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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197964132889</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-04T21:39:50Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=4996</id>
		<title>Hearths</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Hearths&amp;diff=4996"/>
		<updated>2023-12-17T17:59:10Z</updated>

		<summary type="html">&lt;p&gt;76561197964132889: Formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Small Hearth_icon.png|thumb|360px|A Hearth Fully Upgraded]]&lt;br /&gt;
= Hearths =&lt;br /&gt;
&lt;br /&gt;
Hearths are the heart of the [[Settlement]].  Every Settlement starts with an [[#Ancient Hearth | Ancient Hearth]] and can construct other [[#Small Hearths | Small Hearths]] from the &amp;quot;City Buildings&amp;quot; menu.  Hearths are a [[File:Icon Spec Fire 64x64.png|14px]] Warmth specialization building that employs a single Firekeeper to keep the Hearth lit by burning [[Resources#Fuel &amp;amp; Exploration | Fuel]].  Every [[Villagers | Villager]] takes their breaks at the nearest lit Hearth to warm themselves, eat, and fulfill their needs.  By upgrading the community around each Hearth you can unlock up to 3 tiers of stackable benefits.&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
&lt;br /&gt;
[[Blightrot]] infects Hearths, and the more [[Blightrot]] and [[Cysts]] a Viceroy generates from [[Rain Punk Engine]] use, the higher the amount of [[Corruption]] in their Hearths. Every [[Storm Season]] when [[Blightrot]] [[Cysts]] open up, the Hearth will become progressively more [[Corrupted]] per minute, until it reaches a [[Corruption Limit]] and kills 3 random Villagers. The higher a Hearths&#039; [[Corruption]] resistance is, the more [[Corruption]] it will take to fill the bar and kill off Villagers.&lt;br /&gt;
&lt;br /&gt;
[[File:hearthcorruption.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Fuel ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[Fuel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can decide which type of Fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.&lt;br /&gt;
&lt;br /&gt;
* Each {{rl|Coal|med}} burns for 0:40 seconds&lt;br /&gt;
* Each {{rl|Sea Marrow|med}} burns for 0:40 seconds&lt;br /&gt;
* Each {{rl|Oil|med}} burns for 0:25 seconds&lt;br /&gt;
* Each {{rl|Wood|med}} burns for 0:12 seconds&lt;br /&gt;
&lt;br /&gt;
== Villager Breaks ==&lt;br /&gt;
&lt;br /&gt;
Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a Villager has multiple [[Complex Food Need | complex food]] needs enabled for consumption, they will consume more than one meal.  If a Villager is disallowed complex foods for consumption, or there are none available they will consume a raw food.  Villagers will also consume [[Resources#Service Goods | Service Good]] for each allowed [[Services | Service]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Species&lt;br /&gt;
! [[File:Beaver circle.png|60px]]&amp;lt;br /&amp;gt;Beaver&lt;br /&gt;
! [[File:Fox circle.png|60px]]&amp;lt;br /&amp;gt;Fox&lt;br /&gt;
! [[File:Harpy circle.png|60px]]&amp;lt;br /&amp;gt;Harpy&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | [[File:Human circle.png|60px]]&amp;lt;br /&amp;gt;Human&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | [[File:Lizard circle.png|60px]]&amp;lt;br /&amp;gt;Lizard&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Break Interval&lt;br /&gt;
| 02:00&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 02:00&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | 01:40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hearth Upgrades ==&lt;br /&gt;
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]&lt;br /&gt;
Upgrading to level 2 and 3 requires you to [[Smoldering City#Upgrades | unlock]] levels of the Brass Forge. Click on the Hearth to see what is required to Upgrade. As seen on the image on the right, we still need 4 Comfort Decorations (Green) and 4 Aesthetic Decorations (Blue) before the Hearth Upgrades.&lt;br /&gt;
&lt;br /&gt;
* Houses and Decorations need to be placed within the Hearth Radius for it to count towards the Upgrade.&lt;br /&gt;
