recursal/Fanatic-Fandom huggingface dataset:
Ночное племя

**Ночное племя** — часть леса, одно из 5 племён (Горное племя, Озёрное племя, Лунное племя, Степное племя и **Ночное племя**).

**Основатель:** Ночнозвёзд

**Нынешний лидер:** Призрачная Звезда

**Особые черты:**

**Добыча:** Птицы, мыши, полёвки, белки, кролики, землеройки

**Описание**

Многие Ночные коты более активны ночью.

**Лесная территория**

Более густая часть леса, расположена рядом с Лунным племенем.

**Лагерь**

Лагерь окружён зарослями кустарников. Есть скала предводителя и пещеры.

**Предводители племени**

Ночнозвёзд

Сумеречная Звезда

Белая Звезда

Призрачная Звезда
Лунное племя

**Лунное племя** — часть леса, одно из 5 племён (Горное племя, Озёрное племя, **Лунное племя**, Степное племя и Ночное племя).

**Основатель:** Лунная Звезда

**Нынешний лидер:** Ягодная Звезда

**Особые черты:** Спокойные и отважные

**Добыча:** Птицы, мыши, полёвки, белки, кролики, землеройки

**Описание**

Гордые и непокорные коты, готовы жертвовать собой ради племени.

**Лесная территория**

Основная часть леса, территория граничит со всеми соседними племенами.

**Лагерь**

Лагерь окружён большими камнями, папоротниками и зарослями различных ягод. Крышей служит навес из папоротников. Есть скала предводителя и пещеры.

**Предводители племени**

Лунная Звезда

Звёздный Свет

Серебристая Звезда

Звёздная Стрела

Огненная Звезда

Ягодная Звезда
Plantation

## Plantation

### Refunds Materials

Yes

Uses nearby farm fields to produce  Berries (★★),  Plant Fiber (★★).

Farms fields can only be built on 'Fertile Soil'.

Farm Key Stats:

* Can plant fields in a **8x8** area
* Plowing a field takes **10** seconds
* Gets **+10%** extra products by default

 Humans working here get **+10% chance to double yields**

## Recipes

Produced
 6  Plant Fiber | ★★
IN YOUR MOUTH

this banner will be removed when i add all the information i have! for now please be nice to it :3 if you have stuff to add pls feel free lol

## IN YOUR MOUTH

### Producer

Spatial Manufacture Ltd.

***IN YOUR MOUTH*** (also stylized *In Your Mouth*) is a song written by $WAGGOT and produced by Spatial Manufacture Ltd. It is the third song on xOExoplanetarium Projector and was released as a single from the album on April 12, 2020.

### Lyrics

#### Bandcamp

why are you playing games with me

why are you torturing me baby

you’re holding back affection lately

got me going a little crazier

than i already am

losing my mind over a man

not a cute look aware i am

addicted to the way you suck

i just wanna feel your tongue

in my lungs

make me numb

make me cum

you let me in

then you spit me out

i don’t know what

to do with myself

not kissing you

is killing me

i just want

back in your mouth

you want me to think

that i might have you

‘cos i’ll stay right here

as long as i do

i’m at your mercy

'cos you know the truth

so speak up baby

tell me what to do

you let me in

then you spit me out

i don’t know what

to do with myself

not kissing you

is killing me

i just want

back in your mouth

### Sources

1. ↑ https://perilcollective.bandcamp.com/track/in-your-mouth
Delivery

The Delivery order is a tier IB order that boosts trading strategies.

## Objectives

The order requires the player to have 3 (33.33% chance), 4 (33.33% chance), or 5 (33.33% chance) Packs of Provisions and Packs of Crops. Both of which can be produced in the Makeshift Post building.

