Against the Storm – Basic Guide for Beginners

Against the Storm – Basic Guide for Beginners 1 - steamlists.com
Against the Storm – Basic Guide for Beginners 1 - steamlists.com

I hope you enjoy the Guide we shared about Against the Stormi spent about 100 hours on the demo and had a pretty good understanding of what was being offered. My knowledge mainly focuses on the Royal Woodlands, no Harpies, and the first three levels. Now that the game has been released, I have been playing to learn the rest and will share my tips and tricks as I go.

As it stands now, I recommend that new players stick to the Royal Woodlands as it is the easiest. This information is meant to help you get on your feet. Since the level cap was at 3, I didn’t bother to play with anything beyond settler during the demo. I didn’t bother with anything above settler during the demo because the level cap was at 3.

Some photos are missing from this guide. I haven’t managed to get it to take a screenshot. I will continue to add more pictures as I find more visual aids. This guide may seem jumbled or scattered, but there is much to learn.

You need to be familiar with the basics

Master Race?

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This is what I refer to as a jackpot caravan. My choice for the best race is the Beavers. The most spartan economy is wood, planks, and building materials. Beavers have the potential to double that chance. Humans are my second choice, as they provide an excellent heart bonus (. See below). They also run most of the farms that often end up being crucial to survival.

Two icons are placed in each race’s buildings that indicate if they will receive a +10% to double their production or a +5 resolve.

Beavers love engineering and double their love for wood.

Love brewing makes humans double the number of plants

Lizardmen love meat and love warmth.

Harpies double on alchemy and love clothing – Unlocked at level 4, not many job opportunities.

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Hearth Bonuses

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Each race offers a different bonus in the hearth.

Humans – 25% Slower Impatience (My favorite)

Beavers – 25% slower fuel burn rate (.) stuff burns longer.

Lizardmen – +1 Global Resolve

Harpies – 5 Additional Carry For Workers

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Modifiers

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What are modifiers? Many ask, “Why is everything so wrong?” They either help or hinder you. Anything that allows will only be available during the “Drizzle,” while anything that hurts will only be available during the “storm”. Before you even start anything in the town, make sure you check the modifiers that you receive. Some can be entirely negated by basic housing, while others require services and clothing.

One negative is that you will always have a -4 resolve for every level of hostility during stormy periods. The hostility level is affected by the number of woodcutters you have, how old your town is, and how many glades are opened. You can reduce hostility using different methods and avoid negative perks if you are lucky.

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Switching out items

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Anything marked with arrows around an object can be transformed into something else. This is true for events and manufacturing buildings. Many people didn’t know this and were forced to accept that villagers would die if they didn’t have incense.

Industries, trading, and you.

The Core Resources

All buildings and events use three core manufactured resources. Bricks, Cloth, Planks, and Cloth, are the three core manufactured resources used by buildings and events. Focus on picking three stars from these three options when choosing your facilities. However, The carpenter’s building is slightly more than the lumber mill because it can craft tools to open caches.

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The Farms

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These are common in the early game. I recommend at least one of these as part of your initial three blueprint choices. Otherwise, you might stare at an empty field until you see one.

It will depend on which cornerstones you choose. The small farm will give you a +2 on your broccoli production. An herb garden is an excellent option if you don’t see any real benefits. The herb garden works well with the bakery and cookhouse because the roots can be ground into flour, and the herbs can also be used to make biscuits. One of the best perk combinations I have seen is that for every 75 biscuits, you get +1 herb and root production. If you get it early enough, food production will skyrocket.

Crops are planted in Drizzle and harvested in Clearance. The fields are then ploughed in the storm. ________________________________________________________________

Trading

A trading post is essential for the game. Even if your industry isn’t yet fully set-up, you’ll need to sell any extra planks, cloth, or bricks when a trader visits. You can make a lot of wood by collecting it over time or using perks like Woodcutter’s prayer to add to your inventory. You can get more amber by buying lots of goods, but don’t make too many orders with the makeshift post. It’s not efficient resource-wise.

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Setting Limits

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You will need to set a limit for both crude buildings. They are the most resource-intensive, so they shouldn’t constantly be running. My initial limit is 6, just enough for the good stuff to be built.

