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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198355568530</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198355568530"/>
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	<updated>2026-10-05T21:54:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6420</id>
		<title>World Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6420"/>
		<updated>2024-02-26T19:14:50Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* World Events and their Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WorldEventsMapWide.png|thumb|360px|World Events as &amp;quot;!&amp;quot;]]&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
World Events are special opportunities for Viceroys to improve their caravans. They are revealed on the map once the [[Fog of War]] is lifted and Viceroys come into range of them. Most World Events provide two or three options to solve them. Some World Events require [[Meta Resources]] to solve, while others require you to complete a Settlement under certain conditions.&lt;br /&gt;
&lt;br /&gt;
= World Events and their Details =&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, Consequences and Rewards last the duration of the current cycle. &amp;lt;br /&amp;gt;&lt;br /&gt;
Goods and Villagers are gained/lost at the start of all settlements in the cycle. Current effects can be seen in the bottom left of the World Map screen and in the Conditions and Caravans tabs of the embark screen. Goods can be seen when hovering over the Base Goods in a caravan, and effects on villager count will affect the size of all starting caravans. &amp;lt;br /&amp;gt;&lt;br /&gt;
Requirements that include winning a game require making a successful settlement that fulfills the other requirements on the tile with the World Event.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Event&lt;br /&gt;
! Option 1 &amp;lt;br /&amp;gt;Requirement&lt;br /&gt;
! Option 1  &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Requirements&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Bankrupt Trader&lt;br /&gt;
| Win with 150 {{rl|Amber}}&lt;br /&gt;
| Gain 1 [[Villager]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| Win Before Year 8 ends, with 250 {{rl|Amber}}&lt;br /&gt;
| Gain 3 [[Villagers]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Brass Order Engineer&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
| Gain 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Win before year 8 ends with 3 [[Hearth]]s upgraded to District Level (3)&lt;br /&gt;
| Gain 15 {{rl|Crystalized Dew}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Cloaked Wanderer.png}}&amp;lt;br /&amp;gt;Cloaked Wanderer&lt;br /&gt;
| Lose 2 {{rl|Wildfire Essence}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Become cursed for 2 games &amp;lt;br /&amp;gt;(8 [[Villagers]] die at the start of Year 8)&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Commenda Contract.png}}&amp;lt;br /&amp;gt;Commenda Contract&lt;br /&gt;
| Win a game before Year 8 ends, with 150 {{rl|Amber}} earned from Trade Routes&lt;br /&gt;
| Gain 10 {{rl|Amber}} and 3 {{rl|Parts}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Crashed Airship&lt;br /&gt;
| Win before Year 8 ends, with 300 {{rl|Storm Water}}&lt;br /&gt;
| Gain 20 {{rl|Pipes}} and 30 {{rl|Sea Marrow}}&lt;br /&gt;
| Lose 3 {{rl|Parts}}&lt;br /&gt;
| [[Traders]] arrive 25% Faster and&amp;lt;br /&amp;gt;their Perks and Blueprints costs 25% less for the next game&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Wandering Eremite.png}}&amp;lt;br /&amp;gt;Wandering Eremite&lt;br /&gt;
| Lose 5 years&lt;br /&gt;
| Blueprint rerolls cost 10 less {{rl|Amber}}  for 2 games&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Fire Moths&lt;br /&gt;
| Lose 1 [[Villager]]&lt;br /&gt;
| Gain 6 {{rl|Parts}}&lt;br /&gt;
| Gain 3 {{rl|Wildfire Essence}} and 30 {{rl|Oil}}&lt;br /&gt;
| Gain [[Hostility]]&amp;lt;br /&amp;gt;For every 90 seconds of Sacrificing, a [[Villager]] dies.&amp;lt;br /&amp;gt;Sacrificing multiple fuels at the same time will make the timer go faster.&amp;lt;br /&amp;gt;Effects last until 1 successful game in the current Cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:First Dawn Company Caravan.png}}&amp;lt;br /&amp;gt;First Dawn Company Caravan&lt;br /&gt;
| Lose 20 {{rl|Coal}}&lt;br /&gt;
| Gain 2 [[Villagers]]&lt;br /&gt;
| Lose 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 30 {{rl|Grain}} and 15 {{rl|Pack of Provisions}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Followers of the Forsaken Gods.png}}&amp;lt;br /&amp;gt;Followers of the Forsaken Gods&lt;br /&gt;
| Lose 2 [[Villagers]]&lt;br /&gt;
| Gain 4 [[File:SealFragment.png|16px]] and 4 Reserve Embarkation Points&lt;br /&gt;
| Win before Year 8 ends with 10 dead [[Villagers]]&lt;br /&gt;
| Gain 20 {{rl|Mushrooms}} and&amp;lt;br /&amp;gt;4 Reserve Embarkation Points&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Event Gambler.png}}&amp;lt;br /&amp;gt;The Gambler&lt;br /&gt;
| Lose 20 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&amp;lt;br /&amp;gt;Win with 30% Increased Impatience Speed&lt;br /&gt;
| Gain 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&amp;lt;br /&amp;gt;Win with 50% Increased Impatience Speed&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Hanged Viceroy.png}}&amp;lt;br /&amp;gt;Hanged Viceroy&lt;br /&gt;
| Win with nobody leaving.&amp;lt;br /&amp;gt;They can still die.&lt;br /&gt;
| Gain 2 [[Villager]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Obsidian Loremaster.png}}&amp;lt;br /&amp;gt;Obsidian Loremaster&lt;br /&gt;
| Win after completing 2 Forbidden [[Glade Events]]&lt;br /&gt;
| Gain 20 {{rl|Vegetables}} and&amp;lt;br /&amp;gt;10 {{rl|Planks}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Shelled Mosquito Nest&lt;br /&gt;
| Lose 20 {{rl|Eggs}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Win with NO Orders and 50% slower [[Trader]] arrival speed.&lt;br /&gt;
| Gain 4 Reserve Embarkation Points and&amp;lt;br /&amp;gt;40 {{rl|Insects}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Roaming Fishmen Tribe.png}}&amp;lt;br /&amp;gt;Roaming Fishmen Tribe&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Sadarth the Wise&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| A chosen World Map Modifier will appear&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Gain 25  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Somber Procession&lt;br /&gt;
| Open no more than 1 Dangerous [[Glade]]&lt;br /&gt;
| Gain 10 {{rl|Tools}} and 20 {{rl|Stone}}&lt;br /&gt;
| Lose 3 Reserve Embarkation Points&lt;br /&gt;
| [[Villagers]] with species specific housing needs fulfilled gain +2 [[Resolve]]&amp;lt;br /&amp;gt;(Active for 3 games)&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Storm Ant Column&lt;br /&gt;
| Start the game without any food.&lt;br /&gt;
| Gain 20 {{rl|Amber}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:StormbirdEggWorldEvent.png}}&amp;lt;br /&amp;gt;Stormbird Egg&lt;br /&gt;
| Gain 30 {{rl|Eggs}}&lt;br /&gt;
| -2 [[Resolve]] during the storm for 2 games&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&lt;br /&gt;
| +15% Global Production Speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6419</id>
		<title>World Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6419"/>
		<updated>2024-02-26T19:12:22Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* World Events and their Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WorldEventsMapWide.png|thumb|360px|World Events as &amp;quot;!&amp;quot;]]&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
World Events are special opportunities for Viceroys to improve their caravans. They are revealed on the map once the [[Fog of War]] is lifted and Viceroys come into range of them. Most World Events provide two or three options to solve them. Some World Events require [[Meta Resources]] to solve, while others require you to complete a Settlement under certain conditions.&lt;br /&gt;
&lt;br /&gt;
= World Events and their Details =&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, Consequences and Rewards last the duration of the current cycle.&lt;br /&gt;
Goods and Villagers are gained/lost at the start of all settlements in the cycle. Current effects can be seen in the bottom left of the World Map screen and in the Conditions and Caravans tabs of the embark screen. Goods can be seen when hovering over the Base Goods in a caravan, and effects on villager count will affect the size of all starting caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Event&lt;br /&gt;
! Option 1 &amp;lt;br /&amp;gt;Requirement&lt;br /&gt;
! Option 1  &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Requirements&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Bankrupt Trader&lt;br /&gt;
| Win with 150 {{rl|Amber}}&lt;br /&gt;
| Gain 1 [[Villager]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| Win Before Year 8 ends, with 250 {{rl|Amber}}&lt;br /&gt;
| Gain 3 [[Villagers]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Brass Order Engineer&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
| Gain 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Win before year 8 ends with 3 [[Hearth]]s upgraded to District Level (3)&lt;br /&gt;
| Gain 15 {{rl|Crystalized Dew}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Cloaked Wanderer.png}}&amp;lt;br /&amp;gt;Cloaked Wanderer&lt;br /&gt;
| Lose 2 {{rl|Wildfire Essence}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Become cursed for 2 games &amp;lt;br /&amp;gt;(8 [[Villagers]] die at the start of Year 8)&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Commenda Contract.png}}&amp;lt;br /&amp;gt;Commenda Contract&lt;br /&gt;
| Win a game before Year 8 ends, with 150 {{rl|Amber}} earned from Trade Routes&lt;br /&gt;
| Gain 10 {{rl|Amber}} and 3 {{rl|Parts}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Crashed Airship&lt;br /&gt;
| Win before Year 8 ends, with 300 {{rl|Storm Water}}&lt;br /&gt;
| Gain 20 {{rl|Pipes}} and 30 {{rl|Sea Marrow}}&lt;br /&gt;
| Lose 3 {{rl|Parts}}&lt;br /&gt;
| [[Traders]] arrive 25% Faster and&amp;lt;br /&amp;gt;their Perks and Blueprints costs 25% less for the next game&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Wandering Eremite.png}}&amp;lt;br /&amp;gt;Wandering Eremite&lt;br /&gt;
| Lose 5 years&lt;br /&gt;
| Blueprint rerolls cost 10 less {{rl|Amber}}  for 2 games&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Fire Moths&lt;br /&gt;
| Lose 1 [[Villager]]&lt;br /&gt;
| Gain 6 {{rl|Parts}}&lt;br /&gt;
| Gain 3 {{rl|Wildfire Essence}} and 30 {{rl|Oil}}&lt;br /&gt;
| Gain [[Hostility]]&amp;lt;br /&amp;gt;For every 90 seconds of Sacrificing, a [[Villager]] dies.&amp;lt;br /&amp;gt;Sacrificing multiple fuels at the same time will make the timer go faster.&amp;lt;br /&amp;gt;Effects last until 1 successful game in the current Cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:First Dawn Company Caravan.png}}&amp;lt;br /&amp;gt;First Dawn Company Caravan&lt;br /&gt;
| Lose 20 {{rl|Coal}}&lt;br /&gt;
| Gain 2 [[Villagers]]&lt;br /&gt;
| Lose 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 30 {{rl|Grain}} and 15 {{rl|Pack of Provisions}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Followers of the Forsaken Gods.png}}&amp;lt;br /&amp;gt;Followers of the Forsaken Gods&lt;br /&gt;
| Lose 2 [[Villagers]]&lt;br /&gt;
| Gain 4 [[File:SealFragment.png|16px]] and 4 Reserve Embarkation Points&lt;br /&gt;
| Win before Year 8 ends with 10 dead [[Villagers]]&lt;br /&gt;
| Gain 20 {{rl|Mushrooms}} and&amp;lt;br /&amp;gt;4 Reserve Embarkation Points&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Event Gambler.png}}&amp;lt;br /&amp;gt;The Gambler&lt;br /&gt;
| Lose 20 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&amp;lt;br /&amp;gt;Win with 30% Increased Impatience Speed&lt;br /&gt;
| Gain 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&amp;lt;br /&amp;gt;Win with 50% Increased Impatience Speed&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Hanged Viceroy.png}}&amp;lt;br /&amp;gt;Hanged Viceroy&lt;br /&gt;
| Win with nobody leaving.&amp;lt;br /&amp;gt;They can still die.&lt;br /&gt;
| Gain 2 [[Villager]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Obsidian Loremaster.png}}&amp;lt;br /&amp;gt;Obsidian Loremaster&lt;br /&gt;
| Win after completing 2 Forbidden [[Glade Events]]&lt;br /&gt;
| Gain 20 {{rl|Vegetables}} and&amp;lt;br /&amp;gt;10 {{rl|Planks}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Shelled Mosquito Nest&lt;br /&gt;
| Lose 20 {{rl|Eggs}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Win with NO Orders and 50% slower [[Trader]] arrival speed.&lt;br /&gt;
| Gain 4 Reserve Embarkation Points and&amp;lt;br /&amp;gt;40 {{rl|Insects}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Roaming Fishmen Tribe.png}}&amp;lt;br /&amp;gt;Roaming Fishmen Tribe&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Sadarth the Wise&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| A chosen World Map Modifier will appear&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Gain 25  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Somber Procession&lt;br /&gt;
| Open no more than 1 Dangerous [[Glade]]&lt;br /&gt;
| Gain 10 {{rl|Tools}} and 20 {{rl|Stone}}&lt;br /&gt;
| Lose 3 Reserve Embarkation Points&lt;br /&gt;
| [[Villagers]] with species specific housing needs fulfilled gain +2 [[Resolve]]&amp;lt;br /&amp;gt;(Active for 3 games)&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Storm Ant Column&lt;br /&gt;
| Start the game without any food.&lt;br /&gt;
| Gain 20 {{rl|Amber}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:StormbirdEggWorldEvent.png}}&amp;lt;br /&amp;gt;Stormbird Egg&lt;br /&gt;
| Gain 30 {{rl|Eggs}}&lt;br /&gt;
| -2 [[Resolve]] during the storm for 2 games&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&lt;br /&gt;
| +15% Global Production Speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6418</id>
		<title>World Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=World_Events&amp;diff=6418"/>
		<updated>2024-02-26T19:08:13Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* World Events and their Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WorldEventsMapWide.png|thumb|360px|World Events as &amp;quot;!&amp;quot;]]&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
World Events are special opportunities for Viceroys to improve their caravans. They are revealed on the map once the [[Fog of War]] is lifted and Viceroys come into range of them. Most World Events provide two or three options to solve them. Some World Events require [[Meta Resources]] to solve, while others require you to complete a Settlement under certain conditions.&lt;br /&gt;
&lt;br /&gt;
= World Events and their Details =&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, Consequences and Rewards last the duration of the current cycle.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Event&lt;br /&gt;
! Option 1 &amp;lt;br /&amp;gt;Requirement&lt;br /&gt;
! Option 1  &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Requirements&lt;br /&gt;
! Option 2 &amp;lt;br /&amp;gt;Rewards&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Bankrupt Trader&lt;br /&gt;
| Win with 150 {{rl|Amber}}&lt;br /&gt;
| Gain 1 [[Villager]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| Win Before Year 8 ends, with 250 {{rl|Amber}}&lt;br /&gt;
| Gain 3 [[Villagers]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Brass Order Engineer&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
| Gain 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Win before year 8 ends with 3 [[Hearth]]s upgraded to District Level (3)&lt;br /&gt;
| Gain 15 {{rl|Crystalized Dew}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Cloaked Wanderer.png}}&amp;lt;br /&amp;gt;Cloaked Wanderer&lt;br /&gt;
| Lose 2 {{rl|Wildfire Essence}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Become cursed for 2 games &amp;lt;br /&amp;gt;(8 [[Villagers]] die at the start of Year 8)&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Commenda Contract.png}}&amp;lt;br /&amp;gt;Commenda Contract&lt;br /&gt;
| Win a game before Year 8 ends, with 150 {{rl|Amber}} earned from Trade Routes&lt;br /&gt;
| Gain 10 {{rl|Amber}} and 3 {{rl|Parts}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Crashed Airship&lt;br /&gt;
| Win before Year 8 ends, with 300 {{rl|Storm Water}}&lt;br /&gt;
| Gain 20 {{rl|Pipes}} and 30 {{rl|Sea Marrow}}&lt;br /&gt;
| Lose 3 {{rl|Parts}}&lt;br /&gt;
| [[Traders]] arrive 25% Faster and&amp;lt;br /&amp;gt;their Perks and Blueprints costs 25% less for the next game&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Wandering Eremite.png}}&amp;lt;br /&amp;gt;Wandering Eremite&lt;br /&gt;
| Lose 5 years&lt;br /&gt;
| Blueprint rerolls cost 10 less {{rl|Amber}}  for 2 games&lt;br /&gt;
| Pay 10 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Fire Moths&lt;br /&gt;
| Lose 1 [[Villager]]&lt;br /&gt;
| Gain 6 {{rl|Parts}}&lt;br /&gt;
| Gain 3 {{rl|Wildfire Essence}} and 30 {{rl|Oil}}&lt;br /&gt;