## Rewards

Delivering the order awards the player the Herb Delivery Line Trade Route, 2 Humans, and 2 Beavers.
Ranch

Lizards working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Merchant Shipwreck

Merchant Shipwreck

How powerful must the storm surge have been to carry this shattered wreck all the way here? Perhaps in the distant past, there was a sea here? It looks as if it's been lying here for centuries. Strange voices can be heard coming from below deck...
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
or 30 Fabric
or 30 Bricks
AND
30 Coats
or 9 Parts
 Working Effects
Note: This is applied when the event is initiated.
 Rewards
30 Amber
Smithy

Working Effects:

* Beavers working here get **+5 Resolve**
* Lizards working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Fallen Fox Scouts

Fallen Fox Scouts

A group of fallen Fox scouts. They must have been sent to search the area to make sure it was safe... Apparently something stood in their way. This find is causing grief among the fox population.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 30 Incense
* 30 Tea
* 30 Oil
 Working Effects
 Rewards
Crude Workstation

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Teahouse

Working Effects:

* Foxes working here get **+5 Resolve**
* Harpies working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Fox House

Building specifically made for Foxes. Has to be built near a Hearth.

This structure can house **2**  **Foxes**

Housing fulfills these needs:

* +4 Resolve for **Fox Housing**: Foxes prefer to live in wooden, well camouflaged houses. Fox Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Furnace

Lizards working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Carpenter

Beavers working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Flawless Cellar

Humans working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Glade Event

On higher difficulties, glade events require more resources, and may have longer working times.

There are 10 types of Glade Events:

* Caches
* Encampment
* Treasure stag
* Rainpunk drills
* Obelisk
* Wandering Merchant
* Restless spirits (Haunted Royal Woodlands only)
* Archaeological site (Scarlet Orchard only)
* Broken Buildings
* Dangerous Glade Events
* Forbidden Glade Events

Caches, encampments, restless spirits, and archaeological sites can appear in any glade. Stags, rainpunk drills, obelisks, and wandering merchants can only appear in small glades. Buildings and dangerous/forbidden events can only appear in dangerous or forbidden glades.

Regular Glades:

* Do not contain dangerous events
* Can contain a variety of harvestable resources
* If 'Restless Spirits' biome effect active:
	+ May contain friendly ghosts (no consequence for timer expiring), or angry ghost (small consequence for timer expiring, usually 0.5 impatience points).

Dangerous Glades:

 Altar of Decay Ancient Shrine Blightrot Cauldron Corrupted Caravan Escaped Convicts Fallen Beaver Traders Fallen Fox Scouts Fallen Harpy Scientists Fallen Human Explorers Fallen Lizard Hunters Fishmen Cave Forgotten Temple of the Sun Forsaken Crypt Fuming Machinery Harmony Spirit Altar Hidden Trader Cemetery Large Destroyed Caravan Leaking Cauldron Merchant Shipwreck Open Vault Petrified Tree Rain Spirit Totem Small Destroyed Caravan Stonetooth Termite Burrow Totem of Denial Withered Tree

Forbidden Glades:

 Ancient Burial Site Dark Gate Destroyed Cage of the Warbeast Destroyed Rainpunk Foundry Drainage Mole Fishman Soothsayer Fishmen Lighthouse Fishmen Outpost Giant Stormbird's Nest Hungry Mistworm Infected Drainage Mole Lightning Catcher Noxious Machinery Wildfire
Forum

Working effects:

* With at least **3** workers gain  **Public Lectures**: All are curious by nature. Villagers are quick to implement newly acquired knowledge into their daily lives. The chance of producing double yields is increased by 15%. Same building effects do not stack.

Can fulfill services:

* Can fulfill **Leisure** for  Humans and  Beavers
* Can fulfill **Education** for  Beavers and  Harpies

 Humans working here get **+5 Resolve**
Finesmith

Working Effects:

* Foxes working here get **+5 Resolve**
* Harpies working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Shelter

Can accommodate any villager, but won't satisfy the need for species-specific housing. Has to be built near a Hearth.

This structure can house **3** members of **any race**.

Housing fulfills these needs:

* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Tinkerer

Beavers working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Fox

Majestic and mysterious creatures deeply bonded with the forest. They evolved a symbiosis with Blightrot through long exposure to Rainwater, which caused some visible side effects. Foxes are skilled scouts and feel comfortable working with Rainwater . They are highly susceptible to starvation.

Fox firekeepers have an unusual ability to calm the forest. Hostility from opened glades is lowered by 3 each.

## Needs

Needs are unique requirements that can increase Resolve of this species when they are fulfilled.

