Timestamps for each glade event and their grading (Good - Bad - Ugly) Dangerous glade events: 3:16 Altar of Decay - Bad / Okay 6:07 Harmony Spirit Altar - Good 7:25 Rain Spirit Totem - Bad 9:18 Totem of Denial - Good 11:34 Forgotten Temple of the Sun - Good 13:30 Forsaken Crypt - Good 15:00 Open Vault - Good 17:01 Merchant Shipwreck - Bad 19:44 Fuming Machinery - Bad 22:45 Leaking Cauldron - Ugly 26:05 Stonetooth Termite Burrow - Bad / Okay 28:04 Blood Flower - Ugly 29:12 Ancient Shrine - Bad 31:13 Fishmen Cave - Ugly 34:34 Escaped Convicts - Bad 36:07 Large Destroyed Caravan - Bad 37:45 Small Destroyed Caravan - Bad 38:36 Hidden Trader Cemetery - Bad 41:07 Fallen Fox Scouts, Beaver Traders, Harpy Scientists, Human Explorers, Lizard Hunters - Ugly 43:57 Corrupted Caravan - Bad 47:58 Blightrot Cauldron - Good 50:21 Withered Tree - Good 52:31 Petrified Tree - Good / Almost bad Forbidden glade events 54:51 Infected Drainage Mole - Ugly 58:16 Drainage Mole - Good 59:35 Hungry Mistworm - Good 1:01:09 Fishmen Outpost - Bad 1:02:35 Giant Stormbird's Nest - Bad 1:04:39 Ancient Burial Site - Bad 1:06:05 Destroyed Rainpunk Foundry - Ugly 1:08:49 Lightning Catcher - Bad 1:10:55 Fishmen Lighthouse - Bad 1:12:43 Destroyed Cage of the Warbeast - Ugly 1:14:15 Fishmen Soothsayer - Good 1:17:00 Dark Gate - Bad / Ugly 1:18:12 Wildfire - Good 1:19:41 Noxious Machinery - Good
The one thing I can say about destroyed cage of the warbeast is that if you're low on food it's possible to spawn a bunch of blood flowers, put literally all your villagers to work on them, and then only your firekeeper gets hungry. You can lose all of your almost 0 food, then the rewards can rebound you hard. I did that once and ended up getting like 4 purple perks, plenty of food, and tons of metal bars and other stuff. Honestly if you have sea marrow and some nice event speed bonuses it might be worth it to do it on purpose.
Please make one about Embark bonuses. Recently I've kinda fallen in love with the training gear line when it's priced at 5, especially on non-stone maps, and I'm not sure if I'm a moron or not.
I might not agree with your placement on everything in these tier lists, but I do appreciate the data based approach you take with your spreadsheets. Visible effort in these tier lists really shows over a "just vibes" tier list.
The really interesting thing about forbidden glade events I've noticed is that a lot of them are actually at their least harmful if you choose to open a forbidden glade early. This is my go-to strategy on marshlands, but I think it can be applied to any biome if you prepare for it a little bit (make sure you have solves available for the most dangerous ones) For example, the stormbird just summons a storm with double hostility penalty; year 1-2 is the only time you can reliably be at 0 hostility without rolling the right cornerstones/blueprints, so as long as you make some housing and a park beforehand to keep everyone's resolve above 0 there's basically no threat. Same for the fishmen light house, the early hostility penalty while working it isn't nearly as bad as later in the game when your hostility is already high, you can just remove your woodcutters and enjoy trading 30 oil for 1-2 perks and a bunch of high value resources. Tanking the 300 hostility to get the sea marrow delivery is admittedly more difficult but still doable, and having that sea marrow delivery from year 2 adds up to some insane numbers over the course of the game. The caged war beast spawns a bunch of blood flowers, but when your population is low you can just assign a scout (or two) to every flower, and none of them will take a break and go hungry while working; you'll lose your starting food reserves, sure, but looting 4-6 blood flowers is going to end with you having much more than you started with, making this purely beneficial compared to later on when it will completely drain your food stores and starve all your non-scouts. I've had games where I pop a forbidden glade early, see an ancient burial site, and literally ignore it to let it spawn blood flowers on purpose so that I can loot them for resources - which gives you plenty of time to crank out the 15 packs of building materials to solve it aftewards. This is also doable with the rainpunk foundry, to a degree, but since those flowers don't all spawn at once it will take a little bit of micromanaging your food to keep people from starving; i.e having someone start