Bamboo Flats

Overview

A lush, verdant expanse covered by an endless sea of bamboo trees. It is home to the magnificent Fluffbeaks - a species of gentle giants who love nothing more than to munch on the sweet stems and leaves of the Tearsap Bamboo.
Bamboo Flats is exclusive to the Nightwatchers DLC.
Effects
Resources
The Bamboo Flats has no naturally generated
Fertile Soil and contains the following Resources:
Trees
All trees (with the exception of Basalt 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 |
|---|---|---|---|
Tearsap Bamboo |
2 | A lush stalk brimming with sweet sap - a favorite FlufFbeak treat. |
Natural Resources
| Primary Resources | Charges → Resource Deposits | Bonus Resources | Gathering Building | Speed per Unit |
Specialization Bonus | |
|---|---|---|---|---|---|---|
| 70 → 70 → |
00:17 | |||||
| 12 → 15 → |
00:25 | |||||
| 60 → 60 → |
00:08 | none | ||||
| 20 → 20 → |
||||||
| 70 → 70 → |
00:17 | |||||
| 15 → 15 → |
00:25 | |||||
| 60 → |
00:08 | |||||
| 20 → |
||||||
| 70 → |
00:17 | |||||
| 15 → |
00:25 | |||||
| 80 → Copperfin Pond | 00:08 | none | ||||
| 60 → Copperfin Pond | 00:12 | |||||
| 75 → |
00:40 | Bats | ||||
Node weighting
- Flax Fields have double the normal weighting in this Biome. [1]
- Stone Deposits have double the normal weighting in this Biome. [1]
Giant Fluffbeak


Giant Fluffbeak is a freely movable special building all Bamboo Flats settlements have in their starting Glade. It primarily serves as a source of Fertilizer (a biome-specific resource that produces fertile soil patches), but can also grant global double production chance and Resolve bonuses. In order to get any of these bonuses, viceroys will have to care for Fluffbeak's well-being using its menu (see the screenshot on the right).
Well-being
Fluffbeak's well-being is determined by its 3 needs: hunger, thirst, and warmth. When satisfied, they will raise the well-being level. Well-being is communicated with a bar that goes from 0 to 100%. Each need has its own satisfaction level, which drains with time. Different needs drain at different rates in different seasons. Well-being percentage is the averaged level of all three needs. Hunger, thirst, and warmth start out at 49% when you first load into a Bamboo Flats settlement.
| Bonus name | Effect | Activation |
|---|---|---|
| Village Mascot | +2 to Global Resolve | 50% |
| Fertilizer | Fertilizer generation | 65% |
| Breadwinner | +10% extra production chance | 81% |
Need mechanics
Drain
Different Fluffbeak needs drain at different rates in different seasons.
* Default year length at Prestige 2 difficulty and higher.
** Default year length between Settler and Prestige 1 difficulties.
Resource provision