## Buildings which grant a bonus

These buildings grant some kind of bonus when worked by  **Foxes**
Sealed Spider

<color=#D6E54A>Harmony.</color> It is said that these creatures were once the faithful servants of the Sealed Ones, and like their masters, they were trapped underground for eternity. But even to this day, miners tell tales of giant spiders crawling up from deep caverns, preying on unsuspecting victims. Legend has it that these vile beasts fear only one thing - the Holy Flame. Counts as 9 decorations of its type.
Makeshift Post

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Homestead

Uses a large area of nearby farm fields to produce  Grain (★★★),  Plant Fiber (★★★),  Vegetables (★★),  Mushrooms (★★).

Farms fields can only be built on 'Fertile Soil'.

Farm Key Stats:

* Can plant fields in a **23x23** area
* Plowing a field takes **10** seconds
* Gets **+10%** extra products by default

 Humans working here get **+10% chance to double yields**

## Recipes

Produced
 6  Mushrooms | ★★
 9  Grain | ★★★
 9  Plant Fiber | ★★★
Smokehouse

Lizards working here get **+5 Resolve** and **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Foragers' Camp (Order)

* Easy
* Medium
* Hard

**The Foragers' Camp order** is a Tier I Order that boosts vegetable strategies.

## Objectives

The order requires the player to build 1 Foragers' Camp building and have 15 (Easy or Medium difficulty) or 30 (Hard difficulty) Vegetables, which can be foraged by the Foragers' Camp building.

## Rewards

Delivering the order awards the player the Giant Vegetables Cornerstone as well as Groups of Humans (2 Humans).
Ancient Hearth

The Ancient Hearth is the heart of the colony, and is protected by the Holy Flame. Villagers gather here to rest, eat and receive clothing. If the fire goes out, the people will lose hope (resolve drops drastically). This building can't be moved.

The Ancient Hearth, as well as Small Hearths, can be upgraded to provide bonuses to your village. Bonuses include Encampment (available with no Citadel upgrade), to Neighborhood to District levels (Brass Forge Level 1 and 3 respectively).

Hearth Bonuses
 Neighborhood
 District
* Ancient Hearth Corruption Resistance +150
Flawless Leatherworker

Working Effects:

* Lizards working here get **+10% chance to double yields**
* Harpies working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Flawless Cooperage

Working Effects:

* Beavers working here get **+10% chance to double yields**
* Foxes working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Lizard House

Building specifically made for Lizards. Has to be built near a Hearth.

This structure can house **2**  **Lizards**

Housing fulfills these needs:

* +3 Resolve for **Lizard Housing**: Lizards prefer to live in warm, dry homes. Lizard Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
The Rain

Limited amount of lore has been released so far which is up to change. Will be filled out as new lore is released. Current information:

**MAGICAL PROPERTIES OF THE RAIN** `The Rain in Against the Storm is magical in nature. It's a bit undefined, but it carries some sort of essence or charge. It can change living organism over time and can even be used as a power source (think of it as grounds for 'rainpunk' technology). We don't have any spellcasters or such, but there are definitely magic and fantasy themes all around. We also play around with some concepts like curses, ancient beings, a magical storm and a cult of fire (being the cleaning opposite of the rain).`

**RAINPUNK TECHNOLOGY** `Rainpunk is a core technology in the world of Against the Storm. Buildings with rainpunk modules utilize the magical properties of an everlasting rain.`
Fuming Machinery

Fuming Machinery

Old Rainpunk machinery left unsupervised. Unstable Sparkdew fumes fill the area.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 12 Fabric
* 12 Bricks

* 24 Storm Water
* 30 Clearance Water
* 30 Drizzle Water
* 30 Pipes
* 60 Oil
* 9 Parts
* 3 Wildfire Essence

* 30 Barrels
* 30 Waterskins
 Working Effects
 Rewards

Note: The "magical explosion" consequence destroys trees, and hence will likely open nearby glades. It does not destroy geysers nor fertile soil. It will also kill any scouts or workers you have stationed in any glade events within the radius when the explosion goes off.
Hallowed Herb Garden

Uses nearby farm fields to produce  Roots (★★★),  Herbs (★★★). Has improved production and more worker slots.

