Rocky Ravine

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Rocky Ravine

Overview

Giant underground caverns siphon rainwater from this strange depression, uncovering lands rich in minerals and ore, yet barren of life. It’s a sought-after destination for both traders and smugglers.

Rocky Ravine is exclusive to the Nightwatchers DLC.

Effects


Resource Hub
With such a wealth of resources, trade flourishes. Every time you sell goods worth 20 Amber, traders arrive 10% quicker and trade routes become 10% faster.

Black Market
The Black Amber Syndicate offers its services to Viceroys ready to tap into the riches of these lands. You gain access to a new essential building: Black Market.

Royal Patronage
To ease the challenge of settling these harsh lands, the Crown has allocated additional resources for your caravan: 40 Wood Wood and 10 Amber Amber.

Resources

The Rocky Ravine has a small amount of Fertile Soil and contains the following Resources:

Trees

The Rocky Ravine has special Basalt trees that can be harvested by Woodcutters' Camps to give Stone Stone. Wood Wood is unavailable from woodcutting in this biome. They also grant additional Resources. These trees have 2 charges each.

Trees Charges Bonus Resources Description

Basalt Trees
2 Reed Reed 10% +
Scales Scales 10% +
Coal Coal 5% +
Amber Amber 5%
A petrified mass of tree vines intertwined with solid volcanic rock.

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
Herbs Herbs 70 → Herb Node 40% + 20% Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Herb Node 20% Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Clay Clay

Sea Marrow Sea Marrow
60 → Clay Deposit

60 → Sea Marrow Deposit
75% + 30%

100% + 50% + 1%
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
Reed Reed 60 → Reed Field 40% + 40% Harvesters' Camp Harvesters' Camp ★★ 00:08 none
20 → Reed Field 20% + 20%
Fish Fish

Algae Algae
80 → Thunderfish Pond

80 → Algae Pond
100% + 2 50%

100% + 2 50% + 2 20%
Fishing Hut Fishing Hut ★★ 00:08 none
60 → Thunderfish Pond

60 → Algae Pond
40%

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

Node weighting

  • Algae Ponds have double the normal weighting in this Biome. [1]
  • Reed Fields have double the normal weighting in this Biome. [1]

Black Market

With resources stretched so thin in the kingdom, the penalty for contraband is death. Yet, where there’s a need, there’s a way - the Black Amber Syndicate thrives by catering to those settling in the harshest of regions.

  • In the Black Market, players will find a list of timed offers with different goods for sale.
  • Offers will refresh every couple of minutes.
  • Black Market items have variable prices (the same resource may cost more or less when it reappears on the market).
  • Black market offers can be rerolled for Wildfire Essence.
  • Players can buy resources on the Black Market for Amber or on credit.
  • Prices may vary depending on whether you pay direct or on credit.
  • Buying on credit will result in a payment that’s due in 3 seasons.
  • For every missed payment, the Black Amber Syndicate will kidnap 2 villagers (4 villagers after year 4).
  • Buying goods on the Black Market does not count as trading for the purposes of Orders and Cornerstones.

Strategy

  • Rocky Ravine trees don't yield any Wood Wood. You must aggressively plan for wood usage. Consider using embarkation points on Wood Wood and Planks Planks. Any caravan that has planks as a random bonus is a major plus. Consider taking caravans whose species can use houses that do not require wood.
  • 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're lucky enough to find Sea Marrow Sea Marrow nodes, they should be exploited immediately since they can single-handedly supply your settlement with fuel for the rest of the game.
  • Stone is always plentiful, which means that making bricks is trivial. Buildings that cost only bricks or mostly bricks can be constructed easily without worrying about your building material supply. Excess bricks can be turned into Pack of Building Materials Pack of Building Materials and sold by trade route or directly to traders.
  • Since stone can be used to open abandoned caches, don't forget to check the contents of each one you find to see if they're worth opening for immediate resources.
  • The Petrified Necropolis World Map modifier will cause your settlement to generate an endless supply of Meat Meat, which can be used as food or turned into Oil Oil.
  • If you are close to winning the game but need extra resources, consider buying supplies from the Black Market on credit. As long as you win before the payment is due, the resources are effectively free.

References

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

See Also