working in the field kitchen to store raw food supplies and then unpack them after you finish a blood flower so you have food for them to eat on their break. Blood flowers early game are very shockingly easy to cheese, but I consider that a fair trade for how destructive they are later on. Fishman soothsayer messing you up every time you use complex food or services? You don't have any of that in year 1-2 anyway, again it's totally free. Even the corrupted drainage mole spawning a billion cysts can be cheesed early game, because if you destroy all your buildings you'll only be left with the maximum number that can fit on the warehouse which you can easily deal with. Late in the game destroying all your infrastructure just to deal with a glade event is an absurd amount of labor time wasted but early on it's practically free. There is one major exception to this, though, which is the Dark Gate. There's almost no way to tank the -16 resolve while sealing the dark gate, and performing the ritual can literally just kill all your villagers if you're unlucky, since the random villager that dies when work is started can be the scout that started working - which you then have to replace with another villager who might also die. Adding in the fact that you might need to work it with 2 villagers if you couldn't get the resources to solve it fast enough, and you can actually just lose your whole settlement to bad luck on this; and even just losing 2 villagers early on really sucks. Obviously not solving the event in time is run ending because 10 villager deaths might just be your whole settlement.
One nice thing about amber is if you open a glade and you don't have what you need to solve it, you likely have enough time to call a trader, buy what you need off of them, and then solve it. I wouldn't recommend relying on this, but this is a solid play if you get caught off guard.
I like Resin a bit more than C tier. You just automatically find you have it half the time from trees and other off resources collected. So Resin and Stone are just super useful early game. Other resources you can just find in caches if you need them. and you can open those caches with stone.
on the event like rainpunk foundry (or any time dependent) - just build small warehouse next to the event - it will save 1-2 mins of resource logistic to the event
Fishmen soothsayer is bugged in some games, when its bugged its absolutely the worst event you can get since it just randomly kill 2 citizens every 20 sec, an absolute nightmare
Hey AngryPidgeon! I must say I love the analytical rigour in your videos. I hope you will revisit your past tierlists. Maybe it is also an idea to make videos on general economical principles (different priorities in different phases of the game, an overview of different strategies in different situations? Please keep them coming.
I want to disagree a little bit with the philosophy that you shouldn't be losing villagers and the altar of decay is mid. The game gives you so many villagers, not so much the first couple of years, but mid to late game I always find myself with a burdensome amount of newcomers. They add hostility and consume housing, food and goods. I will often delay or outright skip accepting them if I don't have pressing production needs that have to be filled. The AoD really mitigates against the drawbacks of taking more villagers by giving generous reductions to hostility and makes me more inclined to use the forbidden altar, too. The resolve bonuses from the reduced hostility and the base benefit of the AoD are consistently game-winning for me.
@@dobriyars I enjoy having high impatience. It means lower hostility and more resolve gain. I'm never afraid of losing because I always keep an order ready to turn in and with enough of the citadel unlocked, you get 1:30 before losing after maxing impatience. As many villagers as you need can die during that time with no consequence. I run the timer down to less than 10 seconds and turn in an order. Easy game.
I can assure you you DO NOT want to burn villagers for hostility at high prestige. Lol Just don't accept the new villagers. It's that simple. The "meta" strat is to burn a villager group to attack the trader, the cost of this is very high tho as you gain 5-8 impatience + 50% trade delay + 1-3 years trader delay. Don't do it unless you are supremely confident about rushing rep with the stolen goods. This will cost you the game otherwise.
