icon.png Snake Nest
Leather.png 20%

Leather.png 20%
Small Trappers' Camp Small Trappers' Camp 00:25
Copper Ore Copper Ore

Coal Coal
75 → Copper Vein.png Copper Vein

120 → Coal Vein.png Coal Vein
Clay.png 30%

Stone.png 30%
Mine Mine ★★ 00:40 Engineering Specialization Engineering

Beavers Beavers

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.

Giant Node Charges → Resource Bonuse Resources Gathering Building Specialization
Bonus
DebugNode Marshlands InfiniteGrain icon.png
Ancient Proto Wheat
999 → Grain.png Reeds.png 40% + Herbs.png 40% + Oil.png 30% + Amber.png 5% Foragers' Camp Foragers' Camp ★★ Farming Specialization Farming

Humans Humans
DebugNode Marshlands InfiniteMeat icon.png
Dead Leviathan
999 → Meat.png Leather.png 40% + SeaMarrow.png 30% + Jerkey.png 30% + CrystalizedDew.png 30% Trappers' Camp Trappers' Camp ★★
Meat production Specialization Meat production

Lizards Lizards
DebugNode Marshlands InfiniteMushroom icon.png
Giant Proto Fungus
999 → Mushrooms.png Pigment.png 40% + Waterskins.png 40% + Insects.png 40% + PickledGoods.png 30% Herbalists' Camp Herbalists' Camp ★★ Alchemy Specialization Alchemy

Harpies Harpies

Strategy

See Also