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* TheLostWoods: As a result of the Blightstorm, the world is constantly changing every thirty to forty years, and, as a result, settlements are always located in an unexplored region of the vast forests that cover the kingdom. The people ''know'' that there's plenty of resources out there, but they ''don't know'' what they are, where they might be, or more importantly, how dangerous it is to get them. The only way to find out is to venture into the unknown...

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* TheLostWoods: As a result of the Blightstorm, the world is constantly changing every thirty to forty years, years and, as a result, settlements are always located in an unexplored region of the vast forests that cover the kingdom. The people ''know'' that there's plenty of resources out there, but they ''don't know'' what they are, where they might be, or more importantly, how dangerous it is to get them. The only way to find out is to venture into the unknown...



* ReasonableAuthorityFigure: The Scorched Queen isn't that awful to work for really, drastic measures aside. Her impatience takes in-game years before she decides to pull the plug, and her impatience drops when you start making progress. Hell as you climb the ranks, her impatience rate actually slows down, meaning that as you prove yourself more and more, she's more understanding if you're struggling.

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* ReasonableAuthorityFigure: The Scorched Queen isn't that awful to work for really, drastic measures aside. Her impatience takes in-game years before she decides to pull the plug, and her impatience drops when you start making progress. Hell as you climb the ranks, her impatience rate actually generally slows down, meaning that as you prove yourself more and more, she's more understanding if you're struggling.



* {{Roguelike}}: Unlike most city builders, you are not expected to spend a long period of time on a particular settlement -- rather, a chain of numerous smaller settlements -- and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.

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* {{Roguelike}}: Unlike most city builders, you are you're not expected to spend a long period of time on a particular settlement -- rather, a chain of numerous smaller settlements -- and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.



* VideoGameCaringPotential: Certain glade events let you choose an "empathy" outcome. These include feeding giant wild animals, putting ghosts to rest, and sparing the Treasure Stag.

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* VideoGameCaringPotential: Certain glade events let you choose an "empathy" outcome. These include feeding giant wild animals, putting ghosts to rest, and sparing the various Treasure Stag.Stags.
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* LionsAndTigersAndHumansOhMy: In this world, humans live alongside anthropomorphic beavers, lizards, and foxes.

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* LionsAndTigersAndHumansOhMy: In this world, humans live alongside anthropomorphic beavers, lizards, harpies, and foxes.
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* AntiFrustrationFeatures: Your people take the fastest route they can to get around everything that's been built. If this is impossible, they just cut straight through whatever buildings or environment is in their way. Especially useful for woodcutters.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
Your people take the fastest route they can to get around everything that's been built. If this is impossible, they just cut straight through whatever buildings or environment is in their way. Especially useful for woodcutters.woodcutters.
** If you're unable to find/win on any world modifiers that give Machinery and/or Artifacts for Smoldering City upgrades, any seal fragments you have at the end of a cycle are converted into such, in addition to the usual Food Stockpiles.
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General clarification on works content


* TheMarvelousDeer: While cutting through glades, there's a chance of encountering a treasure stag, which are considered to be forest spirits. You have the choice to either capture or release it; capturing it gives you some rare rewards, but also a curse, while releasing it gives you a buff to your villagers' resolve and a reputation point.

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* TheMarvelousDeer: While cutting through glades, there's a chance of encountering a treasure stag, which are considered to be forest spirits. You have the choice to either capture or release it; capturing it gives you some rare rewards, but also a curse, while releasing it gives you a buff to your villagers' resolve and a reputation point.fewer rewards.
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** Averted with general production however. End products all require some kind of gathering or farming, and may require intermediary steps as well. Coats, for example, require gathering plant fiber or reeds (requiring a Harvester camp), refining that into Cloth (one of many possible buildings), and then refining the Cloth into Coats (usually a Clothier or similar building).

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** Averted with general production however. End products all require some kind of gathering or farming, and may require intermediary steps as well. Coats, for example, require gathering plant fiber or reeds (requiring a Harvester camp), refining that into Cloth Fabric (one of many possible buildings), and then refining the Cloth that into Coats (usually a Clothier or similar building).