Farms fields can only be built on 'Fertile Soil'.

Farm Key Stats:

* Can plant fields in a **8x8** area
* Plowing a field takes **10** seconds
* Gets **+10%** extra products by default

 Humans working here get **+10% chance to double yields**

## Recipes

Produced
 9  Herbs | ★★★
Beaver

Beavers are hardworking and honest, but also quite demanding. They are gifted woodworkers and enjoy engineering .

Beaver firekeepers know a lot about different burning techniques. Fuel burns 20% longer in Hearths.

## Needs

Needs are unique requirements that can increase Resolve of this species when they are fulfilled.

## Buildings which grant a bonus

These buildings grant some kind of bonus when worked by  **Beavers**
Foragers' Camp

Disambiguation page for Foragers' CampThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Foragers' Camp** may refer to:

* Foragers' Camp (Building)
* Foragers' Camp (Order)
Holy Market

Working effects:

* With at least **1** workers gain  **Land of Luxury**: Reputation generated through high Resolve grows +20% faster for every 2 villagers with the need for luxury fulfilled.
* With at least **2** workers gain  **Market Carts**: Small wooden carts, perfect for transporting goods. Global carrying capacity is increased by 10. Same building effects do not stack.

Can fulfill services:

* Can fulfill **Luxury** for  Beavers and  Foxes
* Can fulfill **Treatment** for  Foxes and  Harpies

 Foxes working here get **+5 Resolve**
Harmony Spirit Altar

Harmony Spirit Altar

An old altar found in the wilds. The ancient language carved into the stone proclaims: "Light a fire at the altar to gain the blessing of the Spirit of Harmony".
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 15 Coal
* 15 Sea Marrow
* 24 Planks
* 30 Scrolls
* 30 Tea
* 30 Oil
* 30 Resin

 Working Effects
 Rewards
Food Production

Food Production buildings are utilized to create different types of food goods, typically raw or refined goods. This can include Farms that utilize Farm Fields, to Cooking buildings that takes Raw Goods and turn them into Complex Foods, or Single Buildings that Produce a singular food good. Some of these buildings can be movable.
Complex Food (Processed Food)

Complex foods (sometimes referred to as Processed Foods) are specialized foods that can increase the resolve of villagers who consume it. All races have preferred foods that increases their resolve when consumed. Villagers will always eat a preferred complex food first if it is available, after which they will eat a Raw Food. Villagers will eat non-preferred complex foods if there are no other choices. This can also be forced by turning off other food options once the Consumption menu is available.
Brewery

Humans working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Destroyed Cage of the Warbeast

Destroyed Cage of the Warbeast

A destroyed royal guard camp. It looks as if one of their warbeasts got out and razed the entire encampment to the ground. The beast, usually obedient to its masters, must have been provoked by something.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 36 Incense
* 36 Tea
* 36 Oil
 Working Effects
* Queens Wrath: +2 Impatience points.
 Rewards
Lumber Mill

Beavers working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Sea Serpent

<color=#D6E54A>Harmony.</color> The anatomical features of this beast indicate an adaptation to life in water, as well as on land. Due to this, sea serpents are excellent hunters, preying on lonely caravans and lost settlers. The preserved remains show traces of Blightrot. Could it be that these creatures have brought this plague to the surface when emerging from the depths of the ocean? Counts as 9 decorations of its type.
Factions

**FIRST DAWN COMPANY**

`In a world where food is the most desirable commodity, those who control means of production control the market. The coalition of wealthiest traders and overseers established the First Dawn Company a very long time ago trying to ease the constant power struggle. But the fight never went static - just became more quiet and subtle. For common folk, the Company's projects are opportunities for hard but safe work on the fields close to the safe Citadel.`
Purified Beaver House

Building specifically made for Beavers. Has to be built near a Hearth.