How Dangerous Is Dangerous?

An intimidated new player can look at all these skulls and see the larger glades. Don’t be! These glade events require Resin, a shared/uncommon resource in the woodlands. It also requires 2-3 people to manage. If that is not the case, you can use one of the core resources I mentioned previously or none. You can see my gallery to see what I mean.

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Also, note the resources you can gain from solving these simple events. Sometimes salvaging shrines can make life easier. It will be determined on a case-by-case basis. These dangerous glades may also contain ruined buildings that are repairable and larger than the normal resource nodes.

What about the Forbidden Glades

These can be more difficult and require a wider range of resources.

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Dealing with the Storm’s hostility and resolution

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It’s year 2, and you probably have level 1 to 2 hostility. Then the storm comes. It’s coming at your like a confidently inept noob. One or more villager is losing their resolve. Don’t panic. Humans and Beavers are naturally strong and will not go into the red to start the countdown for the storm. If they do, the bar will not be completed until the end. If nothing is done, Harpies and Lizards will most likely dip to the red bar.

What you don’t want:

  • Start immediately to sacrifice resources at the beginning of the storm.
  • Uninstall the game and exit the game.

What you want to do:

  • Do not open glades or create events that give -resolve just before a storm. Obvious.
  • Learn what modifiers could be causing the massive drain. Adjust your play style if there is a -2 for each dangerous/forbidden glade.
  • Invest in and stack cornerstones that reduce hostility. The -hostility per Trade is a great option.
  • All woodcutters should be unassigned
  • Don’t forget to disable consumption for certain items
  • Keep an eye on your race. Once it is at 25%, make sacrifices until your resolve climbs to green. This will save you hundreds upon hundreds of logs and coal.

 

City Layout

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This is the layout I use to expand. It is the most efficient due to the buildings’ size and the paths villagers must take to get around. Some decorations can be used to upgrade hubs. This design is flexible enough to be followed by anyone. It’ll improve the hub and reduce hostility by having the four squares to the rear of the storage decorated, and the three houses raised when possible.

When you are cutting down trees, extend the roads along the line. This will make it easier for woodcutters to bring back resources faster. The hearth radius cannot overlap so there will always be gaps. Industry can work outside the radius, so fill in any gaps with them if necessary. If the hearth is not suited due to farmland or resources, Do not worry about it. Just move it up or below a grid.

We Roam in Biomes

Royal Woodlands

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This biome is the easiest for new players. Trees provide more wood, with a higher chance of plant fiber and resin, but fewer eggs. This) is not sufficient. This zone is not likely to contain any easy stone or copper, except for the (caches and sea marrow) a 20% chance of stone).

Scarlet Orchard

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This is the most accessible tree to branch into. Although you don’t get as much wood or resin per chop, trees drop copper at 5%. Copper roads will eventually become available, giving you a nice 25% increase in speed. You’ll soon find that you have enough copper to upgrade essential roads. This biome also offers a small bonus in terms of cutting speed and burn time.

Marshlands

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This biome is a bit of a curveball but can also be very entertaining. Although mushtrees still leave behind the wood, they only drop mushrooms and leather. The dangerous glades can be tricky, but they all need planks, cloth, and bricks. Every worker in a camp gets faster. It took me.5 seconds to chop down a tree. Supernodes can also be found in forbidden glades.

Coral Forest

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Another twist is that there are four different “trees”, each offering different resources. Meat, Stone, Crystal bars, and Incense. It’s a great incense because it can be used to solve glade events and other buildings early in the game.

Cursed Royal Woodlands

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This biome is very rough. It’s difficult to tell what a glade will look like, and there will likely be ghosts with very specific needs. This zone was my first attempt, and I failed spectacularly. I will update you as soon as I find out more.

Building Choice Tips

Basic Buildings

Kiln – This tiny 2×2 is quite unique. You can make coal at 3 stars. However, you can also make jerky, a complex food many people eat. Bricks are made at a 1-star rate. Coal is also used in many glade events and is the best fuel source for tieing with Sea marrow.

Service Buildings – Ranking in order of their quality. Note: Service building effects don’t stack. If you can build one, don’t make more than one unless you need one.

