Marshlands: Difference between revisions

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* [[#Unique Forbidden Glades and Resources | Giant nodes]] are effectively infinite and have a variety of bonus yields. Focusing on getting to the nearest Forbidden [[Glade]] within the first 3-4 years is a powerful strategy, as long as you obtain a [[blueprint]] for the node you get. Once you get to, for example, a Giant Proto Fungus, build a [[Small Hearth]] and [[Warehouse]] nearby, as well as some {{bl|Herbalists' Camp}}s.
* [[#Unique Forbidden Glades and Resources | Giant nodes]] are effectively infinite and have a variety of bonus yields. Focusing on getting to the nearest Forbidden [[Glade]] within the first 3-4 years is a powerful strategy, as long as you obtain a [[blueprint]] for the node you get. Once you get to, for example, a Giant Proto Fungus, build a [[Small Hearth]] and [[Warehouse]] nearby, as well as some {{bl|Herbalists' Camp}}s.
* [[Master Blueprint]] [[Cornerstone]] is a stand-out pick on Marshlands because [[Effects | Gathering Knowledge]] counteracts [[Master Blueprint]]'s gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a [[#Unique Forbidden Glades and Resources | Giant node]] without an Advanced Camp blueprint for it.
* [[Master Blueprint]] [[Cornerstone]] is a stand-out pick on Marshlands because [[Effects | Gathering Knowledge]] counteracts [[Master Blueprint]]'s gathering speed penalty and having access to all of the camps eliminates the possibility of getting to a [[#Unique Forbidden Glades and Resources | Giant node]] without an Advanced Camp blueprint for it.
* Marsh is weighted towards {{bl|Trappers' Camp}} resources. Picking a {{bl|Trappers' Camp}} blueprint for [[Embarkation]] is more likely to pay off compared to other biomes.


== See Also ==
== See Also ==


[[Category:Biomes]]
[[Category:Biomes]]

Revision as of 16:14, 14 April 2024

The Marshlands

Overview

File:MarshlandsIcon.png

A harsh and cold land that has been claimed by many different, and extremely resilient species of fungi. The ground here is extremely hard and rocky, making it difficult to farm. This region is most famous for the giant organisms that can be found in its forests.


Effects


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

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

Resources

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

Trees

All trees can be harvested by [Building Link size not valid: med]s to give Wood Wood. They may also grant additional Resources depending on the biome. These trees have 2 charges each.

Trees Charges Bonus Resources Description

Mushwood Trees
2 [Resource Link size not valid: med] 15% +
[Resource Link size not valid: med] 5%
A giant fungal tree covered in a leathery bark.

Natural Resources

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed
per Unit
Specialization
Bonus
Grain Grain 70 → Swamp Wheat Field 100% + 20% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

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

Harpies Harpies
15 → Grasscap Mushrooms 20% Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Stone Stone 60 → Stone Deposit 30% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:05 none
20 → Stone Deposit 20% + 20%
Meat Meat

Eggs Eggs
70 → Leech Broodmother

70 → Snake Nest
100% + 60% + 20%

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

Lizards Lizards
15 → Leech Broodmother

15 → Snake Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Copper Ore Copper Ore

Coal Coal
75 → Copper Vein

120 → Coal Vein
30%

30%
Mine Mine ★★ 00:40 Engineering Engineering

Beavers Beavers

Unique Forbidden Glades and Resources

The Marshlands only has 3 Forbidden Glades, each with their own unique Giant Resource. Viceroys need to own Advanced Camp Blueprints to take advantage of these resources.

Giant Node Charges → Resource Bonuse Resources Gathering Building Specialization
Bonus

Ancient Proto Wheat
999 → 40% + 40% + 30% + 5% Foragers' Camp Foragers' Camp ★★ Farming Farming

Humans Humans

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

Lizards Lizards

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

Harpies Harpies

Strategy

See Also