* The Hearth Upgrades itself automatically once all the requirements are fulfilled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Upgrades&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Bonus&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HearthT0.png|96px]]&amp;lt;br /&amp;gt;Base Level&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -30 to Hostility&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon UI Encampment.png|96px]]&amp;lt;br /&amp;gt;Level I&lt;br /&gt;
| Encampment&lt;br /&gt;
| 8 Housed Villagers&amp;lt;br /&amp;gt;4 Comfort Decorations&lt;br /&gt;
| +2 to Global Resolve&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;Gathered around the blazing fire, folks keep each other&#039;s spirits high.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon UI Neighborhood.png|96px]]&amp;lt;br /&amp;gt;Level II&lt;br /&gt;
| Neighborhood&lt;br /&gt;
| (Unlocked with Brass Forge 1)&amp;lt;br /&amp;gt;14 Housed Villagers&amp;lt;br /&amp;gt;8 Comfort Decorations&amp;lt;br /&amp;gt;4 Aesthetics Decorations&lt;br /&gt;
| +10% to global production&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;Some viceroys say aesthetics don&#039;t matter out in the wilds, but you know better than that.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Icon_UI_Disctrict.png|96px]]&amp;lt;br /&amp;gt;Level III&lt;br /&gt;
| District&lt;br /&gt;
| (Unlocked with Brass Forge 3)&amp;lt;br /&amp;gt;20 Housed Villagers&amp;lt;br /&amp;gt;1 Service Building&amp;lt;br /&amp;gt;16 Comfort Decorations&amp;lt;br /&amp;gt;8 Aesthetic Decorations&amp;lt;br /&amp;gt;4 Harmony Decorations&lt;br /&gt;
| +10% to global double production chance&amp;lt;br /&amp;gt;+150 [[Corruption]] resistance&lt;br /&gt;
| &#039;&#039;The town is booming with activity and industry thrives.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every Settlement starts with an Ancient Hearth which must &#039;&#039;&#039;always&#039;&#039;&#039; remain lit.  If the fire goes out, all Villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of [[Fuel]] is needed.   Your choice of Firekeeper in the Ancient Hearth will grant your Settlement a specific bonus.&lt;br /&gt;
&lt;br /&gt;
== Firekeeper Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle;&amp;quot;&lt;br /&gt;
! Species&lt;br /&gt;
! Bonus&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver circle.png|60px]]&amp;lt;br /&amp;gt;Beaver&lt;br /&gt;
| Pragmatic Frugality&lt;br /&gt;
| Fuel burns 20% longer&lt;br /&gt;
| &#039;&#039;Beaver firekeepers know a lot about burning techniques.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox circle.png|60px]]&amp;lt;br /&amp;gt;Fox&lt;br /&gt;
| Forest Affinity&lt;br /&gt;
| -6 [[Hostility]] from opened Glades.&lt;br /&gt;
| &#039;&#039;Fox firekeepers have an unusual ability to calm the forest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy circle.png|60px]]&amp;lt;br /&amp;gt;Harpy&lt;br /&gt;
| Light as a Feather&lt;br /&gt;
| +5 to global carrying capacity&lt;br /&gt;
| &#039;&#039;Harpy firekeepers can teach villagers how to be more nimble and agile.&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| [[File:Human circle.png|60px]]&amp;lt;br /&amp;gt;Human&lt;br /&gt;
| Beacon&lt;br /&gt;
| Queen&#039;s Impatience grows 25% slower&lt;br /&gt;
| &#039;&#039;Human firekeepers create a special link with the Citadel.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| [[File:Lizard circle.png|60px]]&amp;lt;br /&amp;gt;Lizard&lt;br /&gt;
| Sacred Pyre&lt;br /&gt;
| +1 to global Resolve&lt;br /&gt;
| &#039;&#039;Lizard firekeepers are very adept at ancient rites.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sacrificing ==&lt;br /&gt;
&lt;br /&gt;
During especially hard times, you can sacrifice additional goods in the Ancient Hearth to temporarily gain positive effects.&lt;br /&gt;
&lt;br /&gt;
Each Fuel type grants different boons:&lt;br /&gt;
* {{rl|Wood|med}} &amp;amp;#8594; 53 units per minute can be sacrificed to give -50 Hostility&lt;br /&gt;
* {{rl|Coal|med}} &amp;amp;#8594; 27 units per minute can be sacrificed to give -80 Hostility&lt;br /&gt;
* {{rl|Sea Marrow|med}} &amp;amp;#8594; 27 units Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed&lt;br /&gt;
* {{rl|Oil|med}} &amp;amp;#8594; 20 units per minute can be sacrificed to give +25% global production speed&lt;br /&gt;
&lt;br /&gt;
You can have up to 3 stacks of each [[Fuel]] being sacrificed at a time.&lt;br /&gt;
&lt;br /&gt;
= Hearth Types =&lt;br /&gt;
&lt;br /&gt;
