Hostility: Difference between revisions
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{{Version|1.3.4}} | |||
[[File:Icon_UI_Hostility.png|360px|thumb|Forest Hostility]] | [[File:Icon_UI_Hostility.png|360px|thumb|Forest Hostility]] | ||
== Overview == | == Overview == | ||
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The more your settlement grows, the more hostility you will generate. During the [[Storm]], stackable negative [[Forest Mysteries]] will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated. | The more your settlement grows, the more hostility you will generate. During the [[Storm]], stackable negative [[Forest Mysteries]] will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated. | ||
'''Hostility and the [[Queen's Impatience]] are inversely linked.''' Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the [[ | '''Hostility and the [[Queen's Impatience]] are inversely linked.''' Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the '''Ancient Battleground''' [[Map Modifier]]. | ||
== Triggering Forest Mysteries == | == Triggering Forest Mysteries == | ||
'''Looming Darkness''' is the "base" negative [[Forest Mystery]] that will activate during the [[Storm]] even at Hostility 0. The rest of the Forest Mysteries differ from settlement to settlement and always require at least Hostility 1 to activate. '''Higher Hostility levels activate stronger Storm Forest Mysteries'''. Some of them scale with the Hostility level directly. | |||
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* Removing Woodcutters from {{bl|Woodcutters' Camp}}s. | * Removing Woodcutters from {{bl|Woodcutters' Camp}}s. | ||
* Completing certain [[Glade Events]] that decrease Hostility. | * Completing certain [[Glade Events]] that decrease Hostility. | ||
* Killing off [[ | * Killing off [[villagers]]. | ||
* Driving up the [[Queen's Impatience]]. | * Driving up the [[Queen's Impatience]]. | ||
* Assigning a [[File:Fox circle.png|16px]] [[Fox]] to the [[Hearth]]. | * Assigning a [[File:Fox circle.png|16px]] [[Fox]] to the [[Hearth]]. | ||
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== Other Ways of Decreasing Hostility == | == Other Ways of Decreasing Hostility == | ||
Below is a list of [[Glade Events]], [[Buildings]], [[Cornerstones | Below is a list of [[Glade Events]], [[Buildings]], [[ Cornerstones,_Perks_and_Effects | Cornerstones and Perks]] that will decrease Forest Hostility levels: | ||
==== Glade Events ==== | ==== Glade Events ==== | ||
Revision as of 23:31, 1 May 2024

Overview

The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.
The more your settlement grows, the more hostility you will generate. During the Storm, stackable negative Forest Mysteries will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated.
Hostility and the Queen's Impatience are inversely linked. Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the Ancient Battleground Map Modifier.
Triggering Forest Mysteries
Looming Darkness is the "base" negative Forest Mystery that will activate during the Storm even at Hostility 0. The rest of the Forest Mysteries differ from settlement to settlement and always require at least Hostility 1 to activate. Higher Hostility levels activate stronger Storm Forest Mysteries. Some of them scale with the Hostility level directly.
Why Hostility Increases

Viceroys will generate different amounts of Hostility depending on the Difficulty they embark on. Viceroys can see what is currently causing their Hostility level by hovering over the eye icon on the top of their screen. Total Hostility is the sum of each amount, and each amount is the result of multiplication. These numbers scale with Difficulty; more hostility is generated at higher difficulties.
| Cause | Settler | Pioneer | Veteran | Viceroy |
|---|---|---|---|---|
| Years Passed | 15 | 22 | 30 | 45 |
| Small Glades Opened | 5 | 8 | 10 | 15 |
| Dangerous / Forbidden Glades Opened | 10 | 15 | 20 | 30 |
| Villagers in Settlement | 2 | 3 | 4 | 6 |
| Woodcutters Actively Assigned | 8 | 12 | 16 | 24 |
How to Decrease Hostility
Viceroys always need to seek ways to decrease the Forest's Hostility level. It can be decreased to 0 by especially crafty Viceroys! There are several ways to do so, including:
- Building more Hearths.
- Removing Woodcutters from Woodcutters' Camps.
- Completing certain Glade Events that decrease Hostility.
- Killing off villagers.
- Driving up the Queen's Impatience.
- Assigning a
Fox to the Hearth. - Using Perks that lower Hostility.
- Using Monastery.
Other Ways of Decreasing Hostility
Below is a list of Glade Events, Buildings, Cornerstones and Perks that will decrease Forest Hostility levels:
Glade Events
- Converted Altar of Decay (Reduces Hostility each time a Villager leaves or dies)
- Converted Rain Totem (-50 Hostility)
- Obelisk (-10 Hostility)
Buildings
- Hearths (-30 Hostility per Hearth)
- [Building Link size not valid: med] (-100 Hostility)
Perks & Cornerstones
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| Perk | Rarity | Description | Source(s) | Price |
|---|---|---|---|---|
| None | "There can be nothing more sacred than a flame in a world soaked with rain. For every 200 seconds spent sacrificing goods in the Ancient Hearth, Hostility is reduced by 25 (the bonus is added retroactively). Sacrificing multiple resources at the same time will progress this effect's timer faster. Same building effects do not stack." | — | ||
| Rare | Hostility is decreased by 50. | — | ||
| Legendary | "The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point." |
| — | |
| Rare | "A place for forbidden, necrotic rituals. Hostility is reduced by ‑20 points for every villager that leaves the settlement or dies. This effect is retroactive." | — | ||
| None | Gentle vapors seem to soothe the wilderness. Hostility is decreased by 100. Same building effects do not stack. | — | ||
| Epic | "Your scouts have learned how to be cautious when looting abandoned caches. Every time you open or send an Abandoned Cache to the Citadel, Hostility is lowered by 15 points." |
| — | |
| Legendary | Rainwater seems to soothe the forest. Hostility is reduced by 10 points every time you use 150 units of water in Rain Engines. |
| — | |
| Legendary | Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). |
| — | |
| Epic | The forest requires sacrifices. Hostility is reduced by 15 every time 2 villagers die. |
| 28 |
| Perk | Rarity | Description | Source(s) | Price |
|---|---|---|---|---|
| Epic | The forest requires sacrifices. Hostility is reduced by 15 every time 2 villagers die. |
| 28 |
| Perk | Rarity | Description | Source(s) |
|---|---|---|---|
| Legendary | "Securing the deadliest corners of the forest will make it a lot less terrifying. Completing a Forbidden Event (<sprite name="forbidden">) reduces the Hostility gained from Dangerous (<sprite name="dangerous">) and Forbidden Glades (<sprite name="forbidden">) by 2, and from Small Glades by 1. This effect is retroactive." |
|
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Forest Mysteries
Please see Forest Mysteries for more information.