| Gain [[Hostility]]&amp;lt;br /&amp;gt;For every 90 seconds of Sacrificing, a [[Villager]] dies.&amp;lt;br /&amp;gt;Sacrificing multiple fuels at the same time will make the timer go faster.&amp;lt;br /&amp;gt;Effects last until 1 successful game in the current Cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:First Dawn Company Caravan.png}}&amp;lt;br /&amp;gt;First Dawn Company Caravan&lt;br /&gt;
| Lose 20 {{rl|Coal}}&lt;br /&gt;
| Gain 2 [[Villagers]]&lt;br /&gt;
| Lose 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 30 {{rl|Grain}} and 15 {{rl|Pack of Provisions}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Followers of the Forsaken Gods.png}}&amp;lt;br /&amp;gt;Followers of the Forsaken Gods&lt;br /&gt;
| Lose 2 [[Villagers]]&lt;br /&gt;
| Gain 4 [[File:SealFragment.png|16px]] and 4 Reserve Embarkation Points&lt;br /&gt;
| Win before Year 8 ends with 10 dead [[Villagers]]&lt;br /&gt;
| Gain 20 {{rl|Mushrooms}} and&amp;lt;br /&amp;gt;4 Reserve Embarkation Points&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Event Gambler.png}}&amp;lt;br /&amp;gt;The Gambler&lt;br /&gt;
| Lose 20 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&amp;lt;br /&amp;gt;Win with 30% Increased Impatience Speed&lt;br /&gt;
| Gain 60 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&amp;lt;br /&amp;gt;Win with 50% Increased Impatience Speed&lt;br /&gt;
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Hanged Viceroy.png}}&amp;lt;br /&amp;gt;Hanged Viceroy&lt;br /&gt;
| Win with nobody leaving.&amp;lt;br /&amp;gt;They can still die.&lt;br /&gt;
| Gain 2 [[Villager]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Obsidian Loremaster.png}}&amp;lt;br /&amp;gt;Obsidian Loremaster&lt;br /&gt;
| Win after completing 2 Forbidden [[Glade Events]]&lt;br /&gt;
| Gain 20 {{rl|Vegetables}} and&amp;lt;br /&amp;gt;10 {{rl|Planks}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Shelled Mosquito Nest&lt;br /&gt;
| Lose 20 {{rl|Eggs}}&lt;br /&gt;
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments&lt;br /&gt;
| Win with NO Orders and 50% slower [[Trader]] arrival speed.&lt;br /&gt;
| Gain 4 Reserve Embarkation Points and&amp;lt;br /&amp;gt;40 {{rl|Insects}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:Roaming Fishmen Tribe.png}}&amp;lt;br /&amp;gt;Roaming Fishmen Tribe&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
| Gain 15 [[File:Icon MetaResource Machinery.png|16px]] Machinery&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Sadarth the Wise&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| A chosen World Map Modifier will appear&lt;br /&gt;
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts&lt;br /&gt;
| Gain 25  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Somber Procession&lt;br /&gt;
| Open no more than 1 Dangerous [[Glade]]&lt;br /&gt;
| Gain 10 {{rl|Tools}} and 20 {{rl|Stone}}&lt;br /&gt;
| Lose 3 Reserve Embarkation Points&lt;br /&gt;
| [[Villagers]] with species specific housing needs fulfilled gain +2 [[Resolve]]&amp;lt;br /&amp;gt;(Active for 3 games)&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:WorldEventGeneric.png}}&amp;lt;br /&amp;gt;Storm Ant Column&lt;br /&gt;
| Start the game without any food.&lt;br /&gt;
| Gain 20 {{rl|Amber}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| {{Perk|Gray|File:StormbirdEggWorldEvent.png}}&amp;lt;br /&amp;gt;Stormbird Egg&lt;br /&gt;
| Gain 30 {{rl|Eggs}}&lt;br /&gt;
| -2 [[Resolve]] during the storm for 2 games&lt;br /&gt;
| Lose 5 [[File:SealFragment.png|16px]]&lt;br /&gt;
| +15% Global Production Speed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=5741</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=5741"/>
		<updated>2024-01-18T03:53:26Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.0}}&lt;br /&gt;
&lt;br /&gt;
Greetings, Viceroy!&lt;br /&gt;
&lt;br /&gt;
Newcomers are encouraged to read this article before exploring the main articles and the rest of the information on this wiki. There are deep systems and mechanics that compound and can feel complicated quickly. So let&#039;s start with the absolute basics.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|If you have just started the game for the first time and want to get everything out of the first tutorial with clear, step-by-step instructions and explanations that will jump-start your understanding of the game without overwhelming you with depth, head over to the [[Tutorial Walkthrough]] and come back to this after you finish the first mission.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning and Losing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiki Winning.png|thumb|400px|At the bottom of the game window, &#039;&#039;&#039;Reputation&#039;&#039;&#039; (left, blue bar, 4/14 points) and &#039;&#039;&#039;Queen&#039;s Impatience&#039;&#039;&#039; (right, red bar, 1/14 points)]]&lt;br /&gt;
&lt;br /&gt;
A mission is won when the entire blue [[Reputation]] Bar is filled.&lt;br /&gt;
&lt;br /&gt;
A mission is lost when the entire red [[Queen&#039;s Impatience]] Bar is filled, or when all villagers leave or die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reputation Points ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Reputation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gaining a Reputation point lowers the Queen&#039;s Impatience, granting you more time to complete the mission. [[Reputation]], [[Impatience]] and [[Hostility]] are linked. When you gain [[File:Reppoint.png|32px]][[Reputation]], your [[File:Impatience.png|32px]] [[Impatience]] goes down, and your [[Hostility]] will go up. You can earn Reputation Points several ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completing Orders:&#039;&#039;&#039; Each completed Order grants 1 Reputation point. This will likely be the source of the first Reputation point you earn each mission.&lt;br /&gt;
* &#039;&#039;&#039;Solving Glade Events:&#039;&#039;&#039; Your choices when solving Glade Events may reward you with Reputation. You will earn more from solving events in Dangerous and Forbidden Glades than you will from events in Small Glades.&lt;br /&gt;
* &#039;&#039;&#039;Villagers Resolve:&#039;&#039;&#039; Once a species&#039; [[Resolve]] reaches the [[Resolve Threshold]] (indicated by a blue mark around their portrait), they will start to generate [[Reputation]]. Larger populations generate more [[Reputation]] per minute. With time, the villagers will become accustomed to their living conditions, raising their threshold and requiring more complex needs to be satisfied before they will again generate [[Reputation]] (This is called [[Decadence]]). This will likely &#039;&#039;&#039;be your primary source of Reputation in most of your missions&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earning [[Perks and Cornerstones]]:&#039;&#039;&#039; Some Cornerstones grant [[Reputation]] when you accomplish something, like trading a certain amount.&lt;br /&gt;
* &#039;&#039;&#039;Forest Mysteries:&#039;&#039;&#039; Some [[Modifiers]] and [[Forest Mysteries]] grant extra [[Reputation]] when you, for example, solve a Dangerous or Forbidden Glade Event while the modifier is active, for example, during a particular season.&lt;br /&gt;
&lt;br /&gt;
It is Important to understand you cannot rely on only orders to win the game, you have to work towards stocking up on things that will make your [[Villagers]] happy at the end of the game to &amp;quot;push&amp;quot; you through those last few [[Reputation]] Points.&lt;br /&gt;
&lt;br /&gt;
== Break Time ==&lt;br /&gt;
&lt;br /&gt;
Every few minutes, [[Villagers]] will go on break to eat, and fulfill a [[Complex Need]]. like donning {{rl|Coats}} and receiving a [[Service]]. Break times are +- 5 seconds long.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| Break Interval&lt;br /&gt;
| 02:00&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
:&#039;&#039;Main article: [[Complex Food Need]]&#039;&#039;&lt;br /&gt;
[[Villagers]] need to eat, or their [[Resolve]] drops with every [[Hunger]] stack (each time they went on break and could not eat), and eventually they starve to death or leave.&lt;br /&gt;
&lt;br /&gt;
Food Preference:&lt;br /&gt;
Villagers eat 1 unit of any preferred*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Complex Food]] per break that is available. If the preferred [[Complex Food]] is not available, they will eat 1 unit of a random available Raw Food instead. If neither of these are available, they will eat 1 unit of a random available disliked [[Complex Food]]. Viceroys can force their [[Villagers]] to eat a specific [[Complex Food]] every break to stretch food stores. This can be done via [[Consumption Control]]. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Food&amp;quot; includes:&lt;br /&gt;
&lt;br /&gt;
* Raw Food - {{rl|Mushrooms}}|{{rl|Roots}}|{{rl|Vegetables}}|{{rl|Meat}}|{{rl|Eggs}}|{{rl|Insects}}|{{rl|Berries}}&lt;br /&gt;
** Harvested from camps or farms.&lt;br /&gt;
** Can be turned into Complex Food, which multiplies it.&lt;br /&gt;
** Does not add additional [[Resolve]].&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Complex Food]]- {{rl|Jerky}}|{{rl|Porridge}}|{{rl|Skewers}}|{{rl|Biscuits}}|{{rl|Pie}}|{{rl|Pickled Goods}}&lt;br /&gt;
** Made in [[Buildings]] from Raw Food.&lt;br /&gt;
** Most efficient way of feeding your people.&lt;br /&gt;
** Can add additional [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Ideally, Viceroys want to rush making [[Complex Food]] to stretch Raw Food and use those workers collecting Raw Food in other departments instead. This can most easily done by making [[Porridge]] , using {{rl|Grain|med}} and [[Rainwater]], or any mix of ingredients valid for that recipe. {{rl|Jerky|med}} is another easy starter Complex Food to make.&lt;br /&gt;
&lt;br /&gt;
Once you start making enough [[Complex Food]], turn off all raw food consumption and force your [[Villagers]] to eat that Complex Food so you multiply your raw food into complex food and stretch it for longer.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Preferred [[Complex Food]] = [[Complex Food]] they gain [[Resolve]] from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of Complex Food Preference and Resolve Bonus&lt;br /&gt;
!rowspan=2| Species !!colspan=6| Complex foods&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
:&#039;&#039;Main article: [[Services Need]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Setting up some sort of Services for your [[Villagers]] are essential if you want to win through [[Resolve]]. Ideally you can hoard all the Goods used in Services until the last Drizzle or Clearance season, and have a big [[Resolve]] push by then enabling all Services and winning.&lt;br /&gt;
&lt;br /&gt;
To set up a Service, you need:&lt;br /&gt;
* A Service [[Building]]&lt;br /&gt;
* A Service Good&lt;br /&gt;
* One [[Villager]] manning the service building.&lt;br /&gt;
&lt;br /&gt;
Each break, [[Villagers]] will take one Service Good at the [[Hearth]] if a Service Building is erected somewhere in the settlement and the service good in that building and in [[Consumption Control]] is enabled. They will then receive a [[Resolve]] boost related to that service. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of complex food, clothing, and services needs by species&lt;br /&gt;
!rowspan=2| Species !!Clothing !!colspan=6| Services&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Orders]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-8-new_orders_corner.png|thumb|150px|Orders button]]&lt;br /&gt;
&lt;br /&gt;
There are two types of [[Orders]], but you will only unlock the 2nd type later in the game as you unlock more [[Upgrades]] in the [[Citadel]]. These are:&lt;br /&gt;
* Typical [[Orders]]&lt;br /&gt;
* [[Timed Orders]]&lt;br /&gt;
&lt;br /&gt;
Typical [[Orders]] will reward you with 1 [[Reputation]] Point each, and some sort of rewards like [[Goods]], [[Villagers]] or [[Building]] blueprints. These can be completed in any timeframe.&lt;br /&gt;
&lt;br /&gt;
Timed Orders are just that - You will have only a certain amount of time to complete these orders. It is thus advised to only open the [[Orders]] tab starting year II when you&#039;re better established so you can position yourself to complete them in time. The rewards for these Orders are often very high, and could include [[Cornerstones and Perks]], as well as Delivery Lines for Goods.&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-d-ancient shrine tooltip.png|thumb|240px|A Glade Event in a Dangerous Glade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are diverse challenges that are found in the [[Glades]] uncovered by cutting through [[The Forest]]. These can be divided into 3 categories:&lt;br /&gt;
&lt;br /&gt;
Small Glades may contain:&lt;br /&gt;
* A Small [[Glade Event]]&lt;br /&gt;
* An [[Abandoned Cache]]&lt;br /&gt;
* A Travelling [[Trader]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:DangerousGladeIcon.png|50px]] Dangerous Glades may contain:&lt;br /&gt;
* A Dangerous [[Glade Event]]&lt;br /&gt;
* A Large or Medium [[Abandoned Cache]]&lt;br /&gt;
* [[Ruins]] of some sort.&lt;br /&gt;
* Survivor Encampments.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ForbiddenGladeIcon.png|60px]] Forbidden Glades may contain:&lt;br /&gt;
* A Forbidden [[Glade Event]]&lt;br /&gt;
* A Medium or Large [[Abandoned Cache]]&lt;br /&gt;
* [[Ruins]] of some sort.&lt;br /&gt;
&lt;br /&gt;
When opening a Dangerous or Forbidden Glade, it is essential you click on the event and check the timer and consequences of not completing the event in time. All have negative effects if you leave them alone for too long. Remember to take into account how long it will take your villagers to solve the challenge! Building a Small Warehouse next to the event will help your [[Villagers]] haul goods to and fro faster.&lt;br /&gt;
&lt;br /&gt;
* The [[Cursed Royal Woodlands]] is a biome haunted by ghosts that make challenging requests of you. If you fulfill their requests, they reward you with opened caches.&lt;br /&gt;
* [[Seals]] can be found in the [[Sealed Forest]] Biome, always in a Dangerous [[Glade], they create [[Plagues]]!&lt;br /&gt;
&lt;br /&gt;
== Seasonal Conditions ==&lt;br /&gt;
&lt;br /&gt;
[[File:Season-year-time-controls-hostility.png|thumb|150px|Drizzle Season of Year I]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Seasons]]&#039;&#039;&lt;br /&gt;
The three seasons are displayed in the top middle of the screen, to the right of the time controls. You&#039;ll face fewer beneficial and more and increasingly dangerous modifiers at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
There are 3 season, namely:&lt;br /&gt;
&lt;br /&gt;
* Drizzle - 04:00&lt;br /&gt;
** {{rl|Drizzle Water}} rains during this time. &lt;br /&gt;
** Positive [[Forest Mysteries]] are active.&lt;br /&gt;
** Sowing takes place on Farms, yield chances are calculated now.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* Clearance - 04:00&lt;br /&gt;
** {{rl|Clearance Water}} rains during this time.&lt;br /&gt;
** Harvesting takes place now. Place Small Warehouses near farms to minimize hauling time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* Storm - 02:00&lt;br /&gt;
** {{rl|Storm Water}} rains during this time.&lt;br /&gt;
** Negative [[Forest Mysteries]] are now active.&lt;br /&gt;
** Plowing takes place on Farms, +10% yield chances.&lt;br /&gt;
&lt;br /&gt;
Negative modifiers often reduce Resolve based on the level of the Hostility of the Forest. These can be avoided entirely as long as the modifier&#039;s conditions are met or as long as you manage Hostility so that it doesn&#039;t activate in the first place.&lt;br /&gt;
&lt;br /&gt;
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.&lt;br /&gt;
&lt;br /&gt;
== Hostility of the Forest ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hostility_Summary_Resolve.png|thumb|240px|Hover over the highlighted icon.]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Hostility]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the Forest hates being cut into. Your [[Villagers]] feel its [[Hostility]] towards them, and this will lower their [[Resolve]]. There is no difference in effect between 1 and 99 points withing a [[Hostility]] level.&lt;br /&gt;
The longer you linger in a settlement, the higher your [[Hostility]] will become. The higher the Queen&#039;s [[File:Impatience.png|32px]] Impatience, the lower your [[Hostility]] will become.&lt;br /&gt;
&lt;br /&gt;
Hostility levels trigger negative [[Forest Mysteries]] during the Storm [[Season]]. The higher your [[Hostility]], the more will trigger.&lt;br /&gt;
&lt;br /&gt;
At the top center of the game window, Hostility is displayed as a number. For every 100 points, the Hostility level increases. Hover over the big red [[File:Icon_UI_Hostility_Eye.png|32px]] to see what is influencing your [[Hostility]] level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hostility is affected by the following:&lt;br /&gt;
* Increases:&lt;br /&gt;
** For very year that has passed.&lt;br /&gt;
** For every [[villager]] in your settlement.&lt;br /&gt;
** For each villager assigned as woodcutters in {{bl|Woodcutters&#039; Camp}} - Take Woodcutters off during the Storm&lt;br /&gt;
** For every opened glade, with a smaller increase from Small Glades than from Dangerous and Forbidden Glades.&lt;br /&gt;
** From the negative effects of [[Glade Events]] you are working on, sometimes by as much as 500 (5 whole levels)&lt;br /&gt;
&lt;br /&gt;