This structure can house **6**  **Beavers**

Housing fulfills these needs:

* +3 Resolve for **Beaver Housing**: Beavers prefer to live in cozy, wooden homes. Beaver Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Flawless Rain Mill

Working Effects:

* Humans working here get **+10% chance to double yields**
* Beavers working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Alchemist's Hut

Working Effects:

* Humans working here get **+5 Resolve**
* Foxes working here get **+5 Resolve**
* Harpies working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Living Matter

Comes in the form Living Matter (Clone), which is spawned from other glade events or can be found jsut by itself.

Timer:

* 10:30

Timeout penalty:

* **Living Matter** - The odor from the living matter is making people sick. (-3 to Global Resolve)
* **Mitosis** - Living matter has a tendency to spread uncontrollably. It multiplies, creating new clusters.

Goods:

* none

Working effects:

* **Decaying Food** - Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 6 seconds. (Is active only when the corresponding Glade Event is been worked on)

	+ Materials
		- Amber (20)
		- Ancient Tablet (1)
		- Coal (20)
		- Crystalized Dew (20)
		- Grain (20)
		- Jerky (20)
		- Oil (20)
		- Parts (3)
		- Resin (20)
		- Sea Marrow (25)
		- Training Gear (20)
		- Waterskins (20)
		- Wine (20)
	+ Perks
		- **Fertilizer** *Planting crops is 30% faster.*
		- **Nets** *+1 to  Meat production. Gain aditional  Meat every yield (from gathering, farming, or production).*
		- **Crystal Growth** *+1 to  Crystalized Dew production. Gain aditional  Crystalized Dew every yield (from gathering, farming, or production).*

Notes:

* Living Matter can be easily farmed from Ancient Burial Site glade event.
Bakery

Lizards working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Purified Human House

Building specifically made for Humans. Has to be built near a Hearth.

This structure can house **6**  **Humans**

Housing fulfills these needs:

* +3 Resolve for **Human Housing**: Humans prefer to live in solid, safe homes. Human Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Lizard

Lizards are a very resilient and distrustful species. They are very good with animals and meat production , and prefer to work in warm environments due to their cold-blooded nature .

Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve)

## Needs

Needs are unique requirements that can increase Resolve of this species when they are fulfilled.

## Buildings which grant a bonus

These buildings grant some kind of bonus when worked by  **Lizards**
Weaver

Harpies working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Cooperage

Working Effects:

* Beavers working here get **+10% chance to double yields**
* Foxes working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Archaeological site

Archaeological sites are three-stage events unique to the Scarlet Orchard biome. Each stage offers a choice between looting the site for accessible goods and furthering the process of excavation. If the site is fully excavated, the final reward includes a unique Harmony decoration with a strong passive ability and two points of Reputation.

Sites can be found in any glade on the map, but there are always exactly three sites in any Scarlet Orchard biome. They are indistinguishable until the first two event stages have been completed. Finishing the third stage grants the Sea Serpent, the Sealed Spider, or the Smoldering Scorpion decoration.

#### Stage 1: Archaeological Discovery

Archaeological Discovery

Royal archaeologists are sure that a phenomenal discovery is hidden here. The Queen offers a generous reward for unearthing this ancient skeleton. This event is multi-stage and includes excavation, conservation, and reconstruction of the skeleton.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 20 Planks

* 40 Drizzle Water
* 40 Clearance Water
* 40 Storm Water
 Rewards

#### Stage 2: Archaeological Excavation

Archaeological Excavation

After successfully excavating most of the ancient bones, they now need to be carefully conserved before proceeding to the reconstruction stage. However, the creature has not yet been identified.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 20 Planks

* 40 Drizzle Water
* 40 Clearance Water
* 40 Storm Water
* 20 Scrolls
* 20 Tea
* 20 Resin

* 10 Coal
* 10 Oil
* 10 Sea Marrow
 Working Effects
 Rewards

#### Stage 3:

Archaeological Reconstruction

Archaeologists are ready to begin the final stage - reconstruction. A mythical creature is finally being unearthed. Huge bones are put together, revealing the full form of the monster that once inhabited this land.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 20 Planks

* 40 Drizzle Water
* 40 Clearance Water
* 40 Storm Water
* 20 Copper bars
* 20 Pigment
* 20 Barrels
* 20 Incense

* 8 Tools
* 3 Parts
 Working Effects
 Rewards
Serpent rewards:
Spider decoration with effect: gain one Ancient Tablet for every two discovered glades retroactive, + 20 Amber for each completed stage of excavation retroactive, +2 reputation
Human

An adaptable species, but very susceptible to the rain. Humans are adept at farming and really enjoy brewing .

