Cursed Royal Woodlands

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The Cursed Royal Woodlands

Overview

A cursed area of the Royal Woodlands that is haunted by the lost souls of warriors fallen in the Great Civil War. The storm here is especially dangerous, and the forest more hostile than anywhere else. The Queen will handsomely reward any viceroy brave enough to settle this part of the world.


Effects


Cursed Battlefield
The forest has reshaped itself. It is impossible to recognize the danger of the glades, which are now all of even size.

Restless Spirits
This land has seen a lot of bloodshed during the Great Civil War. Restless Spirits can be found in the forest.

Resources

The Cursed Royal Woodlands has an Average amount of Fertile Soil and contains the following Resources:

Trees

All trees can be harvested by Woodcutters' Camps to give Wood Wood. They may also grant additional resources depending on the biome. These trees have 2 charges each.

Trees Charges Bonus Resources Description

Dying Trees
2 Wood Wood 60% +
Insects Insects 10% +
Plant Fiber Plant Fiber 10% +
Roots Roots 10%
A bare, rotting tree infested with grubs.

Natural Resources:

Primary Resources Charges → Resource Deposits Bonuse Resources Gathering Building Speed
per Unit
Specialization
Bonus
Grain Grain

Vegetables Vegetables
70 → Swamp Wheat Field

70 → Moss Broccoli Patch
20% + 100%

40% + 20%
Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

Humans Humans
12 → Swamp Wheat Field

15 → Moss Broccoli Patch
20%

30%
Small Foragers' Camp Small Foragers' Camp ★ 00:25
Plant Fiber Plant Fiber

Leather Leather
60 → Flax Field

60 → Water Strider Molt
50% + 30%

100% + 40% + 20%
Harvesters' Camp Harvesters' Camp ★★ 00:08 none
20 → Flax Field

20 → Water Strider Molt
30% + 20%

20% + 10%
Herbs Herbs

Mushrooms Mushrooms
70 → Herb Node

70 → Bleeding Tooth Mushrooms
40% + 20%

40%
Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Herb Node

15 → Bleeding Tooth Mushrooms
20%

20%
Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Clay Clay

Sea Marrow Sea Marrow
60 → Clay Deposit

60 → Sea Marrow Deposit
75% + 30%

50% + 01% + 100%
Stonecutters' Camp Stonecutters' Camp ★★ 00:08 Masonry

Frogs Frogs
20 → Clay Deposit

20 → Sea Marrow Deposit
50% + 20%

80% + 40%
Insects Insects
70 → Wormtongue Nest 60% Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Wormtongue Nest 20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Fish Fish 80 → Thunderfish Pond 100% + 2 50% Fishing Hut Fishing Hut ★★ 00:15 none
60 → Thunderfish Pond 40% Small Fishing Hut Small Fishing Hut ★ 00:20
Copper Ore Copper Ore 75 → Copper Vein 30% Mine Mine ★★ 00:40 Engineering Engineering

Beavers Beavers

Node weighting

  • Clay Deposits have triple the normal weighting in this biome. [1]
  • Flax Fields have double the normal weighting. [1]

Ghosts

Please see Cursed Ghosts.

Strategy

  • Cursed Royal Woodlands' map generation leaves the densest patches of forest between Glades out of any biome. Use the marking tool for woodcutters liberally to speed up the process of opening Glades.
  • Cursed Battlefield biome effect changes your standard approach in a number of ways:
    • When looking for a Dangerous/Forbidden Glade, consider preparing a second Glade for opening, in case your first one turns out to be a Small Glade.
    • Relative proximity of different Glade types doesn't change in CRW, so you still have a higher chance to find Forbidden Glades on the border of the map.
    • All Orders that require opening Glades and specific Event solves become more risky, since you can't focus on a specific Glade type.
    • All Ruins-related Orders and effects become harder to make use of, since you can't reliably open Dangerous and Forbidden Glades, and they have a higher chance to contain Ruins.
    • Due to CRW map generation coupled with Cursed Battlefield, you have a relatively high chance of encountering a Glade trader in your first 1-2 Glades. Consider focusing on Trade Routes year 1 or simply taking an Amber Amber Embarkation bonus to make use of that.
  • Restless Spirits biome effect also changes your typical decision making:
    • Cursed Ghosts tend to take up Abandoned Cache slots in Glades, so Tools Tools are not as powerful as they are in other biomes - you can't convert them to Reputation reliably. Similarly, Stone Stone or Training Gear Training Gear delivery line Embarkation bonuses are noticeably weaker.
    • On the other hand, Incense Incense and Oil Oil Recipes are more desirable, since you can use them to satisfy Ghosts.
    • If Foxes Foxes are in your settlement and their starting ability reveals a Clearance Geyser nearby, the guaranteed Clearance Water Clearance Water can be used to satisfy the goods delivery requirement for all ghost events.
    • Cursed Ghosts can proc Abandoned Cache-related Cornerstones, but you can't count on Loyalty solves from Caches. Additionally, it often takes more time to complete Ghosts' tasks compared to just opening a Cache with some Stone Stone.
  • You can use Frogs Frogs' Starting Ability to deduce the location of the nearest Dangerous Glade - as long as the revealed Ruin is not a camp or a Fishing Hut.

References

  1. Datamining done by Discord user @forwindz (Analysis tab) https://docs.google.com/spreadsheets/d/1Fwy2H84BZ6_FSuoiH7asT2gYrS7BiqA0/edit?gid=244521242#gid=244521242

See Also