* Decreases:&lt;br /&gt;
** From building more [[Hearth]]s.&lt;br /&gt;
** From some [[Perks and Cornerstones]]&lt;br /&gt;
** From removing Woodcutters from the Woodcutters&#039; camps.&lt;br /&gt;
** From completing certain [[Glade Events]] that decreases Hostility.&lt;br /&gt;
** From Killing off Villagers.&lt;br /&gt;
** From driving up the Queen&#039;s Impatience.&lt;br /&gt;
** From assigning a [[File:Fox circle.png|32px]] Fox to the Hearth&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:HighResolve.png|thumb|400px|Foxes species with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Resolve]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A villager&#039;s Resolve represents their willingness to stay in the village. Below the species&#039; portrait is one or sometimes two numbers. Always shown is the current Resolve value. If their Resolve is changing, a second number will show the Resolve value that the species will end up with if conditions stay the same. Even though villagers have individual values for resolve, only the average shown in the Species UI affects gameplay. &lt;br /&gt;
&lt;br /&gt;
=== Villagers Leaving from Low Resolve ===&lt;br /&gt;
&lt;br /&gt;
When the Storm arrives or when interacting with Glade Events, villagers face &#039;&#039;&#039;significant penalties&#039;&#039;&#039; to their Resolve. If their Resolve reaches or falls below zero, a random villager of that species will leave the settlement. Once it reaches zero, a red timer indicator will sweep around their portrait, indicating the time until a villager leaves. This timer repeats: If Resolve stays at or below zero long enough, more villagers will leave. When each villager leaves, the Queen&#039;s Impatience also increases by a fraction of a point. Resolve mismanagement can snowball into a complete mission loss if, for example, the villagers who leave were gathering food or fuel, were providing critical functions like keeping the Hearth fueled, or were solving a Glade Event with a powerful negative effect.&lt;br /&gt;
&lt;br /&gt;
It takes time for species&#039; Resolve to drop to zero due to the Storm and other penalties, and then the red timer has to finish sweeping around their portrait before a villager leaves. Therefore, if your villagers start the Storm with high Resolve, you may have enough time even after the Storm starts to make any quick adjustments to keep your villagers from leaving before the end of the Storm.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Reputation from High Resolve ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above in the introduction to Reputation, if a species&#039; Resolve exceeds a certain threshold, the Viceroy gradually earns Reputation. The amount earned depends on the species, population, Perks and Cornerstones, and more. When a species&#039; Resolve is earning you Reputation, their portrait lights up light blue.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses and Penalties to Resolve ===&lt;br /&gt;
&lt;br /&gt;
==== Increases====&lt;br /&gt;
&lt;br /&gt;
* Increases slightly when species&#039; need for Shelter is satisfied&lt;br /&gt;
* Increases when species&#039; need for their Species-specific Housing is satisfied&lt;br /&gt;
* Increases when their need for Complex Food is satisfied&lt;br /&gt;
* Increases significantly when their need for Services is satisfied&lt;br /&gt;
* Increases or decreases from certain Perks and Cornerstones&lt;br /&gt;
* Increases for one species when they are favored by the Viceroy (but keep reading)&lt;br /&gt;
&lt;br /&gt;
==== Decreases ====&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; for the other two species when the other is favored by the Viceroy&lt;br /&gt;
* &#039;&#039;&#039;Decreases significantly&#039;&#039;&#039; from negative Forest Mysteries that are active during the Storm&lt;br /&gt;
* &#039;&#039;&#039;Decreases significantly&#039;&#039;&#039; from being hungry (when they go to rest at the Hearth and there is no food available), especially because this effect stacks for every missed opportunity to eat&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; from Glade Events that have temporary penalties while they are being worked on&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; from Glade Events that were not solved in time and cause a permanent penalty&lt;br /&gt;
* &#039;&#039;&#039;Decreases massively&#039;&#039;&#039; when the Hearth runs out of fuel, since it compounds with losing the increases gained from your satisfying their needs for Shelter or their Species-specific Housing when their houses go cold&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Difficulty]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!rowspan=2| Difficulty !!rowspan=2| Blightrot? !!rowspan=2| Forest Mysteries&lt;br /&gt;
!colspan=2| Hostility Scaling&lt;br /&gt;
!rowspan=2| Other Scaling !!rowspan=2| XP per Win !!rowspan=2| Reward&lt;br /&gt;
|-&lt;br /&gt;
! Max !! Multiplier&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Settler&#039;&#039;&#039; || No || &lt;br /&gt;
* 2&amp;amp;nbsp;Positive&lt;br /&gt;
* 1&amp;amp;nbsp;Negative&lt;br /&gt;
| 6 || 1x ||&lt;br /&gt;
* Win at 12 [[Reputation]]&lt;br /&gt;
* Villagers eat 35% less food&lt;br /&gt;
* 12 Orders available&lt;br /&gt;
| 30 xp || &#039;&#039;&#039;21&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pioneer&#039;&#039;&#039; || No || &lt;br /&gt;
* 2&amp;amp;nbsp;Positive&lt;br /&gt;
* 3&amp;amp;nbsp;Negative&lt;br /&gt;
| 9 || 1.5x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 11 Orders available&lt;br /&gt;
| 70 xp || &#039;&#039;&#039;42&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039; || Yes ||&lt;br /&gt;
* 1&amp;amp;nbsp;Positive&lt;br /&gt;
* 4&amp;amp;nbsp;Negative&lt;br /&gt;
| 16 || 2x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 10 Orders available&lt;br /&gt;
| 140 xp || &#039;&#039;&#039;70&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viceroy&#039;&#039;&#039; || Yes ||&lt;br /&gt;
* 1&amp;amp;nbsp;Positive&lt;br /&gt;
* 4&amp;amp;nbsp;Negative&lt;br /&gt;
| 31 || 3x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 9 Orders available&lt;br /&gt;
| 175 xp || &#039;&#039;&#039;91&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Standard Opening (a.k.a. &amp;quot;the Meta&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
Consider the following for your first year of your first mission. After that, you will need to adapt to the Forest Modifiers, Cornerstones, Blueprints, and resources available on your map.&lt;br /&gt;
&lt;br /&gt;
* Disable coal consumption since it is far more valuable than Wood because it can solve Glade Events (with a full stack of 30).&lt;br /&gt;
* Choose your best available Firekeeper worker at your Hearth.&lt;br /&gt;
** Assign a Lizard to gain +1 to everyone&#039;s Resolve &#039;&#039;if&#039;&#039; this gets you over a species&#039; threshold. If you have only one Lizard, then they get an additional +5 for working in the Hearth with the {{sl|Warmth}} Specialization—if you have more than one, this large bonus will get averaged away.&lt;br /&gt;
** Assign a Harpy to gain their powerful Firekeeper bonus of +5 to every villagers&#039; carrying capacity.&lt;br /&gt;
** Assign a Beaver early on to save fuel burned at Hearth.&lt;br /&gt;
** Assign a Human to slow down the rate at which the Queen&#039;s Impatience increases.&lt;br /&gt;
* Build two {{bl|Woodcutters&#039; Camp}} and start clearing trees in the direction of a Dangerous Glade, but do not allow them to open it yet.&lt;br /&gt;
* Build a few plain roads, at least to connect your Main Warehouse to the Hearth.&lt;br /&gt;
* Build three Shelters and four tiles of decorations to upgrade the Hearth for the bonus to Resolve.&lt;br /&gt;
* Build a Crude Workstation to start getting building materials.&lt;br /&gt;
* Build gathering camps that can gather from the resource deposits you started with.&lt;br /&gt;
* Choose your first Orders based on what you can see on the map.&lt;br /&gt;
* Choose your first Blueprints based on the products they make: focus on food first. Match the icons next to the species&#039; portraits to the food goods the buildings make. Humans like Biscuits, for example.&lt;br /&gt;
* Build a Trading Post during the first Storm. You will try to use what the first Trader sells to help you solve your first Dangerous Glade Event.&lt;br /&gt;
* Build one of your Blueprints.&lt;br /&gt;
* At the beginning of Year 2, after the first Storm, open the first Dangerous Glade and do everything you can to solve it.&lt;br /&gt;
&lt;br /&gt;
== Final Summary ==&lt;br /&gt;
&lt;br /&gt;
* Reputation wins you the mission. The Queen&#039;s Impatience running out makes you lose the mission.&lt;br /&gt;
* Gaining Reputation reduces the Queen&#039;s Impatience.&lt;br /&gt;
* Hostility lowers Resolve during the Storm.&lt;br /&gt;
* High Impatience reduces Hostility.&lt;br /&gt;
* Time in game (years) increases Hostility.&lt;br /&gt;
* Opening Glades increases Hostility, but enables more production by revealing new resources and rewards.&lt;br /&gt;
* Being able to produce Complex Foods and goods for Services boosts Resolve, allowing you to withstand higher Hostility.&lt;br /&gt;
* Every mission is about balancing these pressures and priorities.&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=5740</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Beginner%27s_Guide&amp;diff=5740"/>
		<updated>2024-01-18T03:51:38Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.0}}&lt;br /&gt;
&lt;br /&gt;
Greetings, Viceroy!&lt;br /&gt;
&lt;br /&gt;
Newcomers are encouraged to read this article before exploring the main articles and the rest of the information on this wiki. There are deep systems and mechanics that compound and can feel complicated quickly. So let&#039;s start with the absolute basics.&lt;br /&gt;
&lt;br /&gt;
{{Walkthrough_advice|If you have just started the game for the first time and want to get everything out of the first tutorial with clear, step-by-step instructions and explanations that will jump-start your understanding of the game without overwhelming you with depth, head over to the [[Tutorial Walkthrough]] and come back to this after you finish the first mission.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning and Losing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiki Winning.png|thumb|400px|At the bottom of the game window, &#039;&#039;&#039;Reputation&#039;&#039;&#039; (left, blue bar, 4/14 points) and &#039;&#039;&#039;Queen&#039;s Impatience&#039;&#039;&#039; (right, red bar, 1/14 points)]]&lt;br /&gt;
&lt;br /&gt;
A mission is won when the entire blue [[Reputation]] Bar is filled.&lt;br /&gt;
&lt;br /&gt;
A mission is lost when the entire red [[Queen&#039;s Impatience]] Bar is filled, or when all villagers leave or die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reputation Points ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Reputation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gaining a Reputation point lowers the Queen&#039;s Impatience, granting you more time to complete the mission. [[Reputation]], [[Impatience]] and [[Hostility]] are linked. When you gain [[File:Reppoint.png|32px]][[Reputation]], your [[File:Impatience.png|32px]] [[Impatience]] goes down, and your [[Hostility]] will go up. You can earn Reputation Points several ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completing Orders:&#039;&#039;&#039; Each completed Order grants 1 Reputation point. This will likely be the source of the first Reputation point you earn each mission.&lt;br /&gt;
* &#039;&#039;&#039;Solving Glade Events:&#039;&#039;&#039; Your choices when solving Glade Events may reward you with Reputation. You will earn more from solving events in Dangerous and Forbidden Glades than you will from events in Small Glades.&lt;br /&gt;
* &#039;&#039;&#039;Villagers Resolve:&#039;&#039;&#039; Once a species&#039; [[Resolve]] reaches the [[Resolve Threshold]] (indicated by a blue mark around their portrait), they will start to generate [[Reputation]]. Larger populations generate more [[Reputation]] per minute. With time, the villagers will become accustomed to their living conditions, raising their threshold and requiring more complex needs to be satisfied before they will again generate [[Reputation]] (This is called [[Decadence]]). This will likely &#039;&#039;&#039;be your primary source of Reputation in most of your missions&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earning [[Perks and Cornerstones]]:&#039;&#039;&#039; Some Cornerstones grant [[Reputation]] when you accomplish something, like trading a certain amount.&lt;br /&gt;
* &#039;&#039;&#039;Forest Mysteries:&#039;&#039;&#039; Some [[Modifiers]] and [[Forest Mysteries]] grant extra [[Reputation]] when you, for example, solve a Dangerous or Forbidden Glade Event while the modifier is active, for example, during a particular season.&lt;br /&gt;
&lt;br /&gt;
It is Important to understand you cannot rely on only orders to win the game, you have to work towards stocking up on things that will make your [[Villagers]] happy at the end of the game to &amp;quot;push&amp;quot; you through those last few [[Reputation]] Points.&lt;br /&gt;
&lt;br /&gt;
== Break Time ==&lt;br /&gt;
&lt;br /&gt;
Every few minutes, [[Villagers]] will go on break to eat, and fulfill a [[Complex Need]]. like donning {{rl|Coats}} and receiving a [[Service]]. Break times are +- 5 seconds long.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Species&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
| Break Interval&lt;br /&gt;
| 02:00&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
| 02:00&lt;br /&gt;
| 01:40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
:&#039;&#039;Main article: [[Complex Food Need]]&#039;&#039;&lt;br /&gt;
[[Villagers]] need to eat, or their [[Resolve]] drops with every [[Hunger]] stack (each time they went on break and could not eat), and eventually they starve to death or leave.&lt;br /&gt;
&lt;br /&gt;
Food Preference:&lt;br /&gt;
Villagers eat 1 unit of any prefered*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Complex Food]] per break that is available. If the preferred [[Complex Food]] is not available, they will eat 1 unit of a random available Raw Food instead. Viceroys can force their [[Villagers]] to eat a specific [[Complex Food]] every break to stretch food stores. This can be done via [[Consumption Control]]. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Food&amp;quot; includes:&lt;br /&gt;
&lt;br /&gt;
* Raw Food - {{rl|Mushrooms}}|{{rl|Roots}}|{{rl|Vegetables}}|{{rl|Meat}}|{{rl|Eggs}}|{{rl|Insects}}|{{rl|Berries}}&lt;br /&gt;
** Harvested from camps or farms.&lt;br /&gt;
** Can be turned into Complex Food, which multiplies it.&lt;br /&gt;
** Does not add additional [[Resolve]].&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Complex Food]]- {{rl|Jerky}}|{{rl|Porridge}}|{{rl|Skewers}}|{{rl|Biscuits}}|{{rl|Pie}}|{{rl|Pickled Goods}}&lt;br /&gt;
** Made in [[Buildings]] from Raw Food.&lt;br /&gt;
** Most efficient way of feeding your people.&lt;br /&gt;
** Can add additional [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
Ideally, Viceroys want to rush making [[Complex Food]] to stretch Raw Food and use those workers collecting Raw Food in other departments instead. This can most easily done by making [[Porridge]] , using {{rl|Grain|med}} and [[Rainwater]], or any mix of ingredients valid for that recipe. {{rl|Jerky|med}} is another easy starter Complex Food to make.&lt;br /&gt;
&lt;br /&gt;
Once you start making [[Complex Food]], turn off all raw food consumption and force your [[Villagers]] to eat that Complex Food so you multiply your raw food into complex food and stretch it for longer.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Preferred [[Complex Food]] = [[Complex Food]] they gain [[Resolve]] from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of Complex Food Preference and Resolve Bonus&lt;br /&gt;
!rowspan=2| Species !!colspan=6| Complex foods&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
:&#039;&#039;Main article: [[Services Need]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Setting up some sort of Services for your [[Villagers]] are essential if you want to win through [[Resolve]]. Ideally you can hoard all the Goods used in Services until the last Drizzle or Clearance season, and have a big [[Resolve]] push by then enabling all Services and winning.&lt;br /&gt;
&lt;br /&gt;
To set up a Service, you need:&lt;br /&gt;
* A Service [[Building]]&lt;br /&gt;
* A Service Good&lt;br /&gt;
* One [[Villager]] manning the service building.&lt;br /&gt;
&lt;br /&gt;
Each break, [[Villagers]] will take one Service Good at the [[Hearth]] if a Service Building is erected somewhere in the settlement and the service good in that building and in [[Consumption Control]] is enabled. They will then receive a [[Resolve]] boost related to that service. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of complex food, clothing, and services needs by species&lt;br /&gt;
