Marshlands

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The Marshlands

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


Gathering Knowledge
The Marshlands are a gatherer's paradise. Gathering speed is increased by 10% for every 2 workers assigned to gathering camps.

Giant Organisms
The Marshlands are home to enormous lifeforms. Giant resource nodes can be found in Forbidden Glades. Each glade will have a different one.

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 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 Mushrooms 15% +
Leather 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 Grain 70 → Swamp Wheat Field 100% + 20% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

Humans Humans
12 → Swamp Wheat Field 20% Small Foragers' Camp Small Foragers' Camp ★ 00:25
Mushrooms Mushrooms 70 → Grasscap Mushrooms 40% Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Grasscap Mushrooms 20% Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Stone Stone 60 → Overgrown Stone Deposit 40% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:08 Masonry

Frogs Frogs
20 → Overgrown Stone Deposit 30% + 20%
Meat Meat

Eggs Eggs
70 → Leech Broodmother

70 → Snake Nest
100% + 60% + 20%

40% + 20%
Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Leech Broodmother

15 → Snake Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Leather Leather 60 → Water Strider Molt 100% + 40% + 20% Harvesters' Camp Harvesters' Camp ★★ 00:08 none
20 → Water Strider Molt 20% + 10%
Algae Algae 80 → Algae Pond 100% + 2 50% + 2 20% Fishing Hut Fishing Hut ★★ 00:08 none
60 → Algae Pond 40% Small Fishing Hut Small Fishing Hut ★ 00:12
Copper Ore Copper Ore

Coal Coal
75 → Copper Vein

120 → Coal Vein
30%

30%
Mine Mine ★★ 00:40 Engineering Engineering

Beavers 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 Foragers' Camp ★★ Farming Farming

Humans Humans

Dead Leviathan
999 → 40% + 30% + 30% + 30% Trappers' Camp Trappers' Camp ★★
Meat production Meat production

Lizards Lizards

Giant Proto Fungus
999 → 40% + 40% + 40% + 30% Herbalists' Camp Herbalists' Camp ★★ Alchemy Alchemy

Harpies Harpies

Node weighting

  • Algae Ponds have double the normal weighting in this biome. [1]
  • Overgrown Stone Deposits have double the normal weighting. [1]

Strategy

  • Marshlands' trees don't have any bonus Wood Wood yields. You have to run more Woodcutters' Camps to meet the demand for Wood and fuel, compared to other biomes.
  • Marshlands biome doesn't have any Reed Reed or Plant Fiber Plant Fiber nodes. The best option to make Fabric Fabric is Algae Algae from Algae Ponds or Overgrown Stone Deposits. Plant Fiber Plant Fiber from big Swamp Wheat Field nodes is also great, but requires a Foragers' Camp blueprint.
  • Abundant Algae Ponds serve as the most reliable sources of Flour Flour inputs unless you can find Swamp Wheat deposits or a rare patch of Fertile Soil and the right farm blueprint.
  • Alternative fuels should be a top priority. Processing Meat Meat or Grain Grain into Oil Oil, and setting up a Coal Coal Mine are all good options. If you happen to obtain the Kiln, you can also process excess Algae Algae into Coal Coal.
  • 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 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.
  • Consider using big Stone Stone deposits for food if your villagers are at risk of starvation. 30% chance of bonus food yields combined with Stonecutters' Camp's short production cycle can help keep villagers fed at least until Stone nodes run out.
  • While Gathering Knowledge is strong with raw food camps (especially the small versions), it's weak with Stonecutters' and Harvesters' camps because of their short production cycle. With no upgrades and 10 workers assigned to camps, Gathering Knowledge is going to cut a Stonecutters' Camp production cycle by 2.7 seconds, Foragers' Camp cycle by almost 6 seconds, and almost 8.5 seconds for Small Foragers' Camp.

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