Currently, small glades are things that you rarely open, because you might end up with a couple of resource nodes that you can't even harvest. The Scavenger's Camp can only harvest Roots and Eggs.
To alleviate this, change the Scavenger's Camp so it can gather all food resource nodes, but is slower and produces less food per charge of the node consumed. Then, the blueprint camps - Herbalist's, Forager's, and Trapper's - are basically improved camps that produce higher yields faster and don't waste charges from the nodes.
(Also, remove Insects from the Forager's Camp and replace with Roots, because otherwise Insects is in two of the improved camps and Roots is in neither of them.)
This would improve the value of small glades because you'd never end up with totally useless resources. However, it would require some careful balancing to make sure the improved camps still feel worth spending a blueprint on. I'm trying to think of a drawback other than "slow" or "wasteful" for the Scavenger's Camp - maybe it only has a single work slot, so you'd need to spend twice as many parts overall if you use Scavneger Camps?
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Status changed to: Done
We changed the way camps work in a recent update (eremitegames.com/camps-update-1/) by introducing so called Small Camps. They can only collect small nodes, and are a bit slower than normal camps, they are essential, so you should be able to get most resources at the start, and only later need to specialize by picking normal camp blueprints (if yopu want large and giant nodes).
I keep finding myself annoyed that meat or insects are not in the starting camps and getting a starting supply of them can be really difficult. I think there needs to be a rebalance of the camps and the starting resources as well as the resources in (close) small glades. The goal should be to ensure that they line up a little bit better and that it is less frustrating trying to gather certain basic resources.
OP here. The issue with this, as noted, is that "gather three node types more efficiently" is just not a big enough advantage to justify spending a blueprint pick on it, compared to factory buildings that add entirely new recipes.
It would need to be a *big* efficiency improvement, such that the Scavenger Camp really does feel like a last resort, and that might actually make the early game too hard!
(Also, if this change is made, it should be done at the same time as a farm rebalance. Don't rebalance farms, then make this change, then have to rebalance farms all over again.)
This would be hard to balance, but would fix a lot of the "I opened this mall glade and I can't do anything with it unless the RNG is nice to me" problem.
Another suggestion I saw thrown around to help alleviate this was to make all camps have far more recipes in them, but give them bonuses to certain ones. This makes it far more likely you will roll a camp to give you a certain resource, but will still promote other camps.
That being said, I do like the idea of a scavenger camp having only 1 slot, being pretty slow, and capable of harvesting all food types. It seems like that is pretty balanced, IMO.
I'm a bit hesitant on this topic. On one hand, I do see how limiting it is to not have the exact camp you need (here's looking at you, broccoli and wild wheat) but on the other, I don't want there to be answers to everything because it would remove from the roguelike aspect. Directly turning one camp into a catch-all would basically remove the need for any of the other camps because even with bad yields, you could still build two of them as you'd still be able to access all the resources all the time. I could maybe see these as something that a specific cornerstone or service building gave as a bonus, something like "your camps can also collect other materials but take twice the time"