* FireWaterJuxtaposition: In a world of endless rain, fire is a precious resource. Every settlement is centred around a hearth that gives villagers hope and scares the forest.

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* FireWaterJuxtaposition: In a world of endless rain, fire is a precious resource. Every settlement is centred centered around a hearth that gives villagers hope and scares the forest.
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* SealedEvilInACan: The world map contains a number large, glowing seals that may or may not be connected to the Blightstorm Cycle, which also hold "the Sealed Ones" at bay (only seen as a single large, moving eye in each physical seal). Legend says that the seals would last forever, yet various "seal fragments" found in expeditions have brought doubt to this claim in-universe; it's up to the player to try and plan a chain of settlements toward these seals, and attempt to fix them by the time they arrive each cycle.

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* SealedEvilInACan: The world map contains a number large, glowing seals that may or may not be connected to the Blightstorm Cycle, which also hold "the Sealed Ones" at bay (only bay, who are only seen as a single large, moving eye in each physical seal). seal (creepily enough, this includes when the game is ''paused''). Legend says that the seals would last forever, yet various "seal fragments" seal fragments found in expeditions have brought doubt to this claim in-universe; it's up to the player to try and plan a chain of settlements toward these seals, and attempt to fix them by the time they arrive each cycle.
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** Settlements next to Seals still play like normal, but filling the Reputation bar doesn't win the game. You need to both find the seal itself --- with every glade containing a marker pointing toward its general direction -- and reassemble four parts for an Ancient Guardian that'll finish the job.

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** Settlements next to Seals still play like normal, but filling the Reputation bar doesn't win the game. You need to both find the seal itself --- -- with every glade containing a marker pointing toward its general direction -- and reassemble four parts for an Ancient Guardian that'll finish the job.
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** It's possible to start your settlement next to "world modifiers", which give some benefit or drawback, while promising greater rewards as a result. Most are fairly simple --- "start with 50 hostility", "no fertile land", etc -- but the Fishmen Ritual Ground changes the entire game: envoys refuse to go near the area, and, as a result, ''you get no orders''. Orders are the primary way of getting difficult-to-obtain resources and Reputation points, plus a major source of new villagers outside of the yearly influx, and so ''not'' having access to them makes the game considerably more difficult: the only way to increase Reputation is by getting high Resolve (difficult to do until you've expanded into several glades) and Glade Events (difficult to do as they require resources you might not have easy access to).

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** It's possible to start your settlement next to "world modifiers", which give some benefit or drawback, while promising greater rewards as a result. Most are fairly simple --- -- "start with 50 hostility", "no fertile land", etc -- but the Fishmen Ritual Ground changes the entire game: envoys refuse to go near the area, and, as a result, ''you get no orders''. Orders are the primary way of getting difficult-to-obtain resources and Reputation points, plus a major source of new villagers outside of the yearly influx, and so ''not'' having access to them makes the game considerably more difficult: the only way to increase Reputation is by getting high Resolve (difficult to do until you've expanded into several glades) and Glade Events (difficult to do as they require resources you might not have easy access to).
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** Species-specific housing provides an extra boost to Resolve for the species, which combined with standard housing in-settlement will nearly double the Resolve gain, but the species-specific houses generally require a lot of advanced resources[[note]]Beaver houses are the cheapest at ''only'' 8 Wooden Planks, but a Big House - which holds 3 times as many people - merely costs ''4'' Wooden Planks[[/note]], and only hold ''two'' people, while even the most basic shelter costs a pittance of lumber and holds ''three''. They can also be upgraded with several bonuses, but the player has to decide whether the resources needed to do so is worth it or not.