!rowspan=2| Species !!Clothing !!colspan=6| Services&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Orders]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-8-new_orders_corner.png|thumb|150px|Orders button]]&lt;br /&gt;
&lt;br /&gt;
There are two types of [[Orders]], but you will only unlock the 2nd type later in the game as you unlock more [[Upgrades]] in the [[Citadel]]. These are:&lt;br /&gt;
* Typical [[Orders]]&lt;br /&gt;
* [[Timed Orders]]&lt;br /&gt;
&lt;br /&gt;
Typical [[Orders]] will reward you with 1 [[Reputation]] Point each, and some sort of rewards like [[Goods]], [[Villagers]] or [[Building]] blueprints. These can be completed in any timeframe.&lt;br /&gt;
&lt;br /&gt;
Timed Orders are just that - You will have only a certain amount of time to complete these orders. It is thus advised to only open the [[Orders]] tab starting year II when you&#039;re better established so you can position yourself to complete them in time. The rewards for these Orders are often very high, and could include [[Cornerstones and Perks]], as well as Delivery Lines for Goods.&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-21-d-ancient shrine tooltip.png|thumb|240px|A Glade Event in a Dangerous Glade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are diverse challenges that are found in the [[Glades]] uncovered by cutting through [[The Forest]]. These can be divided into 3 categories:&lt;br /&gt;
&lt;br /&gt;
Small Glades may contain:&lt;br /&gt;
* A Small [[Glade Event]]&lt;br /&gt;
* An [[Abandoned Cache]]&lt;br /&gt;
* A Travelling [[Trader]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:DangerousGladeIcon.png|50px]] Dangerous Glades may contain:&lt;br /&gt;
* A Dangerous [[Glade Event]]&lt;br /&gt;
* A Large or Medium [[Abandoned Cache]]&lt;br /&gt;
* [[Ruins]] of some sort.&lt;br /&gt;
* Survivor Encampments.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ForbiddenGladeIcon.png|60px]] Forbidden Glades may contain:&lt;br /&gt;
* A Forbidden [[Glade Event]]&lt;br /&gt;
* A Medium or Large [[Abandoned Cache]]&lt;br /&gt;
* [[Ruins]] of some sort.&lt;br /&gt;
&lt;br /&gt;
When opening a Dangerous or Forbidden Glade, it is essential you click on the event and check the timer and consequences of not completing the event in time. All have negative effects if you leave them alone for too long. Remember to take into account how long it will take your villagers to solve the challenge! Building a Small Warehouse next to the event will help your [[Villagers]] haul goods to and fro faster.&lt;br /&gt;
&lt;br /&gt;
* The [[Cursed Royal Woodlands]] is a biome haunted by ghosts that make challenging requests of you. If you fulfill their requests, they reward you with opened caches.&lt;br /&gt;
* [[Seals]] can be found in the [[Sealed Forest]] Biome, always in a Dangerous [[Glade], they create [[Plagues]]!&lt;br /&gt;
&lt;br /&gt;
== Seasonal Conditions ==&lt;br /&gt;
&lt;br /&gt;
[[File:Season-year-time-controls-hostility.png|thumb|150px|Drizzle Season of Year I]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Seasons]]&#039;&#039;&lt;br /&gt;
The three seasons are displayed in the top middle of the screen, to the right of the time controls. You&#039;ll face fewer beneficial and more and increasingly dangerous modifiers at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
There are 3 season, namely:&lt;br /&gt;
&lt;br /&gt;
* Drizzle - 04:00&lt;br /&gt;
** {{rl|Drizzle Water}} rains during this time. &lt;br /&gt;
** Positive [[Forest Mysteries]] are active.&lt;br /&gt;
** Sowing takes place on Farms, yield chances are calculated now.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* Clearance - 04:00&lt;br /&gt;
** {{rl|Clearance Water}} rains during this time.&lt;br /&gt;
** Harvesting takes place now. Place Small Warehouses near farms to minimize hauling time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* Storm - 02:00&lt;br /&gt;
** {{rl|Storm Water}} rains during this time.&lt;br /&gt;
** Negative [[Forest Mysteries]] are now active.&lt;br /&gt;
** Plowing takes place on Farms, +10% yield chances.&lt;br /&gt;
&lt;br /&gt;
Negative modifiers often reduce Resolve based on the level of the Hostility of the Forest. These can be avoided entirely as long as the modifier&#039;s conditions are met or as long as you manage Hostility so that it doesn&#039;t activate in the first place.&lt;br /&gt;
&lt;br /&gt;
Beneficial conditions are only active during the drizzle period while harmful ones only activate during the storm.&lt;br /&gt;
&lt;br /&gt;
== Hostility of the Forest ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hostility_Summary_Resolve.png|thumb|240px|Hover over the highlighted icon.]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Hostility]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the Forest hates being cut into. Your [[Villagers]] feel its [[Hostility]] towards them, and this will lower their [[Resolve]]. There is no difference in effect between 1 and 99 points withing a [[Hostility]] level.&lt;br /&gt;
The longer you linger in a settlement, the higher your [[Hostility]] will become. The higher the Queen&#039;s [[File:Impatience.png|32px]] Impatience, the lower your [[Hostility]] will become.&lt;br /&gt;
&lt;br /&gt;
Hostility levels trigger negative [[Forest Mysteries]] during the Storm [[Season]]. The higher your [[Hostility]], the more will trigger.&lt;br /&gt;
&lt;br /&gt;
At the top center of the game window, Hostility is displayed as a number. For every 100 points, the Hostility level increases. Hover over the big red [[File:Icon_UI_Hostility_Eye.png|32px]] to see what is influencing your [[Hostility]] level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hostility is affected by the following:&lt;br /&gt;
* Increases:&lt;br /&gt;
** For very year that has passed.&lt;br /&gt;
** For every [[villager]] in your settlement.&lt;br /&gt;
** For each villager assigned as woodcutters in {{bl|Woodcutters&#039; Camp}} - Take Woodcutters off during the Storm&lt;br /&gt;
** For every opened glade, with a smaller increase from Small Glades than from Dangerous and Forbidden Glades.&lt;br /&gt;
** From the negative effects of [[Glade Events]] you are working on, sometimes by as much as 500 (5 whole levels)&lt;br /&gt;
&lt;br /&gt;
* Decreases:&lt;br /&gt;
** From building more [[Hearth]]s.&lt;br /&gt;
** From some [[Perks and Cornerstones]]&lt;br /&gt;
** From removing Woodcutters from the Woodcutters&#039; camps.&lt;br /&gt;
** From completing certain [[Glade Events]] that decreases Hostility.&lt;br /&gt;
** From Killing off Villagers.&lt;br /&gt;
** From driving up the Queen&#039;s Impatience.&lt;br /&gt;
** From assigning a [[File:Fox circle.png|32px]] Fox to the Hearth&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
&lt;br /&gt;
[[File:HighResolve.png|thumb|400px|Foxes species with high Resolve]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Resolve]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A villager&#039;s Resolve represents their willingness to stay in the village. Below the species&#039; portrait is one or sometimes two numbers. Always shown is the current Resolve value. If their Resolve is changing, a second number will show the Resolve value that the species will end up with if conditions stay the same. Even though villagers have individual values for resolve, only the average shown in the Species UI affects gameplay. &lt;br /&gt;
&lt;br /&gt;
=== Villagers Leaving from Low Resolve ===&lt;br /&gt;
&lt;br /&gt;
When the Storm arrives or when interacting with Glade Events, villagers face &#039;&#039;&#039;significant penalties&#039;&#039;&#039; to their Resolve. If their Resolve reaches or falls below zero, a random villager of that species will leave the settlement. Once it reaches zero, a red timer indicator will sweep around their portrait, indicating the time until a villager leaves. This timer repeats: If Resolve stays at or below zero long enough, more villagers will leave. When each villager leaves, the Queen&#039;s Impatience also increases by a fraction of a point. Resolve mismanagement can snowball into a complete mission loss if, for example, the villagers who leave were gathering food or fuel, were providing critical functions like keeping the Hearth fueled, or were solving a Glade Event with a powerful negative effect.&lt;br /&gt;
&lt;br /&gt;
It takes time for species&#039; Resolve to drop to zero due to the Storm and other penalties, and then the red timer has to finish sweeping around their portrait before a villager leaves. Therefore, if your villagers start the Storm with high Resolve, you may have enough time even after the Storm starts to make any quick adjustments to keep your villagers from leaving before the end of the Storm.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Reputation from High Resolve ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above in the introduction to Reputation, if a species&#039; Resolve exceeds a certain threshold, the Viceroy gradually earns Reputation. The amount earned depends on the species, population, Perks and Cornerstones, and more. When a species&#039; Resolve is earning you Reputation, their portrait lights up light blue.&lt;br /&gt;
&lt;br /&gt;
=== Bonuses and Penalties to Resolve ===&lt;br /&gt;
&lt;br /&gt;
==== Increases====&lt;br /&gt;
&lt;br /&gt;
* Increases slightly when species&#039; need for Shelter is satisfied&lt;br /&gt;
* Increases when species&#039; need for their Species-specific Housing is satisfied&lt;br /&gt;
* Increases when their need for Complex Food is satisfied&lt;br /&gt;
* Increases significantly when their need for Services is satisfied&lt;br /&gt;
* Increases or decreases from certain Perks and Cornerstones&lt;br /&gt;
* Increases for one species when they are favored by the Viceroy (but keep reading)&lt;br /&gt;
&lt;br /&gt;
==== Decreases ====&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; for the other two species when the other is favored by the Viceroy&lt;br /&gt;
* &#039;&#039;&#039;Decreases significantly&#039;&#039;&#039; from negative Forest Mysteries that are active during the Storm&lt;br /&gt;
* &#039;&#039;&#039;Decreases significantly&#039;&#039;&#039; from being hungry (when they go to rest at the Hearth and there is no food available), especially because this effect stacks for every missed opportunity to eat&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; from Glade Events that have temporary penalties while they are being worked on&lt;br /&gt;
* &#039;&#039;&#039;Decreases&#039;&#039;&#039; from Glade Events that were not solved in time and cause a permanent penalty&lt;br /&gt;
* &#039;&#039;&#039;Decreases massively&#039;&#039;&#039; when the Hearth runs out of fuel, since it compounds with losing the increases gained from your satisfying their needs for Shelter or their Species-specific Housing when their houses go cold&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[Difficulty]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!rowspan=2| Difficulty !!rowspan=2| Blightrot? !!rowspan=2| Forest Mysteries&lt;br /&gt;
!colspan=2| Hostility Scaling&lt;br /&gt;
!rowspan=2| Other Scaling !!rowspan=2| XP per Win !!rowspan=2| Reward&lt;br /&gt;
|-&lt;br /&gt;
! Max !! Multiplier&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Settler&#039;&#039;&#039; || No || &lt;br /&gt;
* 2&amp;amp;nbsp;Positive&lt;br /&gt;
* 1&amp;amp;nbsp;Negative&lt;br /&gt;
| 6 || 1x ||&lt;br /&gt;
* Win at 12 [[Reputation]]&lt;br /&gt;
* Villagers eat 35% less food&lt;br /&gt;
* 12 Orders available&lt;br /&gt;
| 30 xp || &#039;&#039;&#039;21&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pioneer&#039;&#039;&#039; || No || &lt;br /&gt;
* 2&amp;amp;nbsp;Positive&lt;br /&gt;
* 3&amp;amp;nbsp;Negative&lt;br /&gt;
| 9 || 1.5x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 11 Orders available&lt;br /&gt;
| 70 xp || &#039;&#039;&#039;42&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039; || Yes ||&lt;br /&gt;
* 1&amp;amp;nbsp;Positive&lt;br /&gt;
* 4&amp;amp;nbsp;Negative&lt;br /&gt;
| 16 || 2x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 10 Orders available&lt;br /&gt;
| 140 xp || &#039;&#039;&#039;70&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viceroy&#039;&#039;&#039; || Yes ||&lt;br /&gt;
* 1&amp;amp;nbsp;Positive&lt;br /&gt;
* 4&amp;amp;nbsp;Negative&lt;br /&gt;
| 31 || 3x ||&lt;br /&gt;
* Win at 14 [[Reputation]]&lt;br /&gt;
* 9 Orders available&lt;br /&gt;
| 175 xp || &#039;&#039;&#039;91&#039;&#039;&#039; {{rl|Food Stockpiles}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Standard Opening (a.k.a. &amp;quot;the Meta&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
Consider the following for your first year of your first mission. After that, you will need to adapt to the Forest Modifiers, Cornerstones, Blueprints, and resources available on your map.&lt;br /&gt;
&lt;br /&gt;
* Disable coal consumption since it is far more valuable than Wood because it can solve Glade Events (with a full stack of 30).&lt;br /&gt;
* Choose your best available Firekeeper worker at your Hearth.&lt;br /&gt;
** Assign a Lizard to gain +1 to everyone&#039;s Resolve &#039;&#039;if&#039;&#039; this gets you over a species&#039; threshold. If you have only one Lizard, then they get an additional +5 for working in the Hearth with the {{sl|Warmth}} Specialization—if you have more than one, this large bonus will get averaged away.&lt;br /&gt;
** Assign a Harpy to gain their powerful Firekeeper bonus of +5 to every villagers&#039; carrying capacity.&lt;br /&gt;
** Assign a Beaver early on to save fuel burned at Hearth.&lt;br /&gt;
** Assign a Human to slow down the rate at which the Queen&#039;s Impatience increases.&lt;br /&gt;
* Build two {{bl|Woodcutters&#039; Camp}} and start clearing trees in the direction of a Dangerous Glade, but do not allow them to open it yet.&lt;br /&gt;
* Build a few plain roads, at least to connect your Main Warehouse to the Hearth.&lt;br /&gt;
* Build three Shelters and four tiles of decorations to upgrade the Hearth for the bonus to Resolve.&lt;br /&gt;
* Build a Crude Workstation to start getting building materials.&lt;br /&gt;
* Build gathering camps that can gather from the resource deposits you started with.&lt;br /&gt;
* Choose your first Orders based on what you can see on the map.&lt;br /&gt;
* Choose your first Blueprints based on the products they make: focus on food first. Match the icons next to the species&#039; portraits to the food goods the buildings make. Humans like Biscuits, for example.&lt;br /&gt;
* Build a Trading Post during the first Storm. You will try to use what the first Trader sells to help you solve your first Dangerous Glade Event.&lt;br /&gt;
* Build one of your Blueprints.&lt;br /&gt;
* At the beginning of Year 2, after the first Storm, open the first Dangerous Glade and do everything you can to solve it.&lt;br /&gt;
&lt;br /&gt;
== Final Summary ==&lt;br /&gt;
&lt;br /&gt;
* Reputation wins you the mission. The Queen&#039;s Impatience running out makes you lose the mission.&lt;br /&gt;
* Gaining Reputation reduces the Queen&#039;s Impatience.&lt;br /&gt;
* Hostility lowers Resolve during the Storm.&lt;br /&gt;
* High Impatience reduces Hostility.&lt;br /&gt;
* Time in game (years) increases Hostility.&lt;br /&gt;
* Opening Glades increases Hostility, but enables more production by revealing new resources and rewards.&lt;br /&gt;
* Being able to produce Complex Foods and goods for Services boosts Resolve, allowing you to withstand higher Hostility.&lt;br /&gt;
* Every mission is about balancing these pressures and priorities.&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5678</id>
		<title>Complex Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5678"/>
		<updated>2024-01-09T16:21:18Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* Complex Housing Need */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CompleNeedsHeader.PNG|thumb|360px|The Consumption Control Panel Controlling Services and Foods Needs]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Complex Needs are opportunities for Viceroys to &#039;&#039;&#039;boost Villager Resolve&#039;&#039;&#039; when fulfilled. There are 4 types of Complex Needs, they are:&lt;br /&gt;
&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Services Need]]&lt;br /&gt;
&lt;br /&gt;
== Fulfilling these Needs ==&lt;br /&gt;
&lt;br /&gt;
=== Complex Food &amp;amp; Services ===&lt;br /&gt;
&lt;br /&gt;
All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the [[Complex Food]] Need. All Species have different preferences.&lt;br /&gt;
&lt;br /&gt;
Unless forced to with [[Consumption]] control, [[Villagers]] will eat only their preferred [[Complex Food]], which they gain [[Resolve]] from. If they are forced to eat a non-preffered [[Complex Food]], they will not gain [[Resolve]], but they will also not go hungry.&lt;br /&gt;
&lt;br /&gt;
Services are another opportunity for Viceroys to boost [[Villager]] resolve. Services need &#039;&#039;&#039;both a [[Building]] and a [[Good]]&#039;&#039;&#039; to be used by [[Villagers]]. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a [[Building]] like a {{bl|Forum}} who can disperse these to your [[Villagers]].&lt;br /&gt;
