Starting Ability
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).
Species | Ability | Unlocked in |
---|---|---|
Lizards |
Gain 10 Tools | Monastery of The Vigilant Flame Level 5 ( x 48 ) |
Beavers |
Extends avaiable trade offers by 1 in each neighboring town | Brass Forge Level 5 ( x 60, x 12 ) |
Humans |
Reveals the location of 1 of the nearest patches of fertile soil | First Dawn Headquarters Level 6 ( x 60, x 12, x 12 ) |
Harpies |
Gain 50 Coats | Vanguard Spire Level 7 ( x 72 ) |
Foxes |
Reveals the location of 1 of the nearest geysers | Pioneers' Gate Level 8 ( x 84, x 12, x 12 ) |
Additional Information
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.
Beavers
Beavers passive ability will unlock first level of expansion with every neighboring city for free (otherwise it costs 5 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.
Combined with Guild House being a Species-specific service building that might be offered in blueprints choices when Beavers are one of the species, makes them a good choice for players that center their strategy around trading.
For more information please see: Trading, Buildings#Species_Specific_Buildings
Humans
Humans passive 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.
Harpies
Although 50 Coats seem to be a large number, they can disappear quickly without real benefit if starting caravan has large number of Species 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:
Solving Glade Events
There are five Dangerous Glade Events that can be solved with a help of Coats:
Surviving Storm Season
Harpies base Resolve is only 5 and their Resilience is Low so it might be a struggle to prevent them from leaving during Storm Seasons if Hostility is High. Enabling Coats before Storm and boosting their Resolve by +5 is an option to consider.
Resolve Orders
Work in progress
Foxes
Foxes passive will show neareast undiscovered geyser position on map and also reveal which type of water it will contain. 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 geysers.