Bamboo Flats

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The 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


Rainwashed Soil
The unusually soft ground in this region has been heavily worn down by rain. Naturally occurring patches of Fertile Soil cannot be found here.

Giant Fluffbeak
These woods are home to Giant Fluffbeaks, who, when properly cared for, produce high-grade fertilizer, allowing you to manually create patches Of Fertile Soil.

Farmer's Pride
Farms have a 5% higher chance of producing double yields for every 1 Fertilizer obtained.

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 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 Wood Wood 40% +
Plant Fiber Plant Fiber 10% +
Oil Oil 10%
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
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

Berries Berries
70 → Herb Node

70 → Dewberry Bush
40% + 20%

80%
Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Herb Node

15 → Dewberry Bush
20%

20%
Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Stone Stone 60 → Stone Deposit 30% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:08 Masonry

Frogs Frogs
20 → Stone Deposit 20% + 20%
Meat Meat 70 → Leech Broodmother 100% + 60% + 20% Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Leech Broodmother 20% Small Trappers' Camp Small Trappers' Camp ★ 00:25
Scales Scales 80 → Copperfin Pond 100% + 2 50% + 2 30% Fishing Hut Fishing Hut ★★ 00:08 none
60 → Copperfin Pond 40% Small Fishing Hut Small Fishing Hut ★ 00:12
Salt Salt 75 → Salt Vein 30% Mine Mine ★★ 00:40 Metallurgy
Bats

Engineering Engineering
Beavers Beavers

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

In-game model

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.

Fluffbeak bonuses
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.

Need Season Drain rate Year average
(12 min*)
Year average
(10 min**)
Hunger
(food)
15% / min 10% / min 10% / min
7.5% / min
7.5% / min
Thirst
(water)
7.5% / min 10% / min
15% / min
7.5% / min
Warmth
(fuel)
7.5% / min 9% / min
7.5% / min
15% / min

* 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.

Upkeep cost*
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
50 row version
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 Bats or Lizards Lizards, activating Village Mascot just before the storm hits can buy you extra time before their resolve drops into negative values.

References

  1. Datamining done by Discord user @forwindz. https://drive.google.com/drive/folders/1mx9OKXck6aJL7aA-ANgP5zaNeR_qktHJ

See also