The Forest: Difference between revisions
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All settlements are constructed in the Forest, which is made up of Trees and Glades. | All settlements are constructed in the Forest, which is made up of Trees and Glades. | ||
== Hostility == | |||
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Globel Resolve by 2 and may activate a negative Forest Mystery. | |||
Hostility is increasd by the following: | |||
* Years passing | |||
* Exploring Glades | |||
* Having villagers | |||
* Having woodcutters | |||
Hostility is decreased by the following | |||
* Having Hearths | |||
* Raising Queen's Impatience Level | |||
* Sacrificing Wood | |||
== Trees == | == Trees == |
Revision as of 16:56, 1 November 2022
All settlements are constructed in the Forest, which is made up of Trees and Glades.
Hostility
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Globel Resolve by 2 and may activate a negative Forest Mystery.
Hostility is increasd by the following:
- Years passing
- Exploring Glades
- Having villagers
- Having woodcutters
Hostility is decreased by the following
- Having Hearths
- Raising Queen's Impatience Level
- Sacrificing Wood
Trees
Trees can be harvested by Woodcutters' Camp buildings to give Wood. They may also grant additional resources depending on the biome.
Resource nodes
Resource nodes are spots that allow villagers to gather resources. Each node can have its own priority set, when it is preferred to be harvested more or less often than other nodes.
Resource nodes come in two sizes. With the exception of the tutorial, big resource nodes can only be found inside Dangerous Glades and Forbidden Glades.
Each node has a number of Charges, representing the amount of times it can be harvested. Small resource nodes can be harvested 15 times if they provide raw food and 20 times if they provide raw resources. Large resource nodes can be harvested 60 times. The number can be increased by certain Smoldering City upgrades.
Glades
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resources, treasures, fertile soil, ruined buildings, and more.
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.
The best rewards come from Dangerous Glades and especially Forbidden Glades (both marked with a skull icon), but they always contain at least one dangerous Glade Event, which requires delivering certain goods or completing a challenge.
Glade Events
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.
Ruins
Ruins are ruined versions of non-essential buildings that may sometimes be encountered in Glades. For a certain amount of resources they can be either rebuilt, giving a fully functional building, or salvaged, giving a random reward of resources.