Scarlet Orchard
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' 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 |
---|---|---|---|
Coppervein Trees |
2 | Copper Ore 10% Lua error in Module:ResourceLink at line 41: No resource found with name: Pigment. Please see the template documentation for how to use the parameters. 5% Plant Fiber 5% Wood 60% |
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 |
20% + 100% 30% + 30% |
Foragers' Camp★★ | 00:17 | Farming Human | |
12 → Swamp Wheat Field 12 → Roots Deposit |
20% 20% |
Small Foragers' Camp★ | 00:25 | |||
Reed |
60 → Reed Field 20 → Reed Field |
40% + 40% 20% + 20% |
Harvesters' Camp★★ | 00:05 | none | |
Herbs Berries |
70 → Herb Node 70 → Dewberry Bush |
40% + 20% 40% |
Herbalists' Camp★★ | 00:17 | Alchemy Harpy | |
15 → Herb Node 15 → Dewberry Bush |
20% 20% |
Small Herbalists' Camp★ | 00:25 | |||
Sea Marrow Stone |
60 → Sea Marrow Deposit 60 → Stone Deposit |
50% + 01% + 100% 30% + 30% + 10% |
Stonecutters' Camp★★ | 00:05 | none | |
20 → Sea Marrow Deposit 20 → Stone Deposit |
80% + 40% 20% + 20% | |||||
Eggs | 70 → Drizzlewing Nest | 40% | Trappers' Camp★★ | 00:17 | Meat Production Lizard | |
15 → Drizzlewing Nest | 20% | Small Trappers' Camp★ | 00:25 | |||
Copper Ore | 20 → Copper Deposit | 30% | Mine ★★ |
00:29 | Engineering Beaver |
Archaeologist's Office
This is a unique blueprint Viceroys receive when venturing into the Scarlet Orchard. 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. Always in a Dangerous Glade.
- 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. Always in a Forbidden Glade.
- 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 Harmony building worth 9 of its type, 2 Reputation Points and a Perk of some sort.
These digsites and their requirements can be viewed on Glade Events.