Scarlet Orchard: Difference between revisions
(→Archaeologist's Office: specified that it's a 3x3 Human-themed building. added construction cost. correct second and third digsite placement) |
mNo edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{Version|1. | {{Version|1.4.17}} | ||
[[File: | [[File:Biome ScarletOrchard.png|thumb|360px|The Scarlet Orchard]] | ||
== Overview == | == Overview == | ||
[[File: | [[File:Icon Biome ScarletOrchard.png|96px|left]] | ||
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. | 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. | ||
<br /><br /><br /> | <br /><br /><br /> | ||
Line 165: | Line 165: | ||
== Strategy == | == Strategy == | ||
* It is possible to narrow down the closest Excavation Site to 1-2 Small [[Glades]]. They are never found in Small Glades directly adjacent to your starting Glade, and there is always a patch of forest between the starting Glade and the Glade with the Excavation. You could also exclude 1-2 Dangerous Glades - the Dangerous Glade excavation can never be found in a Dangerous Glade directly adjacent to the starting Glade. | * It is possible to narrow down the closest Excavation Site to 1-2 Small [[Glades]]. They are never found in Small Glades directly adjacent to your starting Glade, and there is always a patch of forest between the starting Glade and the Glade with the Excavation. You could also exclude 1-2 Dangerous Glades - the Dangerous Glade excavation can never be found in a Dangerous Glade directly adjacent to the starting Glade. | ||
* Each Excavation Site stage requires a large amount of resources to solve. It is highly advisable to build a [[Warehouse]] in close vicinity to minimize the time it takes to haul | * Each Excavation Site stage requires a large amount of [[resources]] to solve. It is highly advisable to build a [[Warehouse]] in close vicinity to minimize the time it takes to haul resources to the event. | ||
* Excavation Sites take a long time to solve. [[Glade Event]] work speed increasing [[ | * Excavation Sites take a long time to solve. [[Glade Event]] work speed increasing [[effects]] can save both time and scout labor. [[Sacrificing]] {{rl|Sea Marrow}} also helps. | ||
* | * '''Steel Drills''' (+1/2 {{rl|Copper Ore}} production) [[Perk]] is uniquely strong on Scarlet Orchard because of [[ #Trees | Coppervein Trees]]. Same with '''Big Phials''' (+2/3 {{rl|Dye}} production). | ||
* [[ #Archaeologist's Office | Archaeologist's Office]] encourages stockpiling {{rl|Ancient Tablet}}s to scale its ''Ancient Strength'' and ''Decryption'' | * [[ #Archaeologist's Office | Archaeologist's Office]] encourages stockpiling {{rl|Ancient Tablet}}s to scale its '''Ancient Strength''' and '''Decryption''' effects. | ||
* Not being able to source raw food is somewhat common for Scarlet Orchard due to its trees and resource distribution. Invest in farms or a food processing [[building]] to avoid starvation. | * Not being able to source raw food is somewhat common for Scarlet Orchard due to its trees and resource distribution. Invest in farms or a food processing [[building]] to avoid starvation. | ||
* 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. | * 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. | ||
* | * There are no nodes for {{rl|Jerky}} ingredients in Scarlet Orchard. The only source of protein ingredients for {{rl|Skewers}} outside of byproducts is Thunderfish Ponds. Should you want to produce Jerky on Skewers sustainably, you will have to resort to using {{bl|Ranch}} or delivery lines. | ||
== See Also == | == See Also == | ||
[[Category:Biomes]] | [[Category:Biomes]] |
Latest revision as of 21:11, 11 November 2024
Overview
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
Resources
The Royal has an Average amount of Fertile Soil and contains the following Resources:
Trees
All trees can be harvested by Woodcutters' Camps to give Wood. They may also grant additional resources depending on the biome. These trees have 2 charges each.