&lt;br /&gt;
The Services need the following [[Goods]] to be fulfilled:&lt;br /&gt;
&lt;br /&gt;
* Education: {{rl|Scrolls}}&lt;br /&gt;
* Brawling: {{rl|Training Gear}}&lt;br /&gt;
* Leisure: {{rl|Ale}}&lt;br /&gt;
* Luxury: {{rl|Wine}}&lt;br /&gt;
* Treatment: {{rl|Tea}}&lt;br /&gt;
* Religion: {{rl|Incense}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of complex food, clothing, and services needs by species&lt;br /&gt;
!rowspan=2| Species !!colspan=6| Complex foods !! Clothing !!colspan=6| Services&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Transposed table of complex food, clothing, and services needs by species&lt;br /&gt;
!class=unsortable colspan=2| — !!class=unsortable colspan=5| Species&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Need&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Complex Foods&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Services&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see [[Complex Food]].&lt;br /&gt;
&lt;br /&gt;
=== Complex Housing Need ===&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Housing Need}}&lt;br /&gt;
&lt;br /&gt;
[[File:HousingNeeds.png|550px|left]][[File:HousingNeedsExpanded.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The &amp;quot;Basic Shelter&amp;quot; need&lt;br /&gt;
# The &amp;quot;Complex Housing&amp;quot; need&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;&lt;br /&gt;
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:&lt;br /&gt;
* How many Species Specific (Complex Housing) is available.&lt;br /&gt;
* How many are &amp;quot;affected&amp;quot; (or live in this housing). &lt;br /&gt;
* How many are &amp;quot;unaffected&amp;quot; (Homeless or living in Basic Shelters).&lt;br /&gt;
* The average amount of [[Resolve]] [[Villagers]] are gaining from living in these houses.&lt;br /&gt;
* The maximum amount of [[Resolve]] [[Villagers]] can gain if everyone lives in these houses.&lt;br /&gt;
&lt;br /&gt;
Villagers can stay in [[File:Shelter icon.png|32px]] Basic Shelters and [[File:Big Shelter icon.png|32px]] Large Shelters, but they will prefer their own Species Specific housing. These are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Beaver House icon.png|32px]] Beaver Houses for {{Species link|Beavers}}&lt;br /&gt;
* [[File:Fox House icon.png|32px]] Fox Houses for {{Species link|Foxes}}&lt;br /&gt;
* [[File:Harpy House icon.png|32px]] Harpy Houses for {{Species link|Harpies}}&lt;br /&gt;
* [[File:Human House icon.png|32px]] Human Houses for {{Species link|Humans}}&lt;br /&gt;
* [[File:Lizard House icon.png|32px]] Lizard Houses for {{Species link|Lizards}}&lt;br /&gt;
&lt;br /&gt;
All Species Housing give +3 [[Resolve]] to each [[Villager]] affected, except for [[File:Fox House icon.png|32px]] Fox Houses, which give +4 [[Resolve]].&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Houses ===&lt;br /&gt;
Each Species&#039; Housing will give different bonus perks when upgraded, only &#039;&#039;&#039;one&#039;&#039;&#039; upgrade per level can be selected, these are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Houses&lt;br /&gt;
! Upgrades Level I&lt;br /&gt;
! Cost&lt;br /&gt;
! Upgrades Level II&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|94px]] Beavers&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| All [[Trade Routes]] are 5% faster for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 5 {{rl|Amber}} or 5 {{rl|Pack of Trade Goods}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|94px]]&amp;lt;/br&amp;gt;Foxes&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +2% Scout Working Speed for every Inhabitant,&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Resin}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|94px]] Harpies&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| Global Break time is 3% shorter for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Pigment}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|94px]] Humans&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Harvesting and Planting Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 2 {{rl|Pack of Crops}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|94px]] Lizards&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Global Gathering Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Jerky}} or 10 {{rl|Skewers}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clothing Need ===&lt;br /&gt;
&lt;br /&gt;
3 / 5 Species use {{rl|Coats}} to boost [[Resolve]] by +5, these are:&lt;br /&gt;
* {{Species link|Beavers}}&lt;br /&gt;
* {{Species link|Harpies}}&lt;br /&gt;
* {{Species link|Humans}}&lt;br /&gt;
&lt;br /&gt;
New {{rl|Coats}} will be used every time a [[Villager]] takes a break, much like Food.&lt;br /&gt;
&lt;br /&gt;
For more information, please see &#039;&#039;&#039;[[Clothing Need]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Services Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Services Needs]]&#039;&#039;&lt;br /&gt;
{{:Services Needs}}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5677</id>
		<title>Complex Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5677"/>
		<updated>2024-01-09T15:50:39Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* Complex Food &amp;amp; Services */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CompleNeedsHeader.PNG|thumb|360px|The Consumption Control Panel Controlling Services and Foods Needs]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Complex Needs are opportunities for Viceroys to &#039;&#039;&#039;boost Villager Resolve&#039;&#039;&#039; when fulfilled. There are 4 types of Complex Needs, they are:&lt;br /&gt;
&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Services Need]]&lt;br /&gt;
&lt;br /&gt;
== Fulfilling these Needs ==&lt;br /&gt;
&lt;br /&gt;
=== Complex Food &amp;amp; Services ===&lt;br /&gt;
&lt;br /&gt;
All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the [[Complex Food]] Need. All Species have different preferences.&lt;br /&gt;
&lt;br /&gt;
Unless forced to with [[Consumption]] control, [[Villagers]] will eat only their preferred [[Complex Food]], which they gain [[Resolve]] from. If they are forced to eat a non-preffered [[Complex Food]], they will not gain [[Resolve]], but they will also not go hungry.&lt;br /&gt;
&lt;br /&gt;
Services are another opportunity for Viceroys to boost [[Villager]] resolve. Services need &#039;&#039;&#039;both a [[Building]] and a [[Good]]&#039;&#039;&#039; to be used by [[Villagers]]. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a [[Building]] like a {{bl|Forum}} who can disperse these to your [[Villagers]].&lt;br /&gt;
&lt;br /&gt;
The Services need the following [[Goods]] to be fulfilled:&lt;br /&gt;
&lt;br /&gt;
* Education: {{rl|Scrolls}}&lt;br /&gt;
* Brawling: {{rl|Training Gear}}&lt;br /&gt;
* Leisure: {{rl|Ale}}&lt;br /&gt;
* Luxury: {{rl|Wine}}&lt;br /&gt;
* Treatment: {{rl|Tea}}&lt;br /&gt;
* Religion: {{rl|Incense}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of complex food, clothing, and services needs by species&lt;br /&gt;
!rowspan=2| Species !!colspan=6| Complex foods !! Clothing !!colspan=6| Services&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Transposed table of complex food, clothing, and services needs by species&lt;br /&gt;
!class=unsortable colspan=2| — !!class=unsortable colspan=5| Species&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Need&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Complex Foods&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Services&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see [[Complex Food]].&lt;br /&gt;
&lt;br /&gt;
=== Complex Housing Need ===&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Housing Need}}&lt;br /&gt;
&lt;br /&gt;
[[File:HousingNeeds.png|550px|left]][[File:HousingNeedsExpanded.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The &amp;quot;Basic Shelter&amp;quot; need&lt;br /&gt;
# The &amp;quot;Complex Housing&amp;quot; need&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;&lt;br /&gt;
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:&lt;br /&gt;
* How many Species Specific (Complex Housing) is available.&lt;br /&gt;
* How many are &amp;quot;affected&amp;quot; (or live in this housing). &lt;br /&gt;
* How many are &amp;quot;unaffected&amp;quot; (Homeless or living in Basic Shelters).&lt;br /&gt;
* The average amount of [[Resolve]] [[Villagers]] are gaining from living in these houses.&lt;br /&gt;
* The maximum amount of [[Resolve]] [[Villagers]] can gain if everyone lives in these houses.&lt;br /&gt;
&lt;br /&gt;
Villagers can stay in [[File:Shelter icon.png|32px]] Basic Shelters and [[File:Big Shelter icon.png|32px]] Large Shelters, but they will prefer their own Species Specific housing. These are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Beaver House icon.png|32px]] Beaver Houses for {{Species link|Beavers}}&lt;br /&gt;
* [[File:Fox House icon.png|32px]] Fox Houses for {{Species link|Foxes}}&lt;br /&gt;
* [[File:Harpy House icon.png|32px]] Harpy Houses for {{Species link|Harpies}}&lt;br /&gt;
* [[File:Human House icon.png|32px]] Human Houses for {{Species link|Humans}}&lt;br /&gt;
* [[File:Lizard House icon.png|32px]] Lizard Houses for {{Species link|Lizards}}&lt;br /&gt;
&lt;br /&gt;
All Species Housing give +3 [[Resolve]] to each [[Villager]] affected.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Houses ===&lt;br /&gt;
Each Species&#039; Housing will give different bonus perks when upgraded, only &#039;&#039;&#039;one&#039;&#039;&#039; upgrade per level can be selected, these are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Houses&lt;br /&gt;
! Upgrades Level I&lt;br /&gt;
! Cost&lt;br /&gt;
! Upgrades Level II&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|94px]] Beavers&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| All [[Trade Routes]] are 5% faster for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 5 {{rl|Amber}} or 5 {{rl|Pack of Trade Goods}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|94px]]&amp;lt;/br&amp;gt;Foxes&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +2% Scout Working Speed for every Inhabitant,&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Resin}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|94px]] Harpies&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| Global Break time is 3% shorter for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Pigment}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|94px]] Humans&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Harvesting and Planting Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 2 {{rl|Pack of Crops}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|94px]] Lizards&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Global Gathering Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Jerky}} or 10 {{rl|Skewers}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clothing Need ===&lt;br /&gt;
&lt;br /&gt;
3 / 5 Species use {{rl|Coats}} to boost [[Resolve]] by +5, these are:&lt;br /&gt;
* {{Species link|Beavers}}&lt;br /&gt;
* {{Species link|Harpies}}&lt;br /&gt;
* {{Species link|Humans}}&lt;br /&gt;
&lt;br /&gt;
New {{rl|Coats}} will be used every time a [[Villager]] takes a break, much like Food.&lt;br /&gt;
&lt;br /&gt;
For more information, please see &#039;&#039;&#039;[[Clothing Need]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Services Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Services Needs]]&#039;&#039;&lt;br /&gt;
{{:Services Needs}}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5676</id>
		<title>Complex Needs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Complex_Needs&amp;diff=5676"/>
		<updated>2024-01-09T15:48:19Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: /* Fulfilling these Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CompleNeedsHeader.PNG|thumb|360px|The Consumption Control Panel Controlling Services and Foods Needs]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Complex Needs are opportunities for Viceroys to &#039;&#039;&#039;boost Villager Resolve&#039;&#039;&#039; when fulfilled. There are 4 types of Complex Needs, they are:&lt;br /&gt;
&lt;br /&gt;
* [[Complex Food Need]]&lt;br /&gt;
* [[Housing Need]]&lt;br /&gt;
* [[Clothing Need]]&lt;br /&gt;
* [[Services Need]]&lt;br /&gt;
&lt;br /&gt;
== Fulfilling these Needs ==&lt;br /&gt;
&lt;br /&gt;
=== Complex Food &amp;amp; Services ===&lt;br /&gt;
&lt;br /&gt;
All [[Villagers]] will eat raw food to survive, but they need [[Complex Food]] to thrive and fulfill the [[Complex Food]] Need. All Species have different preferences.&lt;br /&gt;
&lt;br /&gt;
Unless forced to with [[Consumption]] control, [[Villagers]] will eat only their preferred [[Complex Food]], which they gain [[Resolve]] from. If they are forced to eat a non-preffered [[Complex Food]], they will not gain [[Resolve]], but they will also not go hungry.&lt;br /&gt;
&lt;br /&gt;
Services are another opportunity for Viceroys to boost [[Villager]] resolve. Services need &#039;&#039;&#039;both a [[Building]] and a [[Good]]&#039;&#039;&#039; to be used by [[Villagers]]. For example, if you have {{rl|Scrolls}} in your [[Warehouse]], you also need a [[Building]] like a {{bl|Forum}} who can disperse these to your [[Villagers]].&lt;br /&gt;
&lt;br /&gt;
The Services need the following [[Goods]] to be fulfilled:&lt;br /&gt;
&lt;br /&gt;
* Education: {{rl|Scrolls}}&lt;br /&gt;
* Brawling: {{rl|Training Gear}}&lt;br /&gt;
* Leisure: {{rl|Ale}}&lt;br /&gt;
* Luxury: {{rl|Wine}}&lt;br /&gt;
* Treatment: {{rl|Tea}}&lt;br /&gt;
* Religion: {{rl|Incense}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Table of complex food, clothing, and services needs by species&lt;br /&gt;
!rowspan=2| Species !!colspan=6| Complex foods !! Clothing !!colspan=6| Services&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Beavers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Foxes|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Harpies|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Humans|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Species link|Lizards|med}}&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Transposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Transposed table of complex food, clothing, and services needs by species&lt;br /&gt;
!class=unsortable colspan=2| — !!class=unsortable colspan=5| Species&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Need&lt;br /&gt;
! {{Species link|Beavers|large}}&lt;br /&gt;
! {{Species link|Foxes|large}}&lt;br /&gt;
! {{Species link|Harpies|large}}&lt;br /&gt;
! {{Species link|Humans|large}}&lt;br /&gt;
! {{Species link|Lizards|large}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Complex Foods&lt;br /&gt;
! {{rl|Jerky|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Porridge|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Skewers|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Biscuits|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pie|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
! {{rl|Pickled Goods|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
! {{rl|Coats|med}}&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot;| Services&lt;br /&gt;
! {{Service link|Leisure|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Brawling|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Religion|med}}&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Education|med}}&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Luxury|med}}&lt;br /&gt;
| +8&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
! {{Service link|Treatment|med}}&lt;br /&gt;
| —&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see [[Complex Food]].&lt;br /&gt;
&lt;br /&gt;
=== Complex Housing Need ===&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Housing Need}}&lt;br /&gt;
&lt;br /&gt;
[[File:HousingNeeds.png|550px|left]][[File:HousingNeedsExpanded.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
On the left, we can see:&lt;br /&gt;
# The &amp;quot;Basic Shelter&amp;quot; need&lt;br /&gt;
# The &amp;quot;Complex Housing&amp;quot; need&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;&lt;br /&gt;
On the right we see when hovering over these icons, an expanded panel appears. This panel shows:&lt;br /&gt;
* How many Species Specific (Complex Housing) is available.&lt;br /&gt;
* How many are &amp;quot;affected&amp;quot; (or live in this housing). &lt;br /&gt;
* How many are &amp;quot;unaffected&amp;quot; (Homeless or living in Basic Shelters).&lt;br /&gt;
* The average amount of [[Resolve]] [[Villagers]] are gaining from living in these houses.&lt;br /&gt;
* The maximum amount of [[Resolve]] [[Villagers]] can gain if everyone lives in these houses.&lt;br /&gt;
&lt;br /&gt;
Villagers can stay in [[File:Shelter icon.png|32px]] Basic Shelters and [[File:Big Shelter icon.png|32px]] Large Shelters, but they will prefer their own Species Specific housing. These are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Beaver House icon.png|32px]] Beaver Houses for {{Species link|Beavers}}&lt;br /&gt;