Human firekeepers create a special link with the Citadel. Impatience grows 25% slower.

## Needs

Needs are unique requirements that can increase Resolve of this species when they are fulfilled.

## Buildings which grant a bonus

These buildings grant some kind of bonus when worked by  **Humans**
Escaped Convicts

Escaped Convicts

Dangerous convicts from the Smoldering City are hiding in the forest. They somehow managed to free themselves during transport. You can decide their fate - welcome them and employ them in your settlement, or send them back to the Citadel where they will be punished.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 15 Tools
 Working Effects
 Rewards
* 20 Amber
Clothier

Harpies working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Food

All villagers require food to survive. Food is broken up into 2 main categories, Raw Food and Complex Food (Processed Food)

When villagers eat on their breaks, they will first eat a Complex Food that is preferred (grants resolve), if none are available they will eat a Raw Food, if no Raw Food is available (or consumption is turned off), they will eat a complex food that does not grant resolve. If no food is available then the villager will gain a stack of hunger.

### List of Raw Foods:

* Mushrooms
* Roots
* Vegetables
* Meat
* Eggs
* Insects
* Berries

###   List of Complex Foods:

* Jerky
* Skewers
* Biscuits
* Pie
* Pickled Goods
Fishman Soothsayer

Fishman Soothsayer

An old wandering soothsayer, teeming with magic. He does not speak, though you can hear his voice. His eyes are blank, yet you can feel his gaze. He is not afraid of death, he stands by its side.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 30 Tea
* 30 Oil
* 30 Resin
* 30 Scrolls
* 15 Tools
 Working Effects
 Rewards
Loot
Fallen Human Explorers

Fallen Human Explorers

A group of fallen Human explorers. They were probably looking for a place to settle, far from the Queen's watchful eyes... The sight causes uneasiness amongst the Human population.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 30 Incense
* 30 Tea
* 30 Oil
 Working Effects
 Rewards
Temple

Working effects:

* With at least **3** workers gain  **Sacrament of the Flame**: There can be nothing more sacred than a flame in a world soaked with rain. For every 200 seconds spent sacrificing goods in the Ancient Hearth, Hostility is reduced by ‑25 (the bonus is added retroactively). Sacrificing multiple resources at the same time will progress this effect's timer faster. Same building effects do not stack.

Can fulfill services:

* Can fulfill **Religion** for  Humans and  Lizards
* Can fulfill **Education** for  Beavers and  Harpies

 Lizards working here get **+5 Resolve**
Rain Mill

Working Effects:

* Humans working here get **+10% chance to double yields**
* Beavers working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Press

Beavers working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Brickyard

Foxes working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Supplier

Harpies working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Smelter

Lizards working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Storm Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Forsaken Crypt

Forsaken Crypt

The forsaken Crypt hides a frustrated, poor spirit. This place seems to have been plundered a long time ago.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 15 Fabric
* 15 Bricks
* 30 Wine
* 30 Incense
* 30 Tea
* 30 Scrolls

* 15 Amber
* 6 Copper Bar
 Working Effects
 Rewards
* 20 Amber
Stamping Mill

Beavers working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Difficulty

When starting a new settlement, you can choose your difficulty. It ranges from Settler to Prestige 20. The prestige levels are not unlocked until you win a Viceroy game. Each time you win a Prestige game, the next level is unlocked.

In the table below are the bonus and penalties of each difficulty level. The penalties are cumulative (so Viceroy has the same penalties as Veteran + its own penalty; Prestige 3 has the same penalties as Prestige 2 + its own penalty). Note that Settlers has a bonus instead of a penalty. The hostility multiplier only applies to hostility gained from # of years, # opened glades, # of villagers and # of woodcutters.
Infected Drainage Mole

Infected Drainage Mole

One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot had taken over his mind, causing an unstoppable rage. The disease has progressed too far for him to be saved.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 60 Insects
* 75 Jerky

* 45 Incense
* 45 Scrolls
* 45 Wine

* 30 Clearance Water
* 30 Storm Water
* 45 Incense
 Working Effects
 Rewards
* 30 Amber
Human House

Building specifically made for Humans. Has to be built near a Hearth.

