Blight Post: Difference between revisions

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While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.<br>
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.<br>
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<br>
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] ''Blight Automatons'' can't assist to speed this up. Successful removal uses up the unit's [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, which then needs to be refuelled at the nearest Blight Post / Hydrant.<br>
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] ''Blight Automatons'' can't assist to speed this up. Successful removal of a Blightrot Cyst uses up the unit's [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, making it necessary to travel to the nearest Blight Post / Hydrant to get another one for the next Blightrot Cyst.<br>
<br>
<br>
Blight Fighters won't take their regular breaks so long as there's still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.<br>
Blight Fighters won't take their regular breaks so long as there's still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.<br>

Revision as of 17:48, 4 May 2025

This article was last updated during version 1.7.5. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Blight Post

Building
(City Buildings)

A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare Purging Fire Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm.

Specialization bonus:
Alchemy Alchemy (Proficiency) Harpies
Warmth Warmth (Comfort) Lizards
Cooperation Cooperation (Comfort) Foxes

3 Workers

Recipes

20 Storage

Construction

4Planks Planks
3Bricks Bricks
2Parts Parts
5City score
40Build time
3 × 3Building size

Not movable

ID = 'Blight Post'

Overview

The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.

It becomes available once the Smoldering City's level 6 Obsidian Archive has been acquired at the cost of 30 Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the Corruption mechanic enabled before starting a settlement on any difficulty.

Once the Smoldering City's level 18 Obsidian Archive has been acquired at the cost of 156 Food Stockpiles the Blight Post can also be upgraded up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.

Helpful UI elements:

the Blight Post's 'Recipes' panel: the Ancient Hearth's 'Blightrot' panel:
  • shows a color-coded bar
  • lists Purging Fire / Blightrot Cysts
    but lacks Corruption information
  • lists all the relevant information:
    1. existing Blightrot Cysts
    2. Corruption / minute
    3. %Corruption during Storm Season
    4. current Corruption / Hearth resistance


%Corruption display:

  • always visible information at the bottom right of the UI
  • displays %Corruption during the Storm Season

Blight Fighter behavior

When ordering the production of Purging Fire it will only be crafted while Blightrot Cysts can't be attacked or while running out of it while they can be attacked.

While any Blightrot Cysts are active, which is during each Storm Season and while working on certain Glade Events with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.

It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or float Blight Automatons can't assist to speed this up. Successful removal of a Blightrot Cyst uses up the unit's Purging Fire, making it necessary to travel to the nearest Blight Post / Hydrant to get another one for the next Blightrot Cyst.

Blight Fighters won't take their regular breaks so long as there's still enough Purging Fire available and Blightrot Cysts that can be attacked exist.

Once the season timer ticks to less than 15s before the start of the Storm Season all active Blight Fighters (and any Blight Post Automatons) will grab their Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn't have a Blight Fighter next to it yet. After it started there's a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That's around 25s in total for the Blight Fighters to get ready.

Production Chain

Recipes in the Blight Post

1 Recipe in the Blight Post
Building Grade Ingredient # Product
Blight Post ★★★
0:40
10 Wood Wood
4 Oil Oil
3 Coal Coal
3 Sea Marrow Sea Marrow
1 Purging Fire Purging Fire


Blight Post Upgrades

This becomes available when unlocking the Smoldering City's level 18 Obsidian Archive at the cost of 156 Food Stockpiles.

Only 1 of 3 upgrades can be chosen per level.
Level 1 upgrades cost:
4 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Triple Ignition System Mobile Sparkcasters Blight Automaton
Level 2 upgrades cost:
6 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Manned Lookout Alchemical Forge Blight Automaton

LEVEL I

  • float Triple Ignition System: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.
  • float Mobile Sparkcasters: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don't benefit from this upgrade.
  • float Blight Automaton: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn't use up a worker slot. Automatons can't produce Purging Fire but also don't take any breaks. Their move speed is increased while moving on roads but isn't affected by any other positive or negative modifiers. Automatons also don't get targeted by effects that directly kill villagers.

LEVEL II

  • float Manned Lookout: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.
  • float Alchemical Forge: +50% extra yield chance when producing Purging Fire at a Blight Post with this upgrade.
  • float Blight Automaton: Adds +1 Automaton that functions the same as its level 1 version.

float Manned Lookout upgrade

Calculation:
[Blightrot counter maximum] divided by (1 - [summed up float Manned Lookout bonus percentage])

Example:
- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn
- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a float Manned Lookout effect of 90%

With this we have:
Blightrot counter maximum = 32
summed up float Manned Lookout bonus = 90% = 0.9

Calculation with this:
32 / ( 1 - 0.9) = 32 / 0.1 = 320
So due to the float Manned Lookout bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.

Table: What multiplier for the Blightrot counter and actual values you get depending on the active float Manned Lookout bonus:

float Manned Lookout
%value
resulting
multiplier
buffed value
(Blight counter: 32)
absolute
bonus
10% 1.111 36 +4
20% 1.25 40 +8
30% 1.428 46 +14
40% 1.666 53 +21
50% 2 64 +32
60% 2.5 80 +48
70% 3.333 107 +75
80% 5 160 +128
90% 10 320 +288

If a calculation for the Blightrot counter's new value doesn't result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.

High risk and threat of this upgrade: The higher the buff's value (maximum is 90%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter's game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn't stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.
Example:
Due to unlucky circumstances a 90% buff was partially lost and you're now at 60%.
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.
Any structure that had its Blightrot counter's current value at a higher value (let's say 177) than the Blightrot counter's new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter's maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter's current value is lower than its maximum value.
The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It's not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.

Strategies

  • Depending on the extent of Blightrot in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.
  • It may be worthwhile to deconstruct the Blight Post for building materials once you've burned all the Cysts during the Storm or an Event.
    Beware the Prestige 3 modifier: Blightrot appears every 3rd Clearance Season.
  • Assign Blightfighters up to 15s before the Storm Season: They'll position themselves near Blightrot Cysts if given the time.
  • Facing Corruption levels well above 100% isn't that much of an issue if you can assign and supply enough Blightfighters to destroy Blightrot Cysts fast enough: Not only will their destruction reduce the existing Corruption but this reduction can even turn into a negative value that the remaining Blightrot Cysts need to overcome in addition to their regular Corruption rate.
  • If you have the Blight Automaton it can fight the Blightrot Cysts while your actual workers are busy elsewhere. Since it doesn't take up a worker slot you can assign further workers if necessary. For travel distances below 20-25 tiles it's the best Level I choice, otherwise it's the Mobile Sparkcasters upgrade.
  • having other Blight Posts / Hydrants near structures with Blightrot Cysts reduces time spent on getting more Purging Fire, allowing for more Blightrot Cyst removal
  • the Alchemical Forge upgrade helps saving resources in the long run and a single Blight Post with it is usually enough to take care of your Purging Fire production needs - some of it may even be requested by trade routes, allowing you to get some extra income and improved trade relations
  • If either being done fighting Blightrot Cysts or running out of Purging Fire while some remain the Blightfighters will take their breaks again when they have to, causing them to consume food and services. Ideally they should be busy with their task for the entire Storm Season, so that they only start consuming goods again once it is over. The higher the Ancient Hearth's resistance to Corruption the more viable this becomes.

See Also