* [[File:Fox House icon.png|32px]] Fox Houses for {{Species link|Foxes}}&lt;br /&gt;
* [[File:Harpy House icon.png|32px]] Harpy Houses for {{Species link|Harpies}}&lt;br /&gt;
* [[File:Human House icon.png|32px]] Human Houses for {{Species link|Humans}}&lt;br /&gt;
* [[File:Lizard House icon.png|32px]] Lizard Houses for {{Species link|Lizards}}&lt;br /&gt;
&lt;br /&gt;
All Species Housing give +3 [[Resolve]] to each [[Villager]] affected.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Houses ===&lt;br /&gt;
Each Species&#039; Housing will give different bonus perks when upgraded, only &#039;&#039;&#039;one&#039;&#039;&#039; upgrade per level can be selected, these are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Houses&lt;br /&gt;
! Upgrades Level I&lt;br /&gt;
! Cost&lt;br /&gt;
! Upgrades Level II&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beaver House icon.png|94px]] Beavers&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| All [[Trade Routes]] are 5% faster for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 5 {{rl|Amber}} or 5 {{rl|Pack of Trade Goods}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fox House icon.png|94px]]&amp;lt;/br&amp;gt;Foxes&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +2% Scout Working Speed for every Inhabitant,&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Resin}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harpy House icon.png|94px]] Harpies&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| Global Break time is 3% shorter for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Pigment}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Human House icon.png|94px]] Humans&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Harvesting and Planting Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 2 {{rl|Pack of Crops}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lizard House icon.png|94px]] Lizards&lt;br /&gt;
| +15% Movement Speed for Inhabitants.&amp;lt;br /&amp;gt;+1 Space for Another Inhabitant.&lt;br /&gt;
| 1 {{rl|Pack of Building Materials}}&lt;br /&gt;
| +5% Global Gathering Speed for every Inhabitant.&amp;lt;br /&amp;gt;+1 [[Resolve]] to every Inhabitant.&lt;br /&gt;
| 10 {{rl|Jerky}} or 10 {{rl|Skewers}}&amp;lt;br /&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clothing Need ===&lt;br /&gt;
&lt;br /&gt;
3 / 5 Species use {{rl|Coats}} to boost [[Resolve]] by +5, these are:&lt;br /&gt;
* {{Species link|Beavers}}&lt;br /&gt;
* {{Species link|Harpies}}&lt;br /&gt;
* {{Species link|Humans}}&lt;br /&gt;
&lt;br /&gt;
New {{rl|Coats}} will be used every time a [[Villager]] takes a break, much like Food.&lt;br /&gt;
&lt;br /&gt;
For more information, please see &#039;&#039;&#039;[[Clothing Need]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Services Needs ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Services Needs]]&#039;&#039;&lt;br /&gt;
{{:Services Needs}}&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Sealed_Forest&amp;diff=5645</id>
		<title>Sealed Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Sealed_Forest&amp;diff=5645"/>
		<updated>2024-01-07T21:23:50Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: negative mods don&amp;#039;t give extra fragments by default&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Icon Biome SealedForest.png|thumb|360px|The Sealed Forest]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The Sealed Forest, a biome that unfolds its mysteries only at the culmination of one&#039;s journey. To gain entry into this realm and reforge the dreaded Seal, one must amass a requisite number of [[Seal Fragments]] during the course of their odyssey.&lt;br /&gt;
&lt;br /&gt;
New complications such as gaining [[Hostility]] when felling trees and facing several [[Plagues]] whilst trying to reforge the Seal will undoubtedly challenge even the most experienced of Viceroys! Find Guidance in [[Small Glades]].&lt;br /&gt;
&lt;br /&gt;
= Effects =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:hidden&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; border:hidden&amp;quot;&lt;br /&gt;
|-style=&amp;quot;border:hidden&amp;quot;&lt;br /&gt;
| {{Perk|Red|File:Icon_Biome_Sealed_AbyssalRevenge.png}}&amp;lt;br /&amp;gt;[[Abbyssal Revenge]]&lt;br /&gt;
| style=&amp;quot;text-align:left;border:hidden&amp;quot; | Are those ... faces in the trees? [[Woodcutters]] don&#039;t increase [[Hostility]], but every x* trees felled add x* [[Hostility]] points. (*Scales with difficulty)&lt;br /&gt;
|-style=&amp;quot;border:hidden&amp;quot;&lt;br /&gt;
| {{Perk|Red|File:Icon_Biome_Sealed_HiddenSeal.png}}&amp;lt;br /&amp;gt;[[Hidden Seal]]&lt;br /&gt;
| style=&amp;quot;text-align:left;border:hidden&amp;quot; | A broken Ancient Seal is hidden somewhere in the forest. To find it, you must first look for clues in the surrounding [[Glades]]. Its mere prescence in this land summons foul plagues upon your settlement during the [[Storm Season]].&lt;br /&gt;
|-style=&amp;quot;border:hidden&amp;quot;&lt;br /&gt;
| {{Perk|LimeGreen|File:Icon_Biome_Sealed_BeaconTower.png}}&amp;lt;br /&amp;gt;[[Beacon Tower]]&lt;br /&gt;
| style=&amp;quot;text-align:left;border:hidden&amp;quot; | A [[Blueprint]] given to you by the [[Queen]] herself. This powerful ancient structure will allow you to summon aid directly from the [[Citadel]]&lt;br /&gt;
|-style=&amp;quot;border:hidden&amp;quot;&lt;br /&gt;
| {{Perk|LimeGreen|File:Icon_Biome_Sealed_OvergrownVegetation.png}}&amp;lt;br /&amp;gt;[[Overgrown Vegetation]]&lt;br /&gt;
| style=&amp;quot;text-align:left;border:hidden&amp;quot; | The flora in this region is bizarrely mutated. Overgrown trees with a lot more resources can be found in the forest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Requirements for Entry =&lt;br /&gt;
&lt;br /&gt;
Depending on the Seal type, a Viceroy will need a specified amount of [[File:SealFragment.png|14px]] Seal Fragments to enter the Sealed Forest. Viceroys will also need to be within reach of the Sealed Forest with at least 1 year left in the run. Upon entry, Viceroys have an indefinite amount of years to complete this [[Biome]] and close the Seal, no matter how many years they had left in the run.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:noyearsexplored.png|left|thumb|150px|0 Years left, almost in reach.]]&lt;br /&gt;
[[File:noyearsunexplored.png|right|thumb|150px|0 Years left, not yet in reach]] &lt;br /&gt;
On the left is a scenario where a Viceroy cannot reach the Sealed Forest, because they do not have the requisite 1 year left to complete a last settlement and then enter the Sealed Forest, on the right is a scenario where a Viceroy does not have enough years left to explore further and reach the Sealed Forest. Thus, a Viceroy is advised to calculate years and [[File:SealFragment.png|14px]] Seal Fragments carefully.&lt;br /&gt;
&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;&lt;br /&gt;
[[File:SealFragment.png|14px]] Seal Fragments are earned by Viceorys upon completion of [[Settlements]]. Negative [[Modifiers]] grant a [[File:RoyalResupply.png|14px]] [[Royal Resupply]], from where Viceroys can choose to receive 5 additional [[File:SealFragment.png|14px]] Seal Fragments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; background-color:transparent; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:transparent;&amp;quot; ! colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| [[File:Icon_Biome_Sealed_HiddenSeal-modified.png|64px]]&lt;br /&gt;
| [[File:BronzeSeal.png|64px]]&amp;lt;br /&amp;gt;Bronze&lt;br /&gt;
| [[File:LeadSeal.png|64px]]&amp;lt;br /&amp;gt;Lead&lt;br /&gt;
| [[File:SilverSeal.png|64px]]&amp;lt;br /&amp;gt;Silver&lt;br /&gt;
| [[File:GoldSeal.png|64px]]&amp;lt;br /&amp;gt;Gold&lt;br /&gt;
| [[File:PlatinumSeal.png|64px]]&amp;lt;br /&amp;gt;Platinum&lt;br /&gt;
| [[File:CobaltSeal.png|64px]]&amp;lt;br /&amp;gt;Cobalt&lt;br /&gt;
| [[File:TitaniumSeal.png|64px]]&amp;lt;br /&amp;gt;Titanium&lt;br /&gt;
| [[File:AdamantineSeal.png|64px]]&amp;lt;br /&amp;gt;Adamantine&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; background-color:#342633;color:white; border:hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#342633;color:white;&amp;quot; | [[File:SealFragment.png|32px]]&amp;lt;br /&amp;gt;Required&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 35&lt;br /&gt;
| 45&lt;br /&gt;
| 60&lt;br /&gt;
| 75&lt;br /&gt;
| 105&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:transparent;&amp;quot; | Minimum&amp;lt;br /&amp;gt;Difficulty&lt;br /&gt;
| -&lt;br /&gt;
| Pioneer&lt;br /&gt;
| Veteran&lt;br /&gt;
| Viceroy&lt;br /&gt;
| Prestige 5&lt;br /&gt;
| Prestige 10&lt;br /&gt;
| Prestige 15&lt;br /&gt;
| Prestige 20&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; background-color:#342633;color:white; border:hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#342633;color:white;&amp;quot; | Spawned fields&amp;lt;br /&amp;gt;from Citadel&lt;br /&gt;
| -&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Seal Orders =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;center&amp;gt;Viceroys need only complete &#039;&#039;&#039;1 Seal Order&#039;&#039;&#039; per Level.&amp;lt;/center&amp;gt;&#039;&#039;&lt;br /&gt;
Veteran - Prestige 20:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Rewards&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 1&lt;br /&gt;
| Heart of Amber&lt;br /&gt;
| Heart of the Forest&lt;br /&gt;
| Mechanical Heart&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt;12 {{rl|Pack of Crops|med}}&amp;lt;br /&amp;gt;12 {{rl|Pack of Provisions|med}}&amp;lt;br /&amp;gt;12 {{rl|Pack of Building Materials|med}}&lt;br /&gt;
| Open or Send 3 [[Abandoned Caches]] (NOT retroactive)&lt;br /&gt;
| Install 8 [[Rainpunk Engines]] in production [[Buildings]]&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eaecf0;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 2&lt;br /&gt;
| Golden Blood&lt;br /&gt;
| Blood of the Stag&lt;br /&gt;
| Mortal Blood&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Reach [[Standing Level]] 2 with 3 settlements on [[Trade Routes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| Earn 5 [[Reputation]] Points from [[Events]] (Retroactive) &amp;lt;br /&amp;gt;&lt;br /&gt;
| Earn 6 [[Reputation]] points from [[Resolve]] (Retroactive)&amp;lt;br /&amp;gt;&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eaecf0;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 3&lt;br /&gt;
| Crystal Feathers&lt;br /&gt;
| Queen&#039;s Feathers&lt;br /&gt;
| Metal Feathers&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Deliver 80 {{rl|Amber}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| Fulfill the following needs for 60 Seconds:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;25 [[Complex Food Need]]&amp;lt;br /&amp;gt;25 [[Services Need]] &amp;lt;br/&amp;gt;{{rl|Coats}} do NOT count&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt;40 {{rl|Tools|med}}&amp;lt;br /&amp;gt;25 {{rl|Pipes|med}}&amp;lt;br /&amp;gt;10 {{rl|Parts|med}}&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eaecf0;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 4&lt;br /&gt;
| Forbidden Essence&lt;br /&gt;
| Fire Essence&lt;br /&gt;
| Essence of Corruption&lt;br /&gt;
| Reforge!&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt; 6 {{rl|Ancient Tablet|med}}s&amp;lt;br /&amp;gt;Complete 2 [[Forbidden Glade]] [[Events]] &amp;lt;br /&amp;gt;with no more than 1200 seconds between them. &amp;lt;br /&amp;gt;(NOT retroactive)&lt;br /&gt;
| Keep [[Fox Resolve]] above 35 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Beaver Resolve]] above 40 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Harpy Resolve]] above 35 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Lizard Resolve]] above 35 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Human Resolve]] above 45 for 300 seconds&lt;br /&gt;
| (Retroactive)&amp;lt;br /&amp;gt;Use any Rainwater in [[Rainpunk Engines]]: 600 Units&amp;lt;br /&amp;gt;Burn 35 [[Blightrot Cysts]] (Retroactive)&lt;br /&gt;
| Forging the Seal!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pioneer:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Rewards&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 1&lt;br /&gt;
| Heart of Amber&lt;br /&gt;
| Heart of the Forest&lt;br /&gt;
| Heart of the Ancient Flame&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt;8 {{rl|Pack of Crops|med}}&amp;lt;br /&amp;gt;8 {{rl|Pack of Provisions|med}}&amp;lt;br /&amp;gt;8 {{rl|Pack of Building Materials|med}}&lt;br /&gt;
| Open or Send 2 [[Abandoned Caches]] (NOT retroactive)&lt;br /&gt;
| Sacrifice 125 {{rl|Wood}} in the Ancient [[Hearth]] &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Deliver 3 {{rl|Wildfire Essence}}&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 2&lt;br /&gt;
| Golden Blood&lt;br /&gt;
| Blood of the Stag&lt;br /&gt;
| Mortal Blood&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Reach [[Standing Level]] 2 with 2 settlements on [[Trade Routes]]&lt;br /&gt;
| Earn 3 [[Reputation]] Points from [[Events]] (Retroactive)&lt;br /&gt;
| Earn 3 [[Reputation]] points from [[Resolve]] (Retroactive)&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 3&lt;br /&gt;
| Crystal Feathers&lt;br /&gt;
| Queen&#039;s Feathers&lt;br /&gt;
| Stormbird Feathers&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Deliver 40 {{rl|Amber}}&lt;br /&gt;
| Fulfill the following needs for 60 Seconds:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;15 [[Complex Food Need]]&amp;lt;br /&amp;gt;15 [[Services Need]]&amp;lt;br/&amp;gt; {{rl|Coats}} do NOT count&lt;br /&gt;
| Complete 1 Dangerous Glade Event&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 4&lt;br /&gt;
| Forbidden Essence&lt;br /&gt;
| Fire Essence&lt;br /&gt;
| Essence of Wealth&lt;br /&gt;
| Reforge!&lt;br /&gt;
|-&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt; 4 {{rl|Ancient Tablet|med}}s&amp;lt;br /&amp;gt;Complete 2 [[Dangerous]] or  [[Forbidden Glade]] [[Events]] &amp;lt;br /&amp;gt;with no more than 1200 seconds between them. &amp;lt;br /&amp;gt;(NOT retroactive)&lt;br /&gt;
| (Only two Species)&amp;lt;br /&amp;gt;Keep [[Fox Resolve]] above 35 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Beaver Resolve]] above 30 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Harpy Resolve]] above 30 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Lizard Resolve]] above 35 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Human Resolve]] above 35 for 300 seconds&lt;br /&gt;
| (Routes are NOT retroactive) &amp;lt;br/&amp;gt;Complete 5 [[Traderoutes]] worth at least 15{{rl|Amber}} each.&amp;lt;br /&amp;gt;Delivery 50 {{rl|Pack of Luxury Goods}}&lt;br /&gt;
| Forging the Seal!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Settler:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Rewards&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 1&lt;br /&gt;
| Heart of Amber&lt;br /&gt;
| Heart of the Forest&lt;br /&gt;
| Heart of the Ancient Flame&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt;8 {{rl|Pack of Crops|med}}&amp;lt;br /&amp;gt;8 {{rl|Pack of Provisions|med}}&amp;lt;br /&amp;gt;8 {{rl|Pack of Building Materials|med}}&lt;br /&gt;
| Open or Send 2 [[Abandoned Caches]] (NOT retroactive)&lt;br /&gt;
| Sacrifice 125 {{rl|Wood}} in the Ancient [[Hearth]] &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Deliver 3 {{rl|Wildfire Essence}}&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 2&lt;br /&gt;
| Golden Blood&lt;br /&gt;
| Blood of the Stag&lt;br /&gt;
| Mortal Blood&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Reach [[Standing Level]] 2 with 2 settlements on [[Trade Routes]]&lt;br /&gt;
| Earn 3 [[Reputation]] Points from [[Events]] (Retroactive)&lt;br /&gt;
| Earn 3 [[Reputation]] points from [[Resolve]] (Retroactive)&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 3&lt;br /&gt;
| Crystal Feathers&lt;br /&gt;
| Queen&#039;s Feathers&lt;br /&gt;
| Stormbird Feathers&lt;br /&gt;
| Gift of the Keeper&lt;br /&gt;
|-&lt;br /&gt;
| Deliver 40 {{rl|Amber}}&lt;br /&gt;
| Fulfill the following needs for 60 Seconds:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;15 [[Complex Food Need]]&amp;lt;br /&amp;gt;15 [[Services Need]]&amp;lt;br/&amp;gt; {{rl|Coats}} do NOT count&lt;br /&gt;
| Complete 1 Dangerous Glade Event&lt;br /&gt;
| Choose from an array of [[Epic]] [[Cornerstones]]&lt;br /&gt;
|- style=&amp;quot;background-color:#EAECF0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Level 4&lt;br /&gt;
| Forbidden Essence&lt;br /&gt;
| Fire Essence&lt;br /&gt;
| Essence of Wealth&lt;br /&gt;
| Reforge!&lt;br /&gt;
|-&lt;br /&gt;
| Deliver:&amp;lt;br /&amp;gt; 4 {{rl|Ancient Tablet|med}}s&amp;lt;br /&amp;gt;Complete 2 [[Dangerous]] or  [[Forbidden Glade]] [[Events]] &amp;lt;br /&amp;gt;with no more than 1200 seconds between them. &amp;lt;br /&amp;gt;(NOT retroactive)&lt;br /&gt;
| (Only two Species)&amp;lt;br /&amp;gt;Keep [[Fox Resolve]] above 25 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Beaver Resolve]] above 30 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Harpy Resolve]] above 25 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Lizard Resolve]] above 25 for 300 seconds&amp;lt;br /&amp;gt;Keep [[Human Resolve]] above 30 for 300 seconds&lt;br /&gt;