iv won a few games that i was losing hard because alter of decay dropped my hostility down to like nothing instantly maxing my resolves. Losing a person and if you havnt lost anyone ever the effect is pretty low but on a game going poorly or with some bad events (or if your running lose 1 villager but see whats in every glade perk) it can be a major life savor
AAaaa I need to backseat your last livestream somewhere, Royal Woodlands, you had +/-115 hostility, you wanted to save blue water, needed the Haunted building but would produce -3 resolve every 45 seconds.... But you had a major excess of wood you could have used to sacrifice in the hearth! Sacrifice is not great but I think it was the right move in that specific situation :) That said you basically taught me how to play this game so I say this with complete humility 😂
minor comment - ancient tablets are great for 3 lvl seals closure, so for forbidden events under the seal - usually LHS is way better then RHS (as it is only reduce impatience by -0.5, and amber never an issue with proper trading)
Also I think you're underrating Altar of Decay. Sure as a first glade event it's a bit of a lemon to sacrifice a villager, but if you screw up anything else it can really jump in to save you. Like I had a run today where I was getting brick-locked, was late on getting my blight post up, and accidentally lost 3 villagers to a blightrot pop. I also needed to attack a trader because a Lizard was going to leave anyway earlier and lost 2 there. Then I found the forbidden glade event that required me to sacrifice someone. (Marshlands and in trouble? Might as well open a forbidden glade and hope for a palatable event and a usable giant node.) Finding an Altar of decay was awesome. Suddenly I got -160 hostility and the game was easy. And sure, that game was a bit of a cluster, but the point is that the worse you're doing the better it is, and it can really break you out of negative loops far better and on top of the impatience from villagers leaving. I mean, you liked canibalism because it was good at making you not lose. Everyone loves Reb Spirit. So why not love Altar of Decay?
It's 'lose less' instead of win-more. A little note; altar of decay becomes much better if you find two or three, as it's quadratic (each costs a villager, but the -hostility grows 20, 80, 180).
I love to play risky and open an early dangerous glade on Viceroy atm, and I got the Merchant Shipwreck. I don't have the tools or pipes, I'd have to spend 9/12 parts, and the first two traders didn't have coats. Pretty bad luck getting it early IMO.
Also I didn't know not all of those consequences are permanent! I literally thought that if I failed the war beast I would need to deal with +240 hostility for the rest of the run forever...
Hi, I'm getting into AtS, and just beat Viceroy, barely. Id really like to hear what strategies and choices you make through out the game in each biome. I only just unlocked foxes, so maybe my level is just way too low.
As a newbie, i start a game with extra villager and extra stone (while avoiding using stone to make bricks) After that, i bring Villagers, Training gear, Oil in every start. Amber is overrated.
The tier list is pretty dark and the spreadsheet is pretty bright. You might consider setting your spreadsheet to a high contrast theme using dark colors like white text on black cells.
Unless your hostility level is zero (at which point you pretty much win anyway), -hostility and +resolve are most definitely not sort-able. You shouldn't say 'I always take +resolve over -hostility' as that is just a dumb thing to do. Would you take +1 resolve over -300 hostility? of course not. Same other way around. Here's a thing to think about: In Storm, 1 hostility level is 6 resolve (16 hostility per point), or more with nasty effects. In drizzle/clearance, its 1 hostility level = 2 resolve (50 hostility per point). Exact value will vary from game to game depending on what cornerstones/buildings you have. I'd expect the value to always be within that 2 to 6 resolve per hostility level range pretty much always, averaging in the middle of that, around 4. Or 1 global resolve point ~= 25 hostility reduction.