Due to the constant drain Fluffbeak's needs experience, they have to be continuously fulfilled in order to keep bonuses active. Satisfying Fluffbeak's Hunger, Thirst, and Warmth needs involves providing it with food, water, and fuel respectively. To provide Fluffbeak with a portion of resources equal to 25% of the satisfaction bar, click on the white plus sign on green background under the need you want to satisfy. Be aware that some portion of resources will always be wasted in case you decide to provide resources when above 76%, since values above 100% aren't stored or stagger-consumed by the Fluffbeak. Satisfying Warmth at 95% or higher wastes essentially all of your committed fuel, for example.
When you hover over the plus sign with your cursor, the percentage value under the need satisfaction bar (but not the bar itself) will assume the value the need satisfaction bar will take, should you commit to providing the portion of selected resources (see the button under Thirst in the screenshot on the right). When a need is at 100%, it becomes greyed out, preventing players from spending any more resources (see the button under Hunger in the screenshot on the right).
Resource provision scaling
The amount of resources required to meet Fluffbeak's demands scales with the amount of Fertilizer earned via its Fertilizer bonus (uncollected Fertilizer still counts). Consult the table below for the list of resources that can be used to satisfy needs, as well as specific provision values at different Fertilizer levels.
| Hunger | Thirst | Warmth | |||
|---|---|---|---|---|---|
| Fertilizer earned | / / / / / |
/ / | / / | / | |
| 0 | 4 | 10 | 4 | 6 | 16 |
| 1 | 4 | 10 | 4 | 6 | 17 |
| 2 | 4 | 11 | 4 | 7 | 18 |
| 3 | 5 | 12 | 5 | 7 | 18 |
| 4 | 5 | 12 | 5 | 7 | 19 |
| 5 | 5 | 12 | 5 | 8 | 20 |
| 6 | 5 | 13 | 5 | 8 | 21 |
| 7 | 5 | 14 | 5 | 8 | 22 |
| 8 | 6 | 14 | 6 | 8 | 22 |
| 9 | 6 | 14 | 6 | 9 | 23 |
| 10 | 6 | 15 | 6 | 9 | 24 |
| 11 | 6 | 16 | 6 | 9 | 25 |
| 12 | 6 | 16 | 6 | 10 | 26 |
| 13 | 7 | 16 | 7 | 10 | 26 |
| 14 | 7 | 17 | 7 | 10 | 27 |
| 15 | 7 | 18 | 7 | 10 | 28 |
| Hunger | Thirst | Warmth | |||
|---|---|---|---|---|---|
| Fertilizer earned | / / / / / |
/ / | / / | / | |
| 0 | 4 | 10 | 4 | 6 | 16 |
| 1 | 4 | 10 | 4 | 6 | 17 |
| 2 | 4 | 11 | 4 | 7 | 18 |
| 3 | 5 | 12 | 5 | 7 | 18 |
| 4 | 5 | 12 | 5 | 7 | 19 |
| 5 | 5 | 12 | 5 | 8 | 20 |
| 6 | 5 | 13 | 5 | 8 | 21 |
| 7 | 5 | 14 | 5 | 8 | 22 |
| 8 | 6 | 14 | 6 | 8 | 22 |
| 9 | 6 | 14 | 6 | 9 | 23 |
| 10 | 6 | 15 | 6 | 9 | 24 |
| 11 | 6 | 16 | 6 | 9 | 25 |
| 12 | 6 | 16 | 6 | 10 | 26 |
| 13 | 7 | 16 | 7 | 10 | 26 |
| 14 | 7 | 17 | 7 | 10 | 27 |
| 15 | 7 | 18 | 7 | 10 | 28 |
| 16 | 7 | 18 | 7 | 11 | 29 |
| 17 | 7 | 18 | 7 | 11 | 30 |
| 18 | 8 | 19 | 8 | 11 | 30 |
| 19 | 8 | 20 | 8 | 12 | 31 |
| 20 | 8 | 20 | 8 | 12 | 32 |
| 21 | 8 | 20 | 8 | 12 | 33 |
| 22 | 8 | 21 | 8 | 12 | 34 |
| 23 | 9 | 22 | 9 | 13 | 34 |
| 24 | 9 | 22 | 9 | 13 | 35 |
| 25 | 9 | 22 | 9 | 13 | 36 |
| 26 | 9 | 23 | 9 | 14 | 37 |
| 27 | 9 | 24 | 9 | 14 | 38 |
| 28 | 10 | 24 | 10 | 14 | 38 |
| 29 | 10 | 24 | 10 | 14 | 39 |
| 30 | 10 | 25 | 10 | 15 | 40 |
| 31 | 10 | 26 | 10 | 15 | 41 |
| 32 | 10 | 26 | 10 | 15 | 42 |
| 33 | 11 | 26 | 11 | 16 | 42 |
| 34 | 11 | 27 | 11 | 16 | 43 |
| 35 | 11 | 28 | 11 | 16 | 44 |
| 36 | 11 | 28 | 11 | 16 | 45 |
| 37 | 11 | 28 | 11 | 17 | 46 |
| 38 | 12 | 29 | 12 | 17 | 46 |
| 39 | 12 | 30 | 12 | 17 | 47 |
| 40 | 12 | 30 | 12 | 18 | 48 |
| 41 | 12 | 30 | 12 | 18 | 49 |
| 42 | 12 | 31 | 12 | 18 | 50 |
| 43 | 13 | 32 | 13 | 18 | 50 |
| 44 | 13 | 32 | 13 | 19 | 51 |
| 45 | 13 | 32 | 13 | 19 | 52 |
| 46 | 13 | 33 | 13 | 19 | 53 |
| 47 | 13 | 34 | 13 | 20 | 54 |
| 48 | 14 | 34 | 14 | 20 | 54 |
| 49 | 14 | 34 | 14 | 20 | 55 |
| 50 | 14 | 35 | 14 | 20 | 56 |
*Upkeep cost is the amount of resources players need to pay to raise needs' satisfaction level by 25%
See this Google sheet for a version of the table that highlights the upkeep cost increase patterns.
Fertilizer

At 65% or higher Well-being Fluffbeak generates manure that can be spent to construct
Farm Fields (though they are called Fertile Fields in the construction menu and have a Fertile Soil icon). Fertilizer generation progress can be tracked with the help of the bar in the Fertilizer portion of the Fluffbeak UI. Each time the bar hits 100%, Farmer's Pride (the biome effect) ticks up by 1. Once produced, Fertilizer needs to be collected. Up to 3 Fertilizer can be stored and collected at a time. To collect Fertilizer, press the Clean button at the bottom of the Fluffbeak UI. With Fertilizer in storage, Fertile Fields are available for construction under the Food Production category. Notably, you can lay down Fertile Field construction sites from the moment you load into a Bamboo Flats settlement - they will remain unbuilt until you make enough Fertilizer. Once Fertile Fields are constructed, they turn into regular Farm Fields and can be demolished for Fertile Soil (in case you want to build a Greenhouse or a Clay Pit).
Strategy
- Be conservative with how many patches of fertile soil you allocate to each farm you decide to build. Normally, a maximum of 8-10 patches of fertile soil per farm is recommended as any more would be wasted as your farmers would be unable to finish harvesting and transporting all of the crops in time.
- If your bonus from Farmer's Pride has stacked up significantly, it may be best to be even more conservative with how much fertile soil you dedicate to each farm as the increased production bonus will cause your farmers to spend more time delivering harvested crops to the warehouse. If you realize that a farm has too much fertile soil for it to handle, you can build a second farm near it so that more farmers can work on the same soil.
- The ability to plan out fertile soil layouts instead of making do with random layouts allows you to set up farms optimally. The best location for a farm is adjacent to a warehouse and hearth to minimize travel time from delivering harvested crops and taking breaks at the hearth.
- The +2 global resolve bonus from your Fluffbeak's Village Mascot effect can be used to temporarily stop unhappy villagers from leaving due to the storm if their resolve is at 0 or -1. If you have a high resilience species like
Bats or
Lizards, activating Village Mascot just before the storm hits can buy you extra time before their resolve drops into negative values.
References
- Datamining done by Discord user @forwindz. https://drive.google.com/drive/folders/1mx9OKXck6aJL7aA-ANgP5zaNeR_qktHJ