Guild Hall – Services Luxury: 1 worker activates a 50% faster inbound trader buff. Three workers provide a stacking retroactive buff of +1 Resolve for every 30 amber-worth of goods sold.

Bathhouse – Services Cleanliness 1 worker activates a 30% slower villager-leaving buff, which is useful when the resolve is in red. 3 Workers activate a global +25% production bonus.

Clan Hall – Services Brawling, Religion – Three workers activate a 50% camp production bonus. not for woodcutters. This bonus is great for the marshlands.

Explorer’s Lodge – Services Brawling, Education – Three workers activate a stacking +1 resolve for each rebuilt or salvaged ruin. This building will increase in value if it is located next to the “abandoned settlement modifier” on the world map.

Tavern – Services Leisure and Brawling, 3 Workers activates a flat +3 resolve

Monastery – Services Leisure and Religion – 3 Workers activates the flat -100 hostility

Marketplace – Services Cleanliness, – 2 Workers activates +10 carry capacity

Temple – Services Religion and Education 3 Workers activated a 25% longer fire on sacrificed resources

Forum –

What are the perks of a job?

Woodcutter’s Prayer

The game will pause when this appears on the perk screen. If you unpause the game, you won’t have the option to choose it. This perk looks terrible. I will lose all my fuel to get +1 wood. This doubles is the production from woodcutters. If a beaver’s in the woodcutter, there’s a 10% chance that it will quadruple. Is your fuel all wood? Take it. You don’t need to use more than 100 g of coal or sea marrow. It’s yours. Do you need any oil? Take it.

Normally, 1 wood per cut. Beaver 10% of the time makes it 2.

Prayer – 2 wood per cut, Beaver 10% of time makes it 4

Prayer x2 – 3 Wood per Cut, Beaver 10% of The Time Makes It 6.

Have you ever traded 8000 pieces of wood for all of the trader’s inventory. It’s amazing.

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Anything that increases production after 25 production cycles

A villager will use 1 charge to obtain 1 resource from a node. 25 production cycles later, the villager will get 2 resources for each 1 node charge. More bang for your bucks. Make sure that the map supports the resource. This is what happened to mushrooms in coral forest. :X

Dirty Deeds, Done Dirt cheap

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You build a city around the point where you can start snowballing. Sorry! No more deeds, citadel resources, or experience! Keep an eye out for the positive modifier ‘Important Matters’. It reduces the queen’s impatience by 80% in drizzle. With a human in your hearth, it’s straight up zero impatience during that time. You don’t even need to have a human with citadel upgrades.

Here’s what to do: Get all your reputation pips, then stop doing any orders, and turn off consumption so people don’t lose their resolve. Although it is a bit of a juggle, it is possible. Look for items that reduce storm and extend drizzle once you have found a Sorhur trader. He sells one that extends clearance, avoid that. Boom, now you have the longest time possible to get your deeds.

You might be asking why? Is this not going to take up a lot time? This beauty isn’t often available and there are some very extensive deeds you need to do.

  • Treasure

    After looting 20 Caches in Glades, you can win a game.

  • Harpy Utopia

    You can win a game with 30 Harpies, 15 Harpy Houses, and 1 Bath House

  • Human Utopia

    You can win a game with 30 Humans, 15 Human Houses, and 1 Temple

  • Beaver Utopia

    You can win a game with 30 Beavers, 15 Beaver Houses, and 1 Guild House.

  • Lizard Utopia

    You can win a game with 30 Lizards, 15 Lizard Houses, 1 Clan Hall.

  • Ruins

    After taking care of 10 Ruins in Glades, you can win a game. (This is better than the abandoned settlements modifier, but I’m going to be honest. Check below for a tip for end-of-cycle play.)

  • Living Matter Farmer

    You can win a game with 3 active Living Matter Clones on the map.

  • Efficient Explorer

    Win a game after solving 25 Glade Events.

  • Trade Baron

    Win a game after completing 20 Trade Routes.

Make Her Wait

You can also wait for a city to be founded at the end of the cycle. It doesn’t matter how long it takes, you won’t be able to find another city. The drizzle modifier doesn’t matter. You can do the same thing. Increase your impatience to 13 and complete an order to finish the game.

 

Written by [Asgard] Thor

Basic Guide for Beginners; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!


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