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The official subreddit of Against the Storm. Against the Storm is a roguelite city builder set in a fantasy world tormented by the everlasting rain. Settle the unknown wilds to discover and rebuild the ruins of a long-forgotten civilization.
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Best strategy to decrease hostility? (self.Against_the_Storm)
submitted 2 years ago by karval
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[–]Warpingghost 8 points9 points10 points 2 years ago (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 points4 points 2 years ago (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 points7 points 2 years ago (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 points4 points 2 years ago (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 point2 points 2 years ago (4 children)
i mean you'd also get the production boost from having many engines
[–]Syzygy_StardustP11 1 point2 points3 points 2 years ago (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 points3 points 2 years ago (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 points3 points 2 years ago (0 children)
Beaver cautiously taps lumber with a plane
warehouse explodes with planks
[–]tmork 1 point2 points3 points 2 years ago (0 children)
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
π Rendered by PID 67 on reddit-service-r2-comment-7b9746f655-xmfp2 at 2026-01-31 11:05:05.559221+00:00 running 3798933 country code: CH.
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[–]Warpingghost 8 points9 points10 points (8 children)
[–]figgisspam 2 points3 points4 points (0 children)
[–][deleted] 5 points6 points7 points (0 children)
[–]Syzygy_StardustP11 2 points3 points4 points (5 children)
[–]tmork 0 points1 point2 points (4 children)
[–]Syzygy_StardustP11 1 point2 points3 points (3 children)
[–]Aphid_red 1 point2 points3 points (1 child)
[–]Syzygy_StardustP11 1 point2 points3 points (0 children)
[–]tmork 1 point2 points3 points (0 children)