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** Species-specific housing provides an extra boost to Resolve for the species, which combined with standard housing in-settlement bonuses will nearly double the Resolve gain, but the species-specific houses generally require a lot of advanced resources[[note]]Beaver houses are the cheapest at ''only'' 8 Wooden Planks, but a Big House - which holds 3 times as many people - merely costs ''4'' Wooden Planks[[/note]], and only hold ''two'' people, while even the most basic shelter costs a pittance of lumber and holds ''three''. They can also be upgraded with several bonuses, but the player has to decide whether the resources needed to do so is worth it or not.
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* AnArmAndALeg: Its noted that the most powerful of the Viceroys, the Queen's Hands, are missing an arm. [[spoiler:Becoming a Hand yourself by completing the Queen's Hand Trial reveals why. The ceremony for becoming a Hand involves shaking the Scorched Queen's hand, and since she's a Phoenix covered in flames, the handshake burns your entire arm off.]]

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* AnArmAndALeg: Its noted that the most powerful of the Viceroys, the Queen's Hands, are all missing an arm. [[spoiler:Becoming a Hand yourself by completing the Queen's Hand Trial reveals why. The ceremony for becoming a Hand involves shaking the Scorched Queen's hand, and since she's a Phoenix covered in flames, the handshake burns your entire arm off.]]
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** It's possible to start your settlement next to "world modifiers", which give some benefit or drawback, while promising greater rewards as a result. Most are fairly simple --- "start with 50 hostility", "no fertile land", etc -- but the Fishmen Ritual Ground changes the entire game: envoys refuse to go near the area, and, as a result, ''you get no orders''. Orders are the primary way of getting difficult-to-obtain resources, Reputation points, and new villagers, and so ''not'' having access to them makes the game considerably more difficult: the only way to increase Reputation is by getting high Resolve (difficult to do until you've expanded into several glades) and Glade Events (difficult to do as they require resources you might not have easy access to).

to:

** It's possible to start your settlement next to "world modifiers", which give some benefit or drawback, while promising greater rewards as a result. Most are fairly simple --- "start with 50 hostility", "no fertile land", etc -- but the Fishmen Ritual Ground changes the entire game: envoys refuse to go near the area, and, as a result, ''you get no orders''. Orders are the primary way of getting difficult-to-obtain resources, resources and Reputation points, and plus a major source of new villagers, villagers outside of the yearly influx, and so ''not'' having access to them makes the game considerably more difficult: the only way to increase Reputation is by getting high Resolve (difficult to do until you've expanded into several glades) and Glade Events (difficult to do as they require resources you might not have easy access to).
Is there an issue? Send a MessageReason:
None


* TheMarvelousDeer: While cutting through glades, there's a chance of encountering a treasure stag. You have the choice to either capture or release it; capturing it gives you some rare rewards, but also a curse, while releasing it gives you a buff to your villagers' resolve and a reputation point.

to:

* TheMarvelousDeer: While cutting through glades, there's a chance of encountering a treasure stag.stag, which are considered to be forest spirits. You have the choice to either capture or release it; capturing it gives you some rare rewards, but also a curse, while releasing it gives you a buff to your villagers' resolve and a reputation point.

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The tooltip mentions it now.


* GuideDangIt: Minor, but when it comes to marking/clearing trees for Woodcutter camps, the game doesn't tell you that you can use Shift to massively narrow the reticle. This allows for much more precise tree-clearing, and, by extension, much faster progression toward glades if you need to hurry.


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* TheMarvelousDeer: While cutting through glades, there's a chance of encountering a treasure stag. You have the choice to either capture or release it; capturing it gives you some rare rewards, but also a curse, while releasing it gives you a buff to your villagers' resolve and a reputation point.
Is there an issue? Send a MessageReason:
None


* {{Roguelike}}: Unlike most city builders, you are not expected to spend a long period of time on a particular settlement - rather, a chain of numerous smaller settlements - and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.

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* {{Roguelike}}: Unlike most city builders, you are not expected to spend a long period of time on a particular settlement - -- rather, a chain of numerous smaller settlements - -- and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.
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* {{Planimal}}: The Coral Forest biome contains trees shaped like coral and mussels; cutting down the latter has a chance of yielding meat.

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Alphabetizing example(s)


* LionsAndTigersAndHumansOhMy: In this world, humans live alongside anthropomorphic beavers, lizards, and foxes.