This structure can house **2**  **Humans**

Housing fulfills these needs:

* +3 Resolve for **Human Housing**: Humans prefer to live in solid, safe homes. Human Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Guild House

Working effects:

* With at least **1** workers gain  **Guild House**: Now that the guild has a presence in your settlement, merchants are more eager to present their wares. Traders will arrive 50% quicker. Same building effects do not stack.
* With at least **3** workers gain  **The Guild's Welfare**: According to custom, a small part of the Amber that goes through each guild should be repaid to support the locals. Gain +1 to Global Resolve every time you sell goods worth 75 <sprite name="[valuable] amber"> Amber (the bonus will be added retroactively). Same building effects do not stack.

Can fulfill services:

* Can fulfill **Luxury** for  Beavers and  Foxes
Score

Settlement score is tallied when a settlement is completed, and contributes to the player's standing amongst other factions during the current blightstorm cycle. Factors include win/loss, total reputation gained, impatience left, maximum impatience level gained, orders completed, events completed, settlers lost to death or abandonment, total number of settlers, game length, and final wealth. A multiplier for difficulty is applied to all factors: x0.5 for Settler, x1 for Pioneer, x1.5 for Veteran, x2 for Viceroy.

Settlement score does not affect the citadel resource nor experience rewards for an individual win, but does indirectly affect the rewards at the end of a cycle.
Artisan

Harpies working here get **+5 Resolve**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Provisioner

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Orders

**Orders** are quests given by the queen. Completing orders is one source of reputation points. On Settler difficulty, a total of 12 orders will be unlocked as the game progresses. On Pioneer, 11 orders will be available; on Veteran, 10; on Viceroy or higher, only 9 orders will be unlocked. More difficult orders will be given when the settlement difficulty is harder, and orders given later will have higher requirements.

## Picking an order

Orders are unlocked when the timer expires. The 3 tier I orders are unlocked during the drizzle season of the first year (1:30). At this point, the orders icon, shown on the right, will show up on the top right corner of the screen. Clicking on the icon will prompt the player the orders screen.

The player can start an order by clicking on the pick button and choose one of the choices given. Usually, there will only be two choices. The Royal Outpost modifier adds a third choice, and Timed Orders may appear as yet another choice, if unlocked via citadel upgrades. Note that Timed Orders are Ethereal; they disappear as options if the game is unpaused after they are revealed.

The tier II orders will be unlocked midway through Drizzle of the second year (12:00). The tier III orders will be at the start of Clearance of the third year (24:00). The tier III and tier IV orders will be unlocked mid-Clearance of the fourth year (36:00). The tier IV orders will be unlocked at the start of Storm of the fifth year (48:00).

When the player completes an order's objective, an alert will show up on the left (if enabled in settings) indicating that an order can be delivered. The player can deliver the order by opening the orders screen and click on the deliver button. Orders can also be delivered by clicking their completed check box on the list of tracked orders.

Items are generally consumed by delivering the order; check the text of the order objective.

Timed orders must not only be completed within the time allotted, but also delivered within that time.
Corrupted Caravan

Corrupted Caravan

A large caravan abandoned in the woods, overgrown with Blightrot Cyst. They must have fed on the transported goods... or people.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 30x Waterskins
* 30x Pottery

15 Packs of Provision
* 30x Coats
* 6x Copper Bars
* 6x Crystalized Dew
 Working Effects
 Rewards
Tea Doctor

Working effects:

* With at least **3** workers gain  **Vitality**: A rich diet is beneficial for your villagers' health. Gain +1 to Global Resolve for every 200 times any complex food need is fulfilled (the bonus is added retroactively). Same building effects do not stack.

Can fulfill services:

* Can fulfill **Treatment** for  Foxes and  Harpies
* Can fulfill **Brawling** for  Lizards and  Foxes
Explorers' Lodge

Working effects:

* With at least **3** workers gain  **The Crown Chronicles**: A generation that ignores history has no past and no future. Gain +1 to Global Resolve for every rebuilt or salvaged ruin (the bonus will be added retroactively). Same building effects do not stack.