Timestamps for each glade event and their grading (Good - Bad - Ugly)
Dangerous glade events:
3:16 Altar of Decay - Bad / Okay
6:07 Harmony Spirit Altar - Good
7:25 Rain Spirit Totem - Bad
9:18 Totem of Denial - Good
11:34 Forgotten Temple of the Sun - Good
13:30 Forsaken Crypt - Good
15:00 Open Vault - Good
17:01 Merchant Shipwreck - Bad
19:44 Fuming Machinery - Bad
22:45 Leaking Cauldron - Ugly
26:05 Stonetooth Termite Burrow - Bad / Okay
28:04 Blood Flower - Ugly
29:12 Ancient Shrine - Bad
31:13 Fishmen Cave - Ugly
34:34 Escaped Convicts - Bad
36:07 Large Destroyed Caravan - Bad
37:45 Small Destroyed Caravan - Bad
38:36 Hidden Trader Cemetery - Bad
41:07 Fallen Fox Scouts, Beaver Traders, Harpy Scientists, Human Explorers, Lizard Hunters - Ugly
43:57 Corrupted Caravan - Bad
47:58 Blightrot Cauldron - Good
50:21 Withered Tree - Good
52:31 Petrified Tree - Good / Almost bad
Forbidden glade events
54:51 Infected Drainage Mole - Ugly
58:16 Drainage Mole - Good
59:35 Hungry Mistworm - Good
1:01:09 Fishmen Outpost - Bad
1:02:35 Giant Stormbird's Nest - Bad
1:04:39 Ancient Burial Site - Bad
1:06:05 Destroyed Rainpunk Foundry - Ugly
1:08:49 Lightning Catcher - Bad
1:10:55 Fishmen Lighthouse - Bad
1:12:43 Destroyed Cage of the Warbeast - Ugly
1:14:15 Fishmen Soothsayer - Good
1:17:00 Dark Gate - Bad / Ugly
1:18:12 Wildfire - Good
1:19:41 Noxious Machinery - Good
The one thing I can say about destroyed cage of the warbeast is that if you're low on food it's possible to spawn a bunch of blood flowers, put literally all your villagers to work on them, and then only your firekeeper gets hungry. You can lose all of your almost 0 food, then the rewards can rebound you hard. I did that once and ended up getting like 4 purple perks, plenty of food, and tons of metal bars and other stuff.
Honestly if you have sea marrow and some nice event speed bonuses it might be worth it to do it on purpose.
Please make one about Embark bonuses. Recently I've kinda fallen in love with the training gear line when it's priced at 5, especially on non-stone maps, and I'm not sure if I'm a moron or not.
I might not agree with your placement on everything in these tier lists, but I do appreciate the data based approach you take with your spreadsheets. Visible effort in these tier lists really shows over a "just vibes" tier list.
The really interesting thing about forbidden glade events I've noticed is that a lot of them are actually at their least harmful if you choose to open a forbidden glade early. This is my go-to strategy on marshlands, but I think it can be applied to any biome if you prepare for it a little bit (make sure you have solves available for the most dangerous ones)
For example, the stormbird just summons a storm with double hostility penalty; year 1-2 is the only time you can reliably be at 0 hostility without rolling the right cornerstones/blueprints, so as long as you make some housing and a park beforehand to keep everyone's resolve above 0 there's basically no threat. Same for the fishmen light house, the early hostility penalty while working it isn't nearly as bad as later in the game when your hostility is already high, you can just remove your woodcutters and enjoy trading 30 oil for 1-2 perks and a bunch of high value resources. Tanking the 300 hostility to get the sea marrow delivery is admittedly more difficult but still doable, and having that sea marrow delivery from year 2 adds up to some insane numbers over the course of the game.
The caged war beast spawns a bunch of blood flowers, but when your population is low you can just assign a scout (or two) to every flower, and none of them will take a break and go hungry while working; you'll lose your starting food reserves, sure, but looting 4-6 blood flowers is going to end with you having much more than you started with, making this purely beneficial compared to later on when it will completely drain your food stores and starve all your non-scouts. I've had games where I pop a forbidden glade early, see an ancient burial site, and literally ignore it to let it spawn blood flowers on purpose so that I can loot them for resources - which gives you plenty of time to crank out the 15 packs of building materials to solve it aftewards. This is also doable with the rainpunk foundry, to a degree, but since those flowers don't all spawn at once it will take a little bit of micromanaging your food to keep people from starving; i.e having someone start working in the field kitchen to store raw food supplies and then unpack them after you finish a blood flower so you have food for them to eat on their break. Blood flowers early game are very shockingly easy to cheese, but I consider that a fair trade for how destructive they are later on.
Fishman soothsayer messing you up every time you use complex food or services? You don't have any of that in year 1-2 anyway, again it's totally free.
