Coral Forest: Difference between revisions

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== Strategy ==
== Strategy ==
* Coral Forest doesn't have any nodes for {{rl|Flour}} input. That makes {{bl|Small Farm}} a good choice if you wish to sustainably produce {{rl|Flour}} for {{rl|Biscuits}}, {{rl|Pie}}, or {{rl|Pack of Trade Goods}}. The only options for {{rl|Flour}} input outside of [[Farming]] and {{bl|Greenhouse}}s are bonus yields from {{rl|Stone}}, {{rl|Reed}}, and big {{rl|Vegetables}} nodes.
* Coral Forest doesn't have any nodes for {{rl|Flour}} input. That makes {{bl|Small Farm}} a good choice if you wish to sustainably produce Flour for {{rl|Biscuits}}, {{rl|Pie}}, or {{rl|Pack of Trade Goods}}. The only options for Flour input outside of [[Farming]] and {{bl|Greenhouse|s}} are bonus yields from {{rl|Stone}}, {{rl|Reed}}, and big {{rl|Vegetables}} nodes.
* Coral Forest is the only [[biome]] with {{rl|Coal}} veins being the only veins on the map. That makes it relatively easy to set up a {{rl|Coal}} {{bl|Mine}}, effortlessly solving all potential fuel issues.
* Setting up a {{rl|Coal}} {{bl|Mine}} is relatively easy in this biome. This solves all potential fuel issues at the cost of some building materials.
* Accessible {{rl|Coal}} also makes fuel-based [[Recipes]] like {{rl|Jerky}}, {{rl|Incense}}, and {{rl|Purging Fire}} easier to sustain.
* Accessible Coal also makes fuel-based [[Recipes]] like {{rl|Jerky}}, {{rl|Incense}}, and {{rl|Purging Fire}} easier to sustain.
* [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters.
* [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters.
* Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}.
* Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}.
* [[Crystal Growth]] (+1/2 {{rl|Crystalized Dew}} production) is uniquely strong on Coral Forest because of [[#Trees | Musselsprout trees]].
* '''Crystal Growth''' [[Perk]] (+1/2 {{rl|Crystalized Dew}} production) is uniquely strong on Coral Forest because of [[#Trees | Musselsprout trees]].
* [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra {{rl|Meat}} can even go towards {{rl|Oil}} production, if you happen to get [[Meat Specialization]].
* [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra Meat can even go towards {{rl|Oil}} production, if you happen to get the '''Meat Specialization''' [[Cornerstone]].
* Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later.
* Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later.
* To make sure your {{bl|Woodcutters' Camp}}s focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools.
* To make sure your {{bl|Woodcutters' Camp|s}} focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools.
* Consider using big {{rl|Stone}} deposits for food if your [[villagers]] are at risk of starvation. 60% chance of bonus food yields combined with {{bl|Stonecutters' Camp}}'s short production cycle will keep villagers fed at least until {{rl|Stone}} nodes run out.
* Consider using big {{rl|Stone}} deposits for food if your [[villagers]] are at risk of starvation. 60% chance of bonus food yields combined with {{bl|Stonecutters' Camp}}'s short production cycle will keep villagers fed at least until Stone nodes run out.


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


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

Revision as of 16:02, 9 November 2024

This article was last updated during version 1.3.4. 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.

The Coral Forest

Overview

File:CoralForestIcon.png

The true source of the coral’s growth is unknown. Contrary to common belief, it doesn't usually appear in flooded regions. The unique influence of the coral mutates trees into distinctive strands that offer various resources.


Effects


Diverse Flora
Vegetation here mutates into unique strands ... Each type of tree offers unique resource bonuses.

Inspiring Pressure
The Forest is as scary as it is beautiful. Villagers have a +3% double yield chance per Hostility level.

Resources

The Coral Forest has an average amount of Fertile Soil and contains the following Resources:

Trees

All trees can be harvested by Woodcutters' Camp buildings 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
Crimsonreach Tree
2 Stone Stone 40% +
Incense Incense 20%
A mineralized coral tree.
Musselsprout Tree
2 Meat Meat 40% +
Crystalized Dew Crystalized Dew 20%
The unusually hard bark conceals soft, fleshy tissue.
Plateleaf Tree
2 Plant Fiber Plant Fiber 30% A species of plant rarely seen above water.

Natural Resources:

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed
per Unit
Specialization
Bonus
Vegetables Vegetables 70 → Moss Broccoli Patch 40% + 20% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

Humans Humans
15 → Moss Broccoli Patch 30% Small Foragers' Camp Small Foragers' Camp ★ 00:25
Reed Reed
60 → Reed Field

20 → Reed Field
40% + 40%

20% + 20%
Harvesters' Camp Harvesters' Camp ★★ 00:05 none
Herbs Herbs 70 → Herb Node 40% + 20% Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Herb Node 20% Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Stone Stone 60 → Stone Deposit 30% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:05 Masonry

Frogs Frogs
20 → Stone Deposit 20% + 20%
Meat Meat

Insects Insects
70 → Leech Broodmother

70 → Wormtongue Nest
100% + 60% + 20%

60%
Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Leech Broodmother

15 → Wormtongue Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Scales Scales 80 → Copperfin Pond 100% + 2 50% + 2 30% Fishing Hut Fishing Hut ★★ 00:08 none
60 → Copperfin Pond 40% Small Fishing Hut Small Fishing Hut ★ 00:12
Coal Coal 120 → Coal Vein 30% Mine Mine ★★ 00:40 Engineering Engineering

Beavers Beavers

Strategy

See Also