Trees | Charges | Bonus Resources | Description |
---|---|---|---|
Coppervein Trees |
2 | Wood 60% + Copper Ore 10% + Dye 5% + Plant Fiber 5% |
A scarlet tree covered in enormous thorns. |
Natural Resources
Primary Resources | Charges → Resource Deposits | Bonus Resources | Gathering Building | Speed per Unit |
Specialization Bonus | |
---|---|---|---|---|---|---|
Grain Roots |
70 → Swamp Wheat Field 70 → Roots Node |
100% + 20% 30% + 30% |
Foragers' Camp ★★ | 00:17 | Farming Humans | |
12 → Swamp Wheat Field 15 → Roots Deposit |
20% 20% |
Small Foragers' Camp ★ | 00:25 | |||
Reed Leather |
60 → Reed Field 60 → Water Strider Molt |
40% + 40% 100% + 40% |
Harvesters' Camp ★★ | 00:05 | none | |
20 → Reed Field 20 → Water Strider Molt |
20% + 20% 20% | |||||
Herbs Berries |
70 → Herb Node 70 → Dewberry Bush |
40% + 20% 80% |
Herbalists' Camp ★★ | 00:17 | Alchemy Harpies | |
15 → Herb Node 15 → Dewberry Bush |
20% 20% |
Small Herbalists' Camp ★ | 00:25 | |||
Sea Marrow Stone |
60 → Sea Marrow Deposit 60 → Stone Deposit |
100% + 50% + 1% 30% + 30% + 10% |
Stonecutters' Camp ★★ | 00:05 | Masonry Frogs | |
20 → Sea Marrow Deposit 20 → Stone Deposit |
80% + 40% 20% + 20% | |||||
Eggs | 70 → Drizzlewing Nest | 40% | Trappers' Camp ★★ | 00:17 | Meat production Lizards | |
15 → Drizzlewing Nest | 20% | Small Trappers' Camp ★ | 00:25 | |||
Fish | 80 → Thunderfish Pond | 100% + 2 50% | Fishing Hut ★★ | 00:15 | none | |
60 → Thunderfish Pond | 40% | Small Fishing Hut ★ | 00:20 | |||
Copper Ore | 75 → Copper Vein | 30% | Mine ★★ | 00:40 | Engineering Beavers |
Archaeologist's Office
This is a unique blueprint Viceroys receive when venturing into the Scarlet Orchard. It's a 3x3 Human-themed building.
Construction cost: 2 Planks, 2 Bricks, 2 Fabric. Once the office is built, it cannot be destroyed.
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 Tablets in the Warehouse.
LEVEL II (Choose 1)
Cost:
10 Amber/ 4 Tools/ 6 Pipes +
15 Planks/ 20 Scrolls/ 20 Oil/ 20 Sea Marrow
- Mid-range Scanner: Reveals the location of the second nearest archeological discovery. Usually in a Dangerous Glade, rarely in Forbidden Glades.
- Forbidden Tools: Every 2 Hostility levels grant +1 to Tools production.
- Decryption: -10 Hostility Points for each Ancient Tablet in the Warehouse.
LEVEL III (Choose 1)
Cost:
15 Amber/ 8 Tools/ 12 Pipes +
20 Planks/ 25 Scrolls/ 25 Oil/ 25 Sea Marrow
- Long-range Scanner: Reveals the location of the farthest archeological discovery. Usually in a Forbidden Glade, rarely in Dangerous Glades.
- Escaping the Shadows: Any villager loss will be prevented at the expense of 1 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 9 Harmony decoration, gives 2 Reputation Points and a powerful Perk.
These digsites and their requirements can be viewed on Glade Events.
Strategy
- It is possible to narrow down the closest Excavation Site to 1-2 Small Glades. They are never found in Small Glades directly adjacent to your starting Glade, and there is always a patch of forest between the starting Glade and the Glade with the Excavation. You could also exclude 1-2 Dangerous Glades - the Dangerous Glade excavation can never be found in a Dangerous Glade directly adjacent to the starting Glade.
- Each Excavation Site stage requires a large amount of resources to solve. It is highly advisable to build a Warehouse in close vicinity to minimize the time it takes to haul resources to the event.
- Excavation Sites take a long time to solve. Glade Event work speed increasing effects can save both time and scout labor. Sacrificing Sea Marrow also helps.
- Steel Drills (+1/2 Copper Ore production) Perk is uniquely strong on Scarlet Orchard because of Coppervein Trees. Same with Big Phials (+2/3 Dye production).
- Archaeologist's Office encourages stockpiling Ancient Tablets to scale its Ancient Strength and Decryption effects.
- Not being able to source raw food is somewhat common for Scarlet Orchard due to its trees and resource distribution. Invest in farms or a food processing building to avoid starvation.
- 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.
- There are no nodes for Jerky ingredients in Scarlet Orchard. The only source of protein ingredients for Skewers outside of byproducts is Thunderfish Ponds. Should you want to produce Jerky on Skewers sustainably, you will have to resort to using Ranch or delivery lines.