Even the corrupted drainage mole spawning a billion cysts can be cheesed early game, because if you destroy all your buildings you'll only be left with the maximum number that can fit on the warehouse which you can easily deal with. Late in the game destroying all your infrastructure just to deal with a glade event is an absurd amount of labor time wasted but early on it's practically free.
There is one major exception to this, though, which is the Dark Gate. There's almost no way to tank the -16 resolve while sealing the dark gate, and performing the ritual can literally just kill all your villagers if you're unlucky, since the random villager that dies when work is started can be the scout that started working - which you then have to replace with another villager who might also die. Adding in the fact that you might need to work it with 2 villagers if you couldn't get the resources to solve it fast enough, and you can actually just lose your whole settlement to bad luck on this; and even just losing 2 villagers early on really sucks. Obviously not solving the event in time is run ending because 10 villager deaths might just be your whole settlement.
One nice thing about amber is if you open a glade and you don't have what you need to solve it, you likely have enough time to call a trader, buy what you need off of them, and then solve it. I wouldn't recommend relying on this, but this is a solid play if you get caught off guard.
I like Resin a bit more than C tier. You just automatically find you have it half the time from trees and other off resources collected. So Resin and Stone are just super useful early game. Other resources you can just find in caches if you need them. and you can open those caches with stone.
on the event like rainpunk foundry (or any time dependent) - just build small warehouse next to the event - it will save 1-2 mins of resource logistic to the event
probably going to have a hard time spitting out 12 packs of building mats in like 4min anyways...
Fishmen soothsayer is bugged in some games, when its bugged its absolutely the worst event you can get since it just randomly kill 2 citizens every 20 sec, an absolute nightmare
Lost my silver seal first time trying prestige, and on seal due to this and villagers dying or leaving
Your video are super awesome just wanted to let you know i learned a lot about the game in such short amount of time, nice voice, nice explanation.
Hey AngryPidgeon! I must say I love the analytical rigour in your videos. I hope you will revisit your past tierlists. Maybe it is also an idea to make videos on general economical principles (different priorities in different phases of the game, an overview of different strategies in different situations? Please keep them coming.
I want to disagree a little bit with the philosophy that you shouldn't be losing villagers and the altar of decay is mid. The game gives you so many villagers, not so much the first couple of years, but mid to late game I always find myself with a burdensome amount of newcomers. They add hostility and consume housing, food and goods. I will often delay or outright skip accepting them if I don't have pressing production needs that have to be filled. The AoD really mitigates against the drawbacks of taking more villagers by giving generous reductions to hostility and makes me more inclined to use the forbidden altar, too. The resolve bonuses from the reduced hostility and the base benefit of the AoD are consistently game-winning for me.
On high prestige diff each dead villager is 0.8+ impatience, so it could be really dangerous to use AoD (at least more then 5-7 times)
@@dobriyars I enjoy having high impatience. It means lower hostility and more resolve gain. I'm never afraid of losing because I always keep an order ready to turn in and with enough of the citadel unlocked, you get 1:30 before losing after maxing impatience. As many villagers as you need can die during that time with no consequence. I run the timer down to less than 10 seconds and turn in an order. Easy game.
@@brocparker2426 ough, i need to reach that level first :). Should try your tactics after reaching this 1:30 upgrade
I can assure you you DO NOT want to burn villagers for hostility at high prestige. Lol
Just don't accept the new villagers. It's that simple.
The "meta" strat is to burn a villager group to attack the trader, the cost of this is very high tho as you gain 5-8 impatience + 50% trade delay + 1-3 years trader delay. Don't do it unless you are supremely confident about rushing rep with the stolen goods.
This will cost you the game otherwise.
iv won a few games that i was losing hard because alter of decay dropped my hostility down to like nothing instantly maxing my resolves. Losing a person and if you havnt lost anyone ever the effect is pretty low but on a game going poorly or with some bad events (or if your running lose 1 villager but see whats in every glade perk) it can be a major life savor
AAaaa I need to backseat your last livestream somewhere, Royal Woodlands, you had +/-115 hostility, you wanted to save blue water, needed the Haunted building but would produce -3 resolve every 45 seconds.... But you had a major excess of wood you could have used to sacrifice in the hearth! Sacrifice is not great but I think it was the right move in that specific situation :)
That said you basically taught me how to play this game so I say this with complete humility 😂
Glad to see you back. I just got into this game and your videos are quite useful.
minor comment - ancient tablets are great for 3 lvl seals closure, so for forbidden events under the seal - usually LHS is way better then RHS (as it is only reduce impatience by -0.5, and amber never an issue with proper trading)
Incense line + training gear line is a hell of a drug.