| (Routes are NOT retroactive)&amp;lt;br /&amp;gt;Complete 5 [[Traderoutes]] worth at least 15{{rl|Amber}} each.&amp;lt;br /&amp;gt;Delivery 50 {{rl|Pack of Luxury Goods}}&lt;br /&gt;
| Forging the Seal!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
The Sealed Forest contains the following [[Resources]]:&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
{| class=&amp;quot;wikitable &amp;quot;style=width:100%;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trees&lt;br /&gt;
! Charges&lt;br /&gt;
! Bonus Resources&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Abyssal Trees.png|64px]] [[The_Forest#Trees | Abyssal Trees ]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
| [[File:Meat.png|25px]] Meat (10%)&amp;lt;br /&amp;gt;[[File:SeaMarrow.png|25px]] Sea Marrow (10%)&amp;lt;br /&amp;gt;[[File:Leather.png|25px]] Leather (5%)&lt;br /&gt;
| A bizarre, writhing growth... is this even really a tree?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Giant Abyssal Tree.png|64px]] [[The_Forest#Trees | Overgrown Abyssal Trees ]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| [[File:Meat.png|25px]] Meat (10%)&amp;lt;br /&amp;gt;[[File:SeaMarrow.png|25px]] Sea Marrow (10%)&amp;lt;br /&amp;gt;[[File:Leather.png|25px]] Leather (10%)&lt;br /&gt;
| A giant, bizarre growth... it&#039;s bigger than the other trees in the area.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Natural Resources ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Primary Resources&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | Charges → Resource Deposits&lt;br /&gt;
! Bonus Resources&lt;br /&gt;
! Gathering Building&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | Speed&lt;br /&gt;
! Specialization &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Roots|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 70 → [[File:DebugNode_RootsBig_icon.png|32px]] Roots Node&lt;br /&gt;
| [[File:Herbs.png|32px]] 30% + [[File:Resin.png|32px]] 30%&lt;br /&gt;
| {{bl|Foragers&#039; Camp|large}}{{2Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:17&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:Icon Spec Farm 64x64.png|16px]] [[Farming]] &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File: Human_circle.png|32px]] [[Human]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 12 → [[File:DebugNode_RootsSmall_icon.png|32px]] Roots Deposit&lt;br /&gt;
| [[File:Herbs.png|32px]] 20%&lt;br /&gt;
| {{bl|Small Foragers&#039; Camp|large}}{{1Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:25&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{rl|Reed|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 60 → [[File:DebugNode_ReedBig_icon.png|32px]] Reed Field&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;20 → [[File:DebugNode_ReedSmall_icon.png|32px]] Reed Field&lt;br /&gt;
| [[File:Roots.png|32px]] 40% + [[File:Icon Resource Clay.png|32px]] 40%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Roots.png|32px]] 20% + [[File:Roots.png|32px]] 20%&lt;br /&gt;
| {{bl|Harvesters&#039; Camp|large}}{{2Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:05&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | none&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Berries|large}}&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;{{rl|Mushrooms|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 70 → [[File:DebugNode DewberryBushBig icon.png|32px]] Dewberry Bush&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;70 → [[File:DebugNode MushroomBig icon.png|32px]] Bleeding Tooth Mushrooms&lt;br /&gt;
| [[File:Icon_Resource_Berries.png|32px]] 40%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Insects.png|32px]] 40%&lt;br /&gt;
| {{bl|Herbalists&#039; Camp|large}}{{2Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:17&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:Icon Spec Alchemy 64x64.png|16px]] [[Alchemy]] &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Harpy_circle.png|32px]] [[Harpy]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 15 → [[File:DebugNode DewberryBushSmall icon.png|32px]] Dewberry Bush&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;15 → [[File:DebugNode MushroomSmall icon.png|32px]] Bleeding Tooth Mushrooms&lt;br /&gt;
| [[File:Icon_Resource_Berries.png|32px]] 20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Insects.png|32px]] 20%&lt;br /&gt;
| {{bl|Small Herbalists&#039; Camp|large}}{{1Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:25&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Clay|large}}&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;{{rl|Sea Marrow|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 60 → [[File:DebugNode ClayBig icon.png|32px]] Clay Deposit&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;60 → [[File:DebugNode SeaMarrowBig icon.png|32px]] Sea Marrow Deposit&lt;br /&gt;
| [[File:CopperOre.png|32px]] 75% + [[File:Roots.png|32px]] 30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Stone.png|32px]] 50% + [[File:Icon_Resource_AncientTablet.png|32px]] 01% +    [[File:SeaMarrow.png|32px]] 100%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|large}}{{2Star}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 00:05&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 20 → [[File:DebugNode ClaySmall icon.png|32px]] Clay Deposit&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;20 → [[File:DebugNode SeaMarrowSmall icon.png|32px]] Sea Marrow Deposit&lt;br /&gt;
| [[File:CopperOre.png|32px]] 50% + [[File:Roots.png|32px]] 20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:SeaMarrow.png|32px]] 80% + [[File:Stone.png|32px]] 40%&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Meat|large}}&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;{{rl|Insects|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 70 → [[File:DebugNode SnailBroodmotherBig icon.png|32px]] Slickshell Broodmother&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;70 → [[File:DebugNode WormtongueNestBig icon.png|32px]] Wormtongue Nest&lt;br /&gt;
| [[File:Leather.png|32px]]100%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Insects.png|32px]] 60%&lt;br /&gt;
| {{bl|Trappers&#039; Camp|large}}{{2Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:17&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:Icon_Spec_Meat_64x64.png|16px]] [[Meat Production]]&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;[[File:Lizard_circle.png|32px]] [[Lizard]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 15 → [[File:DebugNode SnailBroodmotherSmall icon.png|32px]] Slickshell Broodmother&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;15 → [[File:DebugNode WormtongueNestSmall icon.png|32px]] Wormtongue Nest&lt;br /&gt;
| [[File:Leather.png|32px]] 20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Insects.png|32px]] 20%&lt;br /&gt;
| {{bl|Small Trappers&#039; Camp|large}}{{1Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:25&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| {{rl|Copper Ore|large}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 20 → [[File: Icon Resource CopperOre.png|32px]] Copper Deposit&lt;br /&gt;
| [[File:Clay.png|32px]] 30%&lt;br /&gt;
| [[File:Mine icon.png|left|54px]] &amp;lt;br/&amp;gt; [[Mine]] {{2Star}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 00:29&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Engineering.png|16px]] [[Engineering]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[File:Beaver_circle.png|32px]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Plagues =&lt;br /&gt;
&lt;br /&gt;
The Seal is weakening, bringing forth several Plagues upon the world. The only way to stop the Plagues is to reforge the seal by completing Seal orders. An example Plague is The Plague of Mosquitoes, which causes global production speed to be 50% slower.&lt;br /&gt;
&lt;br /&gt;
The first 3 Plagues are always:&lt;br /&gt;
# Plague of Mosquitoes&lt;br /&gt;
# Plague of Malady&lt;br /&gt;
# Plague of Darkness&lt;br /&gt;
&lt;br /&gt;
After that, Plague generation is random.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Plague&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Blindness&lt;br /&gt;
| When they lost their sight, they lost all hope along with it. All villagers move slower and have a  chance of destroying a production yield.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Corrupted Water&lt;br /&gt;
| The rainwater has become contaminated, so rainpunk machinery is now even more hazardous. Using rainwater in rain engines generates Blightrot cysts X quicker.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Darkness&lt;br /&gt;
| Some say this is the beginning of the end. The storm season is longer, and sacrificing goods at the Ancient Hearth is banned.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Death&lt;br /&gt;
| The Sealed Ones are thirsty for blood. Discover 3 Dangerous or Forbidden Glades during this storm. If you don&#039;t, villagers will be killed in the coming drizzle season.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Fire&lt;br /&gt;
| Even the eternal rain cannot stop the ghastly fires coming from the abyss. Fuel in the settlement&#039;s warehouses is disappearing at a rate of X units every X seconds.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Fishmen&lt;br /&gt;
| Fishmen will summon 1 Dangerous or Forbidden Glade Event near the Ancient Hearth.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of the Dark Forest&lt;br /&gt;
| The Sealed Ones incite the forest to become even more sinister. Hostility from discovered Dangerous and Forbidden Glades is increased by X&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Locusts&lt;br /&gt;
| Destroys X random resource nodes.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Malady&lt;br /&gt;
| The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take X longer rests and have a X higher chance of consuming twice as much food during a break.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Mosquitoes&lt;br /&gt;
| The sky turns black with a swarm of mosquitoes. Bitten villagers can&#039;t focus on work. Global production speed is X% slower.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Mysteries&lt;br /&gt;
| The Sealed Ones possess the power to control almost everything. Negative Forest Mysteries require a lower Hostility level X to activate during the storm.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Rats&lt;br /&gt;
| A horde of ravenous rats crawls out of the uncovered seal. Any cooked or raw food in the settlement&#039;s warehouses disappears at a rate of X items every X seconds.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Snakes&lt;br /&gt;
| Villagers are horrified by the sight of venomous snakes on the roads. -X to Global Resolve.&lt;br /&gt;
|-&lt;br /&gt;
| Plague of Thunderstorms&lt;br /&gt;
| Sinister storm clouds are approaching relentlessly, with bolts of lightning lacerating the sky. Lightning will destroy X buildings in the settlement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= The Beacon Tower =&lt;br /&gt;
[[File:BeaconTowerOptions.png|right|border|Beacon Tower Options]]&lt;br /&gt;
[[File:Sealed_Biome_Shrine_icon.png|96px|left|The Beacon Tower]] The [[Queen]] grants each Viceroy who dares to enter the Sealed Forest a new [[Blueprint]] to be used exclusively in this [[Biome]]. The Beacon Tower offers three levels of aid, each containing temporary abilities to choose from. A viceroy can choose two abilities from the first two levels, and one from the last.&lt;br /&gt;
&amp;lt;/br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 1: Supplies (Choose 2)&lt;br /&gt;
* 30 {{rl|Meat}}&lt;br /&gt;
* 40 {{rl|Grain}}&lt;br /&gt;
* All [[Buildings]] using [[Fertile Soil]] will produce 50% more goods. Lasts 3 seasons including current one.&lt;br /&gt;
&lt;br /&gt;
Level 2: Bells (Choose 2)&lt;br /&gt;
* Global Production rate is 50% faster for the current season.&lt;br /&gt;
* Villagers with low resolve leave 50% slower for the current season.&lt;br /&gt;
* All [[Trade Routes]] are 100% for the current season. (Active [[Trade Routes]] included.)&lt;br /&gt;
&lt;br /&gt;
Level 3: Miracles (Choose 1)&lt;br /&gt;
* [[Hostility]] is decreased by 100 for the duration of the current season.&lt;br /&gt;
* The [[Ancient Hearth]]&#039;s resistance is increased by 250 for the duration of the current season.&lt;br /&gt;
* [[Scouts]] work 50% faster on [[Glade Events]] for the duration of the current season.&lt;br /&gt;
&lt;br /&gt;
Once the tower is built, it cannot be destroyed. Viceroys need {{rl|Planks}}, {{rl|Bricks}} and {{rl|Fabric}} to build it. On Prestige 9 and higher, 3 of each. On Prestiges lower than 6, 2 of each material.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
There are some clues in [[Glades]] providing Guidance to where the Seal is located. The Seal will always be located in a [[Dangerous Glade]], and Guidance to the Seal&#039;s location spawns in all [[Glades]] until the Seal is discovered.&lt;br /&gt;
&lt;br /&gt;
In order to successfully complete the Sealed Forest, a Viceroy needs to reforge the [[Seal]] by completing [[Seal]] [[Orders]]. All [[Seal]]s have the same [[Seal Orders]] to complete, no matter the colour. It is a race against time to complete all the [[Seal Orders]] before the Queen&#039;s [[Impatience]] runs out. Only one order per level needs completion.  A Viceroy need not fill up the [[Reputation]] bar to complete the [[Biome]] as in other [[Biome]]&#039;s. A Viceroy cannot win the Sealed Forest by filling up the [[Reputation]] bar, once the bar is filled, it is no longer possible to lower [[Impatience]].&lt;br /&gt;
&lt;br /&gt;
[[Guidance Stones]] can be demolished, granting 15 {{rl|Stone}} and 8 {{rl|Resin}}.&lt;br /&gt;
&lt;br /&gt;
It is always a good idea to hold in SHIFT while marking trees so you can choose to only chop Overgrown trees, which has 20 charges instead of 2, giving you more wood and less [[Hostility]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Queen%27s_Hand&amp;diff=5146</id>
		<title>Queen&#039;s Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Queen%27s_Hand&amp;diff=5146"/>
		<updated>2023-12-21T17:30:15Z</updated>

		<summary type="html">&lt;p&gt;76561198355568530: add note that loot box trader is not unlocked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Only Viceroys who have Reforged the Adamantium Seal on Prestige 20 gains access to the Queen&#039;s Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:QHContract.png|thumb|360px|The Queen&#039;s Hand Trial]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:QHprofile.png|400px|left|border|Seperate QH Profiles]]&lt;br /&gt;
The Queen&#039;s Hand is a new perma-death mode specially crafted for the most experienced Viceroys. In this mode, players have only one Cycle (92 Years) to reforge the [[Adamantine Seal]]. Viceroys need to have completed the [[Adamantine Seal]] on [[Prestige 20]] to unlock this game mode. The trial is accessible via the Profiles button in the main menu, and contains 3 slots. &#039;&#039;&#039;These profiles are entirely seperate from your Main Game Profiles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These slots each have a unique seed map. Players &#039;&#039;&#039;can only reset the seed if they have won at least 3 settlements&#039;&#039;&#039; in that seed - so if they fail on the 3rd Settlement, they will not be able to reroll a seed upon resetting the profile slot.&lt;br /&gt;
&lt;br /&gt;
If players abandon a settlement or fail to reforge the [[Seal]] in time, all unlocks are reverted and the whole meta progression resets. Those who emerge victorious will be awarded the title of Queen&#039;s Hand and will be granted a rare audience with the Scorched Queen herself.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unlocked Upgrades: ==&lt;br /&gt;
&lt;br /&gt;
* [[File:QHBuildings.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;All [[Buildings]] except Species Housing and {{bl|Field Kitchen}}&lt;br /&gt;
* [[File:QHCornerstones.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;All [[Cornerstones]]&lt;br /&gt;
* [[File:QHRaces.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;All [[Species]]&lt;br /&gt;
* [[File:QHConsumption.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;[[Consumption Control]]&lt;br /&gt;
* [[File:QHRainpunk.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;[[Rainpunk]]&lt;br /&gt;
* [[File:Icon OrdersButton.png|20px]] &amp;amp;nbsp;Timed Orders&lt;br /&gt;
* [[File:QHTrading.png|20px]]&amp;amp;nbsp;&amp;amp;nbsp;[[Trade Routes]], [[Trading]] and all [[Traders]] (except Dullahan Warlander)&lt;br /&gt;
&lt;br /&gt;
= Upgrades Menu = &lt;br /&gt;
[[File:QHUpgradesScreen.png|400px|left|border|Upgrade Window]]&lt;br /&gt;
&lt;br /&gt;
This game mode features a revamped Upgrade system, with Viceroys only being able to choose 25 Upgrades for the entire run. Two types of Upgrades exist, Re-Rollable and Fundamental. The Re-Rollable Upgrades will follow a tier-based system explained below. Each Fundamental Upgrade can only be upgraded once, meaning a Viceroy can for example, only choose &amp;quot;Blueprint Reroll&amp;quot; once, and &amp;quot;Cornerstone Pool Increase&amp;quot; twice.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Fundamental Upgrades =&lt;br /&gt;