===== Ancient Hearths =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The heart of the colony is protected by the Holy Flame.  Villagers gather here to rest, eat, and receive clothing.  If the fire goes out, people will lose hope.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Small Hearths =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Small Hearths cannot be built to close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.&lt;br /&gt;
&lt;br /&gt;
Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel.  It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hearth Tips =&lt;br /&gt;
&lt;br /&gt;
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].&lt;br /&gt;
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.&lt;br /&gt;
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.&lt;br /&gt;
* {{Species link|Humans}} are invaluable when playing [[World Mofidiers]] like &amp;quot;Land of Greed&amp;quot; to slow down the Queen&#039;s [[Impatience]].&lt;br /&gt;
* {{Species link|Lizards}} as Hearthkeerpers will help you in achieving [[Resolve]] - based Orders.&lt;br /&gt;
&lt;br /&gt;
Since Firekeepers in Small Hearths don&#039;t offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea to have a [[File:Main Storage icon.png|14px]] [[Warehouse]] very near to each Hearth because Villagers on break will need to visit a Warehouse in order to gather food and service goods and then return to the Hearth to take their break.&lt;/div&gt;</summary>
		<author><name>76561197964132889</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trading&amp;diff=4995</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trading&amp;diff=4995"/>
		<updated>2023-12-17T17:53:18Z</updated>

		<summary type="html">&lt;p&gt;76561197964132889: Fixing formatting errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TradersCombined.png|thumb|360px|The Traders]]&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Trading is a way to exchange {{rl|Amber}} for [[Goods]], and vice versa. You can do this through [[Traders]] or [[Trade Routes]].&lt;br /&gt;
&lt;br /&gt;
==[[Traders]]== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visit [[Trader_Wares]] to see a comprehensive list of [[Traders]] and their wares.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traders will start arriving once you build the Trading Post. There are 2* regular [[Traders]] arriving every 12 minutes. The first [[Trader]] will arrive in 8:30 minutes if you build the Trading Post immediately upon the start of your settlement. There are 3 [[Glade Traders]] which can sometimes be found in [[Glades]] on the map.&lt;br /&gt;
&lt;br /&gt;
=== Building the Trading Post ===&lt;br /&gt;
[[File:Trading Post icon.png|left]]&lt;br /&gt;
You can find the Trading post in the [[File:Construct City Buildings.png]] City Buildings tab. It requires 10 {{rl|Wood}} to build.&lt;br /&gt;
.*This increases to 8 [[Traders]] once you have all the [[Upgrades]] unlocked. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Trading with [[Traders]] ===&lt;br /&gt;
Once the [[Trader]] has arrived, we can click on their icon or the Trading Post to be directed to the Trading Screen, as seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:TradingwithTraders.png|left|border|Trading Screen]]&lt;br /&gt;
&lt;br /&gt;
#In WHITE, we see the amount of time the [[Trader]] will stay in the settlement, available to trade.&lt;br /&gt;
#In NEON GREEN, we can type in the amount of goods we are trading. We can also click on the arrows to increase or decrease by 1.&lt;br /&gt;
#In NEON BLUE, we see the &amp;quot;Auto&amp;quot; function. Clicking this function will have the [[Trader]] automatically calculate the amount of goods needed to make the trade acceptable to them.&lt;br /&gt;
#In GREEN on the bottom right, we see the &amp;quot;Assault the Trader&amp;quot; option. See [[Traders]] for more information on what assaulting them gives you.&lt;br /&gt;
#In RED on the middle of the screen, we see visually by how fair the deal is to us or the [[Trader]], deals will only be accepted once the button is in the middle of the bar. If the button is too far right and the bar is green, you are getting ripped off.&lt;br /&gt;
#In ORANGE on the left, we see the [[Perks and Cornerstones]] the [[Trader]] sells, and for how much.&lt;br /&gt;