Can fulfill services:

* Can fulfill **Brawling** for  Lizards and  Foxes
* Can fulfill **Education** for  Beavers and  Harpies
Grill

Lizards working here get **+5 Resolve** and **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Drizzle Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2
Herb Garden

## Herb Garden

### Refunds Materials

Yes

Uses nearby farm fields to produce  Roots (★),  Herbs (★★).

Farms fields can only be built on 'Fertile Soil'.

Farm Key Stats:

* Can plant fields in a **8x8** area
* Plowing a field takes **10** seconds
* Gets **+10%** extra products by default

 Humans working here get **+10% chance to double yields**

## Recipes

Produced
 6  Herbs | ★★
Purified Harpy House

Building specifically made for Harpies. Has to be built near a Hearth.

This structure can house **6**  **Harpies**

Housing fulfills these needs:

* +3 Resolve for **Harpy Housing**: Harpies prefer to live in well-lit, spacious homes. Harpy Houses are required to fulfill this need.
* +3 Resolve for **Basic Housing**: All species require at least basic shelter from the constant rainfall and gusting winds.
Goods

Goods are utilized to craft items, feed your people, trade for other goods, and fulfill the Queen's orders among other things.
They are divided into several categories:

* Building Materials
	+ Bricks
	+ Fabric
	+ Parts
	+ Planks
	+ Wildfire Essence
* Consumable Items
	+ Ale
	+ Coats
	+ Cosmetics
	+ Incense
	+ Scrolls
	+ Training Gear
	+ Wine
* Crafting Resources
	+ Barrels
	+ Clay
	+ Copper Bar
	+ Copper Ore
	+ Crystalized Dew
	+ Flour
	+ Grain
	+ Herbs
	+ Leather
	+ Pigment
	+ Plant Fiber
	+ Pottery
	+ Reed
	+ Resin
	+ Sparkdew
	+ Stone
	+ Waterskins
* Food
	+ Berries
	+ Biscuits
	+ Eggs
	+ Insects
	+ Jerky
	+ Meat
	+ Mushrooms
	+ Pickled Goods
	+ Pie
	+ Roots
	+ Skewers
	+ Vegetables
* Fuel & Exploration
	+ Coal
	+ Infused Tools
	+ Oil
	+ Purging Fire
	+ Sea Marrow
	+ Simple Tools
	+ Wood
* Trade Goods
	+ Amber
	+ Ancient Tablet
	+ Artifacts
	+ Food Stockpiles
	+ Machinery
	+ Pack of Building Materials
	+ Pack of Crops
	+ Pack of Luxury Goods
	+ Pack of Provisions
	+ Pack of Trade Goods
Lightning Catcher

Lightning Catcher

A weird contraption that attracts lightning. It's proximity to the settlement might have grave consequences.
 Threats
 Working Time
 Time Reduction
 Solution
 Requirements
* 30 Coal
* 30 Sea Marrow
* 45 Planks
* 36 Pipes
* 90 Oil
* 15 Parts
* 4 Wildfire Essence

* 60 Barrels
* 60 Waterskins
 Working Effects
 Rewards
* 20 Amber
Buildings

There are several different types of buildings in Against the Storm that are utilized for a vast amount of functions. Some buildings are utilized for the collection of raw goods, others takes these raw goods and produce other goods like food or refined materials, while others can be used for other purposes like housing, decorations, or leisure.

Building Categories:

* Roads
* Camps
* Food Production
* Housing
* Industry
* City Buildings
* Decorations
Flawless Druid's Hut

Harpies working here get **+10% chance to double yields**

## Rain Engines

Rain engines are available for purchase when the appropriate citadel level is reached. To use Rain Engines in this structure you must pay 4  Pipes. They will consume  Clearance Water to function. Consuming rain water increases chances of a BlightRot infection.

Every level of a given engine gives all perks up to that level for the (total) cost of the water usage listed.

Active Engine
 2
 3

Passive Engine
 2