Marshlands

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Revision as of 09:35, 6 December 2023 by Alcawen (talk | contribs) (→Resources)
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 an Small amount of Fertile Soil and contains the following Resources:

Trees

All trees can be harvested by Woodcutters' Camp buildings to give 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 Worker
Slots
Specialization
Bonus
Build Cost

Wheat
82 → Swamp Wheat Field (LARGE) →
20% + 100%
Foragers' Camp Foragers' Camp ★★ 2 Farming

Human
10 Wood
3 Parts
24 → Swamp Wheat Field (SMALL)→
20% Small Foragers' Camp Small Foragers' Camp ★

Mushrooms
82 → Grasscap Mushrooms (LARGE) →
40%
Herbalists' Camp Herbalists' Camp ★★ 2 Alchemy

Harpy
10 Wood
3 Parts
27 → Grasscap Mushrooms (SMALL) →
20%
Small Herbalists' Camp Small Herbalists' Camp ★★

Stone
72 → Stone Deposit → (LARGE) 30% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 2 none 10 Wood
3 Parts
32 → Stone Deposit (SMALL) → 20% + 20%

Meat


Eggs
82 → Leech Broodmother (LARGE) →

82 → Snake Nest (LARGE) →
60% + 20% + 100%

40% + 20%
Trappers' Camp Trappers' Camp ★★ 2 Meat Production

Lizard
10 Wood
3 Parts
27 → Leech Broodmother (SMALL) →

27 → Snake Nest (SMALL) →
20%

20%
Small Trappers' Camp Small Trappers' Camp ★★ 2

Copper Ore


Coal
75 → Copper Ore →

120 → Coal →
30%

30%

Mine ★★
4 Engineering

Beaver
2 Planks
2 Bricks
2 Parts

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.

Leviathan Charges → Resource Bonuse Resources Gathering Building Worker
Slots
Specialization
Bonus
Build Cost

Ancient Proto Wheat
1011 → 40% + 40% + 30% + 5% Foragers' Camp Foragers' Camp★★ 2 Farming

Human
10 Wood
3 Parts

Dead Leviathan
1011 → 40% + 30% + 30% + 30% Trappers' Camp Trappers' Camp★★
2 Meat Production

Lizard
10 Wood
3 Parts

Giant Proto Fungus
1011 → 40% + 40% + 40% + 30% Herbalists' Camp Herbalists' Camp ★★ 2 Alchemy

Harpy
10 Wood
3 Parts

Strategy

The Marshlands is regarded as one of the harder biomes, due to having a limited selection of resources, with two (copper ore and coal) requiring the mine, and a lack of fertile soil. A good practice on the marshlands is to draft at least one advanced camp (trapper's, herbalist's, or forager's) to make use of resource nodes found in dangerous glades. It is generally not advised to choose a building that requires fertile soil, as it is much less abundant on The Marshlands than on any other biome.

Seeing as the marshlands has both coal and copper as potential resources, it can be a good idea to choose a blueprint with a copper bar recipe to potentially benefit from said resources. Additionally, choosing a caravan option with beavers included can be a good idea, as beavers benefit from +5 resolve when working in a mine.

Other species that work well in the marshlands are lizards and harpies, as their specialities in trapper's and herbalist's camps are great for making use of the available resources. The abundance of meat and especially of mushrooms, makes choosing the "Meat Specialization" and "Fungal Guide" epic cornerstones a powerful pick, especially during the first year, as the player will likely find many nodes of the appropriate types in glades. Keep in mind that choosing these blueprints will hinder the player's ability to make use of the giant nodes' secondary resources, as more time will be taken to deliver the primary resource, rather than actually harvesting from the node.

See Also