* LionsAndTigersAndHumansOhMy: In this world, humans live alongside anthropomorphic beavers, lizards, and foxes.
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* FireWaterJuxtaposition: In a world of endless rain, fire is a precious resource. Every settlement is centred around a hearth that gives villagers hope and scares the forest.
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None

Added DiffLines:

* LionsAndTigersAndHumansOhMy: In this world, humans live alongside anthropomorphic beavers, lizards, and foxes.
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Spelling/grammar fix(es)


The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the lands and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must find a way to delay the Blightstorm by closing the seals scattered across the land.

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The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as storms]]. As if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the lands and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must find a way to delay the Blightstorm by closing the seals scattered across the land.
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This part seemed walkthrough mode-y and the example makes sense without it.


* {{Roguelike}}: Unlike most city builders, you are not expected to spend a long period of time on a particular settlement - rather, a chain of numerous smaller settlements - and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In particular, Coats are almost always worth making, as three of the five available species have great Resolve benefits from having coats - however, Coats usually require at least three particular buildings to make, and require a source of plant fiber or reeds. Missing ''any'' of those means you're not going to making Coats yourself, and you'll have to adapt. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.

to:

* {{Roguelike}}: Unlike most city builders, you are not expected to spend a long period of time on a particular settlement - rather, a chain of numerous smaller settlements - and your options are almost always randomized. You start with a few "essential" buildings and resources, and additional buildings are provided when you gain Reputation points or complete some glade events or orders, but they are randomly provided from a list of three or four possible buildings, and you can only choose one. Cornerstones, the modifiers that affect your entire settlement, are provided once a year, and you have to choose one from a list of three or four. New settlers also show up about once a year, and are a random assortment of three-out-of-five species for that settlement, which makes it difficult to settle into any particular strategy. In particular, Coats are almost always worth making, as three of the five available species have great Resolve benefits from having coats - however, Coats usually require at least three particular buildings to make, and require a source of plant fiber or reeds. Missing ''any'' of those means you're not going to making Coats yourself, and you'll have to adapt. In addition, completing settlements successfully gives you food provisions, machinery and artifacts, which are used back at the Smoldering Citadel to unlock new options for future settlements. Nearly all of them give a minor bonus, such as -2% speed to Queen's Impatience gain, but they also unlock new buildings for the random shuffle, new species, new options for your embarkation choices, increasing the amount of stuff and people you take with you to new settlements, and even guaranteed resources. While this makes things easier, settlements generally get ''harder'' to build as time progresses.
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The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the world and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must find a way to delay the Blightstorm by closing the seals scattered across the land.

to:

The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the world lands and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must find a way to delay the Blightstorm by closing the seals scattered across the land.
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None

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* AnArmAndALeg: Its noted that the most powerful of the Viceroys, the Queen's Hands, are missing an arm. [[spoiler:Becoming a Hand yourself by completing the Queen's Hand Trial reveals why. The ceremony for becoming a Hand involves shaking the Scorched Queen's hand, and since she's a Phoenix covered in flames, the handshake burns your entire arm off.]]
Is there an issue? Send a MessageReason:
None


The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the world and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must try to research a way

to:

The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the world and leaves only the wilderness in its wake. The only known safe haven from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys, and must try find a way to research a way
delay the Blightstorm by closing the seals scattered across the land.
Is there an issue? Send a MessageReason:
None


The world is wracked by [[PerpetualStorm constant rain storms]] with the only known safe haven being the Smoldering City ruled by the Scorched Queen. In between the major storms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys.

Each mission takes place on a randomly generated map where you have to build up a settlement and generate enough Reputation before the Queen's Impatience gets too high. Once a settlement is complete you leave it and pick a different location on the world map for the next one. After enough time has passed the storms will arrive which forces everyone to retreat to the Smoldering City and resets the world map.