These upgrades can only be bought &#039;&#039;&#039;once&#039;&#039;&#039; per choice of Upgrade. Costs scales upwards with each Upgrade you acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:FundamentalUpgrades.png|left]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Re-rollable Upgrade Draw Pattern =&lt;br /&gt;
The re-rollable picks will roll in the followig Tier pattern:&lt;br /&gt;
&lt;br /&gt;
There are 4 Tiers:&lt;br /&gt;
* Low&lt;br /&gt;
* Medium&lt;br /&gt;
* Intermediate&lt;br /&gt;
* High&lt;br /&gt;
&lt;br /&gt;
Intermediate Tier Upgrades are much the same as Medium Tier Upgrades, but only appear in later Rolls to make sure Upgrade options are relevant  to the Viceroys&#039; needs in late-game stages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-weight:bold; | Rolls and Tiers&lt;br /&gt;
|- style=&amp;quot;background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
| Low&lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
| Low&lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
| Medium&lt;br /&gt;
| High&lt;br /&gt;
|- style=&amp;quot;background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Intermediate&lt;br /&gt;
| High&lt;br /&gt;
| Intermediate&lt;br /&gt;
| High&lt;br /&gt;
| Low&lt;br /&gt;
| Intermediate&lt;br /&gt;
| High&lt;br /&gt;
| Intermediate&lt;br /&gt;
| High&lt;br /&gt;
| Intermediate&lt;br /&gt;
| High&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-rollable Upgrade Tiers ===&lt;br /&gt;
&lt;br /&gt;
There are multiple Upgrades that can stack, for example the &amp;quot;+1 Embarkation&amp;quot; appears multiple times, as does &amp;quot;+5 Storage to all Buildings&amp;quot; etc. It is important to note that &#039;&#039;&#039;each Tier will have randomized picks within that Tier&#039;&#039;&#039; when they Roll.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; width:23%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;&amp;quot;&lt;br /&gt;
! Low Tier Upgrades&amp;lt;br /&amp;gt;Cost: 20 [[File:Icon MetaResource FoodStockpiles.png|16px]]&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Brass Forge Expansion:&amp;lt;br /&amp;gt;+2% Global Production Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Planks}}&amp;lt;br /&amp;gt;{{rl|Bricks}}&amp;lt;br /&amp;gt;{{rl|Fabric}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Parts}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Dim Square Expansion:&amp;lt;br /&amp;gt;+3% Trader Arrival Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Amber}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Pack of Provisions}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters Expansion:&amp;lt;br /&amp;gt;+1% to Double Yields&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Vegetables}}&amp;lt;br /&amp;gt;{{rl|Meat}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Herbalists&#039; Camp}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Small Farm}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Plantation}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Herb Garden}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame Expansion:&amp;lt;br /&amp;gt;+2% Fuel Burn Duration in Hearth&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Clay}}&amp;lt;br /&amp;gt;{{rl|Stone}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Coal}}&amp;lt;br /&amp;gt;{{rl|Clay}}&lt;br /&gt;
|-&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Scrolls}} Delivery Line&amp;lt;br /&amp;gt;{{rl|Incense}} Delivery Line&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Obsidian Archive Expansion:&amp;lt;br /&amp;gt;-2 Queen&#039;s Impatience Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Foragers&#039; Camp}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{bl|Trappers&#039; Camp}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Vanguard Spire:&amp;lt;br /&amp;gt;+1 Charge to Resource Nodes&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Ale}} Delivery Line&amp;lt;br /&amp;gt;{{rl|Training Gear}} Delivery Line&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Wine}} Delivery Line&amp;lt;br /&amp;gt;{{rl|Tea}} Delivery Line&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:transparent; border-collapse:collapse; float:left;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;width:23%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;&amp;quot;&lt;br /&gt;
! Medium Tier Upgrades&amp;lt;br /&amp;gt;Cost: 35 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 4 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Brass Forge Expansion:&amp;lt;br /&amp;gt;+2% Global Production Speed&lt;br /&gt;
|-&lt;br /&gt;
| Trade Route: Brass Order&lt;br /&gt;
|-&lt;br /&gt;
| +5 Storage Capacity to all [[Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| +1 Carry Capacity to All Workers&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Dim Square Expansion:&amp;lt;br /&amp;gt;+3% Trader Arrival Speed&lt;br /&gt;
|-&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Planks}}&lt;br /&gt;
|-&lt;br /&gt;
| +1 Cornerstone and Blueprint from [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| +1 Trade Route Slot&lt;br /&gt;
|-&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| +20% Resources to Embarkation Resources&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters Expansion:&amp;lt;br /&amp;gt;+1% to Double Yields&lt;br /&gt;
|-&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;[[Villagers]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Routes: First Dawn Company&lt;br /&gt;
|-&lt;br /&gt;
| Haulers in Main Warehouse Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Haulers in Small Warehouse Unlocked&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame Expansion:&amp;lt;br /&amp;gt;+2% Fuel Burn Duration in Hearth&lt;br /&gt;
|-&lt;br /&gt;
| +10% Sacrifice Burning Time&lt;br /&gt;
|-&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;+5 {{rl|Fabric}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Pioneers Gate Expansion:&amp;lt;br /&amp;gt;+2% Villager Speed&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +20% Resources to Embarkation Resources&lt;br /&gt;
|-&lt;br /&gt;
| Increased Town Vision Range&lt;br /&gt;
|-&lt;br /&gt;
| +10% Villager Speed&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Vanguard Spire:&amp;lt;br /&amp;gt;+1 Charge to Resource Nodes&lt;br /&gt;
|-&lt;br /&gt;
| Embarkation Bonus: &amp;lt;br /&amp;gt;+5 {{rl|Bricks}}&lt;br /&gt;
|-&lt;br /&gt;
| Newcomers brings more [[Resources]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Route: Vanguard of the Stolen Keys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:transparent; border-collapse:collapse; float:left;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;width:23%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;&amp;quot;&lt;br /&gt;
! Intermediate Tier Upgrades&amp;lt;br /&amp;gt;Cost: 35 [[File:Icon MetaResource FoodStockpiles.png|16px]] + 4 [[File:Icon MetaResource Machinery.png|16px]]&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Brass Forge Expansion:&amp;lt;br /&amp;gt;+2% Global Production Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Trade Route: Brass Order&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +5 Storage Capacity to all [[Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| +5 Storage Capacity to all [[Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| +1 Carry Capacity to All Workers&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Dim Square Expansion:&amp;lt;br /&amp;gt;+3% Trader Arrival Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;{{rl|Planks}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +1 Cornerstone and Blueprint from [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| 10% Blueprint + Cornerstone Discount via [[Traders]]&lt;br /&gt;
|-&lt;br /&gt;
| +1 Trade Route Slot&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +1 Cornerstone / Blueprint slot from [[Traders]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +20% Resources to Embarkation Resources&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters Expansion:&amp;lt;br /&amp;gt;+1% to Double Yields&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;[[Villagers]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Trade Routes: First Dawn Company&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Haulers in Main Warehouse Unlocked&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Haulers in Small Warehouse Unlocked&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame Expansion:&amp;lt;br /&amp;gt;+2% Fuel Burn Duration in Hearth&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +10% Sacrifice Burning Time&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus:&amp;lt;br /&amp;gt;+5 {{rl|Fabric}}&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Pioneers Gate Expansion:&amp;lt;br /&amp;gt;+2% Villager Speed&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|-&lt;br /&gt;
| +1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| +20% Resources to Embarkation Resources&lt;br /&gt;
|-&lt;br /&gt;
| +10% Villager Speed&amp;lt;br /&amp;gt;+1 Embarkation Point&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Vanguard Spire:&amp;lt;br /&amp;gt;+1 Charge to Resource Nodes&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Embarkation Bonus: &amp;lt;br /&amp;gt;+5 {{rl|Bricks}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Newcomers brings more [[Resources]]&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| Trade Route: Vanguard of the Stolen Keys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:transparent; border-collapse:collapse; float:left;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;width:23%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;&amp;quot;&lt;br /&gt;
! High Tier Upgrades&amp;lt;br /&amp;gt;Cost: 8 [[File:Icon MetaResource Machinery.png|16px]] + 10 [[File:Icon MetaResource Artifact.png|16px]]&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Brass Forge Expansion:&amp;lt;br /&amp;gt;+2% Global Production Speed&lt;br /&gt;
|-&lt;br /&gt;
| Hearth Upgrade: Neighbourhood&lt;br /&gt;
|-&lt;br /&gt;
| Mine Upgrades Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Hearth Upgrade: District&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers}} Starting Ability Unlocked&amp;lt;br /&amp;gt;+1 Trade Routes with Neighbours&lt;br /&gt;
|-&lt;br /&gt;
| Beaver House Upgrades Unlocked&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| First Dawn Headquarters Expansion:&amp;lt;br /&amp;gt;+1% to Double Yields&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans}} Starting Ability Unlocked&amp;lt;br /&amp;gt;Highlight Nearest Soil&lt;br /&gt;
|-&lt;br /&gt;
| Human House Upgrades Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| +1 Farm Range (All)&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Monastery of the Vigilant Flame Expansion:&amp;lt;br /&amp;gt;+2% Fuel Burn Duration in Hearth&lt;br /&gt;
|-&lt;br /&gt;
| +1 Cornerstone reroll per Settlement&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards}} Starting Ability Unlocked&amp;lt;br /&amp;gt;10 {{rl|Tools}} upon Embarkation&lt;br /&gt;
|-&lt;br /&gt;
| +1 Cornerstone reroll per Settlement&lt;br /&gt;
|-&lt;br /&gt;
| +1 Cornerstone reroll per Settlement&lt;br /&gt;
|-&lt;br /&gt;
| Lizard House Upgrade Unlocked&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Obsidian Archive Expansion:&amp;lt;br /&amp;gt;-2 Queen&#039;s Impatience Speed&lt;br /&gt;
|-&lt;br /&gt;
| +10% Citadel Resources after Settlement&lt;br /&gt;
|-&lt;br /&gt;
| +10% Citadel Resources after Settlement&lt;br /&gt;
|-&lt;br /&gt;
| +10% Citadel Resources after Settlement&lt;br /&gt;
|-&lt;br /&gt;
| {{bl|Field Kitchen}} Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| +1 Caravan Choice on Embarkation&lt;br /&gt;
|-&lt;br /&gt;
| Last Stand Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| Last Stand +30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Last Stand +30 seconds&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Pioneers&#039; Gate Expansion:&amp;lt;br /&amp;gt;+2% Villager Speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes}} Starting Ability Unlocked&amp;lt;br /&amp;gt;Nearest Geyser Location&lt;br /&gt;
|-&lt;br /&gt;
| Fox House Upgrades Unlocked&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center; background-color:#1d2330;color:white;&amp;quot;&lt;br /&gt;
| Vanguard Spire Expansion:&amp;lt;br /&amp;gt;+1 Charge to all Nodes&lt;br /&gt;
|-&lt;br /&gt;
| Human House Blueprint&lt;br /&gt;
|-&lt;br /&gt;
| Beaver House Blueprint&lt;br /&gt;
|-&lt;br /&gt;
| Lizard House Blueprint&lt;br /&gt;
|-&lt;br /&gt;
| Harpy House Blueprint&lt;br /&gt;
|-&lt;br /&gt;
| Fox House Blueprint&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies}} Starting Ability Unlocked&amp;lt;br /&amp;gt;50 {{rl|Coats}} upon Embarkation&lt;br /&gt;
|-&lt;br /&gt;
| Harpy House Upgrades Unlocked&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:transparent; border-collapse:collapse; float:left;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:transparent; border:hidden;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
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&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;&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;&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;&amp;lt;br /&amp;gt;&lt;br /&gt;
/&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;&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;
/&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;
&lt;br /&gt;
= Lori Dialogue =&lt;br /&gt;
[[File:LoreSad.png|54px|Aunt Lore]]&amp;amp;nbsp;Aunt Lori&#039;s dialogue changes when attempting the Queen&#039;s Hand. She becomes strangely hostile and melancolic during conversation. This could be because of her tragic history. Speak with her to find out more.&lt;br /&gt;
&lt;br /&gt;
= Meeting the Queen =&lt;br /&gt;
[[File:Citadel.png|54px|left]]&lt;br /&gt;
After reforging the [[Seal]], Viceroys should visit the city and &#039;&#039;&#039;enter the [[Citadel]]&#039;&#039;&#039; to meet the Scorched Queen.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
= Unique Achievement =&lt;br /&gt;
&lt;br /&gt;
[[File:QHach.png|54px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;After meeting the Queen, Viceroys will achieve a new Steam Achievement and unique in-game decoration for their [[Home]]. This achievement can only be won by those who have ventured and proved their worth.&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
Viceroys are advised to follow the following guidelines when attmepting the Queen&#039;s Hand:&lt;br /&gt;
* Map out settlements and caluclate the years you have for each settlement.&lt;br /&gt;
* Treat reserve Embarkation Points sparingly, as you will always find yourself short.&lt;br /&gt;
* Do not attempt to embark new settlements on the highest difficulty, look at difficulty vs rewards. Higher Prestige is not always worth it.&lt;br /&gt;
* Be very cautious when attempting world events, not all world events will be achieveable with the years you have left.&lt;br /&gt;
* There are 4 seals per map, when attempting to re-do a seed map, you do not have to follow the same path.&lt;br /&gt;
* Don&#039;t give any traders arms or legs in a trade, you will need them when you meet the Queen.&lt;br /&gt;
&lt;br /&gt;
= Queen&#039;s Hand Trials =&lt;br /&gt;
[[File:QHTrials.jpeg|400px|left|border|Queen&#039;s Hand Trial Announcement]]&lt;br /&gt;
On Dec 4th 2023, the Queen&#039;s Hand Trials were announced. Running from December 4 - 8 2023, this competition was created to showcase the release of Version 1.0 of Against the Storm. &lt;br /&gt;
13 Content creators entered the trials to see who could achieve becoming the Queen&#039;s Hand first. &lt;br /&gt;
&lt;br /&gt;
Prizes included Steam Decks for the first 5 winners, if 5 winners could not be achieved, their Seal Fragments would be counted and a winner would be selected from the creator with the highest amount of fragments at the end of the competition.&lt;br /&gt;
[https://www.youtube.com/watch?v=zyyyY6LRDGI The Queen&#039;s Hand Trials Announcement Video]&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;&lt;br /&gt;
[[File:QHTresults.png|400px|left|border|Winners]]&lt;br /&gt;
The Winners were as follows:&lt;br /&gt;
# RonEmpire (Completed)&lt;br /&gt;
# TSM_TheOddOne (Completed)&lt;br /&gt;
# TrumpSC (Completed)&lt;br /&gt;
# ZazunoTV (Completed)&lt;br /&gt;
# Wintergaming (Not Completed, win by Fragment Count)&lt;br /&gt;
&lt;br /&gt;
Video of Results:&lt;br /&gt;
https://www.twitch.tv/videos/2001975606&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
Thank you to Erbamat, Jhazrun, KushMaster and RonEmpire for the help in setting up this page, as well as Tel Hurin!&lt;/div&gt;</summary>
		<author><name>76561198355568530</name></author>
	</entry>
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