Also I think you're underrating Altar of Decay. Sure as a first glade event it's a bit of a lemon to sacrifice a villager, but if you screw up anything else it can really jump in to save you. Like I had a run today where I was getting brick-locked, was late on getting my blight post up, and accidentally lost 3 villagers to a blightrot pop. I also needed to attack a trader because a Lizard was going to leave anyway earlier and lost 2 there. Then I found the forbidden glade event that required me to sacrifice someone. (Marshlands and in trouble? Might as well open a forbidden glade and hope for a palatable event and a usable giant node.) Finding an Altar of decay was awesome. Suddenly I got -160 hostility and the game was easy.
And sure, that game was a bit of a cluster, but the point is that the worse you're doing the better it is, and it can really break you out of negative loops far better and on top of the impatience from villagers leaving.
I mean, you liked canibalism because it was good at making you not lose. Everyone loves Reb Spirit. So why not love Altar of Decay?
It's 'lose less' instead of win-more. A little note; altar of decay becomes much better if you find two or three, as it's quadratic (each costs a villager, but the -hostility grows 20, 80, 180).
These videos are good and you have a good voice
I love to play risky and open an early dangerous glade on Viceroy atm, and I got the Merchant Shipwreck. I don't have the tools or pipes, I'd have to spend 9/12 parts, and the first two traders didn't have coats. Pretty bad luck getting it early IMO.
I really like your videos! Are you considering doing series of game plays on different biomes?
Altar of Decay is so broken, I cannot imagine it not being changed in a future update. It's a S++.
What do people do with it anyway? Is the meme play of just spamming the start work button to kill off 20 villagers actually a good idea?
This is amazing! Thank you for making this!
Also I didn't know not all of those consequences are permanent! I literally thought that if I failed the war beast I would need to deal with +240 hostility for the rest of the run forever...
so Oil is awesome.
then incense.
tools and stone.
provision and amber.
food sometimes.
cloth?
Hi, I'm getting into AtS, and just beat Viceroy, barely. Id really like to hear what strategies and choices you make through out the game in each biome. I only just unlocked foxes, so maybe my level is just way too low.
Can you do embarkation tier list :) ?
as a 104hourtime played againts the storm enjoyer , it is save to say this video is enjoyable to listen... but im pepega on prestige 2...
I just see...
Carpenter....
oil building... food combo
inscence building... food combo
Am i wrong?
altar of decay is good in good amount of scenarios, but yeah many games there is no need for it
can you make some guides on game?
As a newbie, i start a game with extra villager and extra stone (while avoiding using stone to make bricks)
After that, i bring Villagers, Training gear, Oil in every start. Amber is overrated.
The tier list is pretty dark and the spreadsheet is pretty bright. You might consider setting your spreadsheet to a high contrast theme using dark colors like white text on black cells.
Unless your hostility level is zero (at which point you pretty much win anyway), -hostility and +resolve are most definitely not sort-able. You shouldn't say 'I always take +resolve over -hostility' as that is just a dumb thing to do. Would you take +1 resolve over -300 hostility? of course not. Same other way around. Here's a thing to think about: In Storm, 1 hostility level is 6 resolve (16 hostility per point), or more with nasty effects. In drizzle/clearance, its 1 hostility level = 2 resolve (50 hostility per point). Exact value will vary from game to game depending on what cornerstones/buildings you have. I'd expect the value to always be within that 2 to 6 resolve per hostility level range pretty much always, averaging in the middle of that, around 4. Or 1 global resolve point ~= 25 hostility reduction.
Just started viewing this; it kind of feels like spoiler information? Maybe I'll stop and come back later.