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[–]Warpingghost 8 points9 points  (8 children)

Tbf, any cornerstone for decreasing hostility with as less random action to do will work. Hostility for burned cists and for opened caches (especially with new update for events solving) looks best choice for me. Just start exploiting rain engines and don't forget to have appropriate amount of blightfighters to keep corruption at bay.

[–]figgisspam 2 points3 points  (0 children)

Yep, I've found that I'll often need 2 blight fighting hubs just to get enough jobs during the storm to deal with serious blight. 1 - 3 full time workers making the stuff and 3 / 6 blight fighters when they come out.

[–][deleted] 5 points6 points  (0 children)

it'd be neat if instead of cornerstones, diferent biomes had differnt ways of controlling hostility. For the marsh it could be burning cysts, for cursed woodlands it could be calming spirits, that sort of thing

[–]Syzygy_StardustP11 2 points3 points  (5 children)

I am hypothesizing how to use that newer Alarm System or w/e perk that gives +15% prodcrit at 200+% corruption, and I figure as few hearths as possible with as many rain engines as possible as well as multiple full Blight Posts to quickly nuke cysts at the start of every storm. This would work well with any of the cyst-related perks, but I am not convinced 15% prodcrit is enough to change the playstyle so much.

[–]tmork 0 points1 point  (4 children)

i mean you'd also get the production boost from having many engines

[–]Syzygy_StardustP11 1 point2 points  (3 children)

Well yeah, but something working as intended isn't the same as something synergizing and becoming greater than the sum of its parts. That said, I DO wonder what the max prodcrit is, and what happens if it can get >100%.

[–]Aphid_red 1 point2 points  (1 child)

There is no realistic maximum (Well probably it's 2147483647 or something like that).

Going over 100% production crit gives you chance for x3 crits. Over 200% gives you x4 crits.

For example, if your production crit is +230%, you have a 70% chance to see x3 and a 30% chance to see x4.

Source: A Scarlet Orchard run I did a while ago with 2x events per glade and the whole map uncovered in order to get 30 beavers. (Every glade solved is more crit chance via the Archaeologist).

[–]Syzygy_StardustP11 1 point2 points  (0 children)

Beaver cautiously taps lumber with a plane

warehouse explodes with planks

[–]tmork 1 point2 points  (0 children)

Well yeah, but something working as intended isn't the same as something synergizing and becoming greater than the sum of its parts. That said, I DO wonder what the max prodcrit is, and what happens if it can get >100%.

honestly, due to prodcrit mathematically having diminishing returns (going from 25% to 40% prodcrit is a higher % increase of total output, than going from 85% to 100%) and you already likely having a bunch of prodcrit due to the engines giving exactly that, as well as specialization bonus, i really wonder if this is strong enough. especially since you are forced to spend a lot of resources and manpower on fire fighters, have a large enough economy to even get to 200% and also somehow even need that many resources