Marshlands
From Against the Storm Official Wiki
Overview
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
Resources
The Marshlands has a small 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 |
---|---|---|---|
Mushwood Trees |
2 | Mushrooms 15% + 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 | 70 → Swamp Wheat Field | 100% + 20% | Foragers' Camp ★★ | 00:17 | Farming Humans | |
12 → Swamp Wheat Field | 20% | Small Foragers' Camp ★ | 00:25 | |||
Mushrooms | 70 → Grasscap Mushrooms | 40% | Herbalists' Camp ★★ | 00:17 | Alchemy Harpies | |
15 → Grasscap Mushrooms | 20% | Small Herbalists' Camp ★ | 00:25 | |||
Stone | 60 → Stone Deposit | 30% + 30% + 10% | Stonecutters' Camp ★★ | 00:05 | none | |
20 → Stone Deposit | 20% + 20% | |||||
Meat Eggs |
70 → Leech Broodmother 70 → Snake Nest |
100% + 60% + 20% 40% + 20% |
Trappers' Camp ★★ | 00:17 | Meat production Lizards | |
15 → Leech Broodmother 15 → Snake Nest |
20% 20% |
Small Trappers' Camp ★ | 00:25 | |||
Copper Ore Coal |
75 → Copper Vein 120 → Coal Vein |
30% 30% |
Mine ★★ | 00:40 | Engineering 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 | |
---|---|---|---|---|---|
Ancient Proto Wheat |
999 → | 40% + 40% + 30% + 5% | Foragers' Camp ★★ | Farming Humans | |
Dead Leviathan |
999 → | 40% + 30% + 30% + 30% | Trappers' Camp ★★ |
Meat production Lizards | |
Giant Proto Fungus |
999 → | 40% + 40% + 40% + 30% | Herbalists' Camp ★★ | Alchemy Harpies |
Strategy
- Marshlands' trees don't have any bonus Wood yields. You have to run more Woodcutters' Camps to meet the demand for Wood and fuel, compared to other biomes.
- Picking Fungal Guide Cornerstone is not advised, as bonus Mushrooms from Mushwood trees will quickly flood Woodcutters' Camps' internal storage and leave no space for Wood.
- Marshlands biome doesn't have any Reed or Plant Fiber nodes. The best options to make Fabric are Leather and Plant Fiber from big Leech Broodmother and big Swamp Wheat Field nodes.
- Alternative fuels should be a top priority. Processing Meat or Grain into Oil, and setting up a Coal Mine are all good options.
- Both Gathering Knowledge and low amount of Fertile Soil encourage building a camp-based economy. It is generally a bad idea to pick a farming blueprint on Marshlands without a plot of Fertile Soil already available or revealed in a nearby Glade by Humans' Starting Ability.
- 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 Herbalists' Camps.
- Master Blueprint Cornerstone is a stand-out pick on Marshlands because Gathering Knowledge counteracts Master Blueprint's gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a Giant node without an Advanced Camp blueprint for it.