# PINK we can see what 1 unit of a [[Good]] is worth, how much the stack is worth in (brackets) and how many we have in our [[Warehouse]] by the [[File:Worker storage icon.png|16px]]. &#039;&#039;&#039;You need to HOVER over the image of the good to get this tooltip.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Trade Routes ==&lt;br /&gt;
Trade routes are a way for you to trade your [[Goods]] for {{rl|Amber}} when the [[Trader]] is not at the Settlement. As you build up the relationship (standing), you will get more {{rl|Amber}} for your goods. &#039;&#039;&#039;This is the most profitable way to earn {{rl|Amber}} for your goods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need {{rl|Pack of Provisions}} to trade via Trade routes. Trade Routes will refresh every [[Season]].&lt;br /&gt;
&lt;br /&gt;
[[File:TradingRoutesScreen.png|1000px|left|border|Trading Routes Screen]]&lt;br /&gt;
# In YELLOW, is the option to show all Trade Routes, or only Trade Routes you&#039;re currently able to fulfill.&lt;br /&gt;
# In NEON GREEN, we see buttons to increase or decrease the amount of [[Goods]]  we&#039;re willing to Trade. &lt;br /&gt;
# In WHITE, we see the total [[Goods]] and {{rl|Pack of Provisions}} we are trading.&lt;br /&gt;
# In NEON BLUE, we see the amount of time until we get paid for this Trade Route, as well the amount of {{rl|Amber}} we are recieving for it.&lt;br /&gt;
# In PINK, we see the option to collect the {{rl|Amber}} from a completed Trade Route as soon as it completes, or to wait until we manually complete it. Please see the Strategy section on why you would use this option.&lt;br /&gt;
# In RED, we see which [[Goods]] we currently have in our [[Warehouse]]s&lt;br /&gt;
# In ORANGE, we see our current [[Standing]] Status with a settlement. Read more about this by clicking on [[Standing Status]].&lt;br /&gt;
# In GREEN, we see our current [[Standing]] with another Settlement / Faction.&lt;br /&gt;
# In BEIGE, we see the option to buy another Trade Route Option Slot from a specific Faction / Settlement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
== Standing with other Settlements / Factions ==&lt;br /&gt;
[[File:StandingLevel.png|left|border|Standing Level]]&lt;br /&gt;
Standing (or relationship) with other Factions / Settlements &#039;&#039;&#039;influence how much your goods are worth to them&#039;&#039;&#039;. The higher your Standing with other Settlements / Factions, the more {{rl|Amber}} they are willing to pay, and the more [[Goods]] you will be able to Trade with them.&lt;br /&gt;
&lt;br /&gt;
You gain Standing by initiating Trade Routes with Settlements / Factions. How much {{rl|Amber}} until your Standing improves, can be viewed by hovering over the name of the Faction / Settlement in the Trade Routes Screen and looking at the section indicated by the YELLOW arrow.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
==Perks== &lt;br /&gt;
{{PerkSearch|search=Trad}}&lt;br /&gt;
{{PerkSearch|search=sell}}&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
* When the [[Flooded Roads]] [[Forest Mystery]] is active, pause the game, sacrifice until it is no longer active, initiate trade routes, stop sacrificing and then unpause the game, thus, no extra cost is added to trade. &lt;br /&gt;
* It is a good idea to always install [[Rainpunk]] in the {{bl|Makeshift Post}} in order to increase chances of double yields of {{rl|Pack of Provisions}}&lt;br /&gt;
* When Viceorys receive the &amp;quot;Finders Keepers&amp;quot; [[Forest Mystery]], it is vital to turn off the &amp;quot;Auto Collect&amp;quot; option on Trade Routes, so Viceroys can &amp;quot;collect&amp;quot; routes in Drizzle, when they gain extra [[Goods]].&lt;br /&gt;
* Assaulting [[Traders]] is a very effective way to kill [[Villagers]], gain [[Impatience]] and reduce [[Hostility]].&lt;br /&gt;
* Taking {{rl|Eggs}} as an Embarkation Bonus and then turning them into {{rl|Pack of Provisions}} is a easy way of starting Trade Routes early.&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
&lt;br /&gt;
* Effects that reduce the Waiting time for Traders to arrive cannot reduce the Time between Traders to below 3:15&lt;br /&gt;
* Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
= References = &lt;br /&gt;
* Flooded Roads strategy by user codewarrior0&lt;br /&gt;
* Rainpunk in Makeshift Post by user WaxBeast123&lt;/div&gt;</summary>
		<author><name>76561197964132889</name></author>
	</entry>
</feed>