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The world is wracked by a strange curse, which causes perpetual downcast weather and [[PerpetualStorm constant rain storms]] with storms]], and as if that wasn't enough, every few decades, a cataclysm known as the Blightstorm occurs, which ravages the world and leaves only the wilderness in its wake. The only known safe haven being from the storms, where the sun still shines, is the Smoldering City ruled by the Scorched Queen. In between the major storms Blightstorms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm. The player is placed in the role of one these viceroys.

viceroys, and must try to research a way

Each mission takes place on a randomly generated map where you have to build up a settlement and generate enough Reputation before the Queen's Impatience gets too high. Once a settlement is complete you leave it and pick a different location on the world map for the next one. After enough time has passed passed, the storms next Blightstorm cycle will arrive which forces everyone to retreat to the Smoldering City and resets the world map.
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* HarpingOnAboutHarpies: Harpies are one of the villager species. They specialize in [[AlchemyIsMagic alchemy]] and [[TextileWorkIsFeminine enjoy working with cloth]]. They are fickle and have low Resolve, but their preferences are somewhat easy to satisfy, making them relatively easy to please.

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* HarpingOnAboutHarpies: Harpies are one of the villager species. They specialize in [[AlchemyIsMagic alchemy]] and [[TextileWorkIsFeminine enjoy working with cloth]]. They are fickle and have low Resolve, but their preferences are somewhat easy to satisfy, making them relatively easy to please. They are also unable to fly; the curse that caused the Blightstorm also grounded them for some unknown reason.
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''Against the Storm'' is a {{Fantasy}} game mixing {{Roguelike}} and [[ConstructionAndManagementGames city building]] elements, developed by Eremite Games. Originally released in Early Access on November 1, 2022, the first full version of the game was released on December 8, 2023.

The world is wracked by [[PerpetualStorm constant storms]] with the only safe haven being the Smoldering City ruled by the Scorched Queen. In between the major storms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm.

to:

''Against the Storm'' is a [[AfterTheEnd post-apocalyptic]] {{Fantasy}} game mixing {{Roguelike}} and [[ConstructionAndManagementGames city building]] elements, developed by Eremite Games. Originally released in Early Access on November 1, 2022, the first full version of the game was released on December 8, 2023.

The world is wracked by [[PerpetualStorm constant rain storms]] with the only known safe haven being the Smoldering City ruled by the Scorched Queen. In between the major storms the Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm.
storm. The player is placed in the role of one these viceroys.
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* NotTheIntendedUse: Once you've built a trading post, traders will arrive, offering to sell and buy goods, perks and blueprints. They generally arrive once a year, but you can call them early for an increasing penalty in Queen's Impatience. Because Impatience reduces Forest Hostility, it's entirely possible to call traders one after another to drive up Impatience and push back Hostility, though this can be dangerous if you have no way to reduce Hostility and drive it up too high.

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* NotTheIntendedUse: Once you've built a trading post, traders will arrive, offering to sell and buy goods, perks and blueprints. They generally arrive once a year, but you can call them early for an increasing penalty in Queen's Impatience. Because Impatience reduces Forest Hostility, it's entirely possible to call traders one after another to drive up Impatience and push back Hostility, though this can be dangerous if you have no way to reduce Hostility Impatience and drive it up too high.
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None


''Against the Storm'' is a {{Fantasy}} game mixing {{Roguelike}} and [[ConstructionAndManagementGames city building]] elements, developed by Eremite Games.

The world is wracked by [[PerpetualStorm constant storms]] with the only safe haven being the Smoldering City. In between the major storms the Scorched Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm.

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''Against the Storm'' is a {{Fantasy}} game mixing {{Roguelike}} and [[ConstructionAndManagementGames city building]] elements, developed by Eremite Games.

Games. Originally released in Early Access on November 1, 2022, the first full version of the game was released on December 8, 2023.

The world is wracked by [[PerpetualStorm constant storms]] with the only safe haven being the Smoldering City. City ruled by the Scorched Queen. In between the major storms the Scorched Queen sends out her viceroys to build settlements and gather food and resources to send back to the Smoldering City to prepare for the next storm.
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''Against the Storm'' is a {{Fantasy}} {{Roguelike}} [[ConstructionAndManagementGames city building]] game developed by Eremite Games.

to:

''Against the Storm'' is a {{Fantasy}} game mixing {{Roguelike}} and [[ConstructionAndManagementGames city building]] game elements, developed by Eremite Games.

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