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 Against the Storm Cheats

 
   
 
 
Against the Storm

Cheat Codes:
------------
Submitted by: David K.

Food Tips:
----------
Here you can find some notes for food.

* Farms plant only in Drizzle. If you build a farm in Clearance, 
  farmers will do nothing.
* Farms harvest only in Clearance. So if they donít get the whole crop 
  finished by Storm, you lose all of those crops.
* Humans get bonuses with the Farms.
* Depending on Biome and what structures you have for production, will 
  determine which Farm type is best to focus on. Mushroom forest for 
  example a Plantation is ideal as berries are produced readily and you 
  get plant fiber.
* A good building for generating food is the Ranch, but you need a healthy 
  supply of things like Grain, Plant Fiber, etcÖ and Lizards like it. But 
  can produce Meat, Leather and Eggs from it.
* Jerky is by far the easiest complex food to make, and makes everyone happy. 
  Just need Meat or Insects and some kind of burnable to craft. Usually can 
  convert 4-5 meat into 10 Jerky (depending on structure).
* Biscuits and Pies require a lot of resources to craft, including a Mill 
  of some sort (to create the flour), a source of Grain/Roots (for the flour) 
  and something to go into the production. Generally, I donít bother with 
  these unless I get an early Rain Mill or Provisioner, to create the flour.
  Or it is late game and Iím trying to make everyone happy to boost their 
  resolve.
* There are plenty of Trader perks that make food production easier. Most 
  popular is Insect Traps, which grants 1 Insect per 3 or 4 mushrooms which
  is makes the mushroom forest super easy to do (as all trees have mushrooms).
* You should use the Consumption tab to modify who eats what and if they can 
  eat basic staples (that usually are used to create more complex foods). 
  Also applies to things like Clothing.
* Utilizing Trade Routes to earn Amber, can make it easier to buy perks, 
  but also food in emergencies.
* Spices cornerstone goes great with Herb Garden farms (generates roots 
  and herbs), as it grants increased production for them with every 75 
  biscuits made.
* Finally, and this is probably the most important thing:
* Read the negative effects of working glade events. Sometimes the negative 
  effects of just letting the Event trigger is less bad than working the 
  event to remove it. As an example, many produce Living Matter.
* A lot of them will either slow down food production, rot food, or makes 
  people eat more when on breaks.



Important Food Rules:
---------------------
Written by Flameraiser

-= Rules with Food =-
With food, there are three important rules:

* Once you can process base food to complex food, use consumption menu 
  to disallow your settlers from eating that base food. It is always 
  better to turn base foods to complex ones, so donít waste your materials.
* If you donít have stable food source secured, buy food from traders. 
  Itís better to overstock than lose the settlement.
* If you donít already have stable food, prioritize buildings that help you 
  get there Ė i.e. if you canít make Flour yet, prioritize picking one ASAP.




All Prestige Difficulty Modifier List:
--------------------------------------
Written by doomleika

* +4 Reputations to win (14->18). Simply fulfilling all orders will not win
   you the game. You will need other sources of reputation.
* Blightrot +50% corrupting power (+60 -> +90 each pop), press z to see 
  corruption overlay, by the time you see ďhigh corruptionĒ warning it could 
  be too late.
* Blueprint reroll starts at 10 amber (up from 0).
* Faster leave coutdown when resolve <= 0. Building costs +50%, this is where 
  canít mass spam cutters/gathers and have to juggle between different building 
  or look out for parts. +50% chance to consume double food. +50% chance to 
  consume double luxury item. Glade event -33% speed, you are looking at 7min 
  30seconds for a typical dangerous glade event. One Living matter will cause 
  famine and you will learn to appreciate Sea Marrows Your items worth 50% less 
  to traders, This is where traderoute starts to be more effective and Traders 
  cannot be used as jail out card for free. You need specialize in trade to 
  benefit Blightrot +50% corrupting power (+90 -> +120) 6 blightrots will kill 
  your villagers.
* Orders are harder.
* -2 Blueprint choices (4 ->2).
* -2 Cornerdstone choices (4->2).
* 50% less Impatient deduction from reputation gain(1 -> 0.5), this is where +30
  second final countdown upgrade start to mean something.
* Storm lasts +100%(2 min) more (2 -> 4). this also buffs blightrot effect tho 
  you have longer time to respond.
* One less starting blueprint draws (3->2).
* +100% hunger resolve penalty.
* Sacrificing costs 50% more.
* The moment you opening any glade costs 5 amber, fail to pay you lose 2 villagers
  (and impatience penalty).
* +0.5 impatience penalty per lost villagers.




How to Beat Viceroy:
--------------------
1. Remove woodcutters during events that increase hostility, until you hit a 
hostility breakpoint. (Like the storm or glade events.) Until the problem is 
resolved, if you can handle the fuel with something else or if you have some 
stockpiled.

2. When going for dangerous glade openings, try to atleast have some tools ready, 
otherwise you might get a nasty hit. (Or build a tradepost and have the trader 
ready at the same time to match the content of the glade with the merchants goods)

3. Try to put lizards in the hearth to increase resolve during storms.

4. Try not to use crude buildings that make a LOT of pollution. (Tier 1 buildings 
are very bad, and have really bad ratio and pollution.) Having corruption too high 
can make you lose games.

5. Try not to have too many things at once that use wood. (And limiting the 
resource production in buildings to make sure you dont make too much, like Planks 
or Purge Fire)

6. Dont forget to turn off things that donít have high stars in a building. 
(Making 3 star planks but 1 star pottery in the same building is pretty bad, 
for example)

7. Make sure to match the race to the buildings, this boosts production and 
resolve a ton. (Beavers in worker places, woodwork etc, Humans in taverns/
breweries/farms, Lizards in hot places or with meat, Harpies for making brews 
or clothing)

8. Try to get upgrades for better choices during Corner stones and blueprints, 
and maybe reroll sometimes to get the right stuff, having a dead Corner Stone 
perk for the entire game is a death sentence.

9. Pause sometimes and think about what youíre doing, dont play on higher speeds 
until you get better at the game, I only speed up when I know Iím going to win soon.

10. Try having a basic build order for maximum effeciency early game. (Box roads 
around hearth, 3-5 Houses, 2 Woodcutters right away and match the resources in the 
starting area, go for a dangerous glade right away if you got a good set of 
blueprints or cornerstone).




Gameplay + Blueprints + Food and Building:
------------------------------------------
Written by bluemonkey

An overview guide containing gameplay tips for new players and selecting the best 
blueprints to use in the game.

-=Intro=-
Are you new to the game? It can be difficult to get started. There are many 
production chains and building options, but you can only choose 3 blueprints when 
you start a new map. The mapís resources and population will also impact what can 
and should be built. To increase the number of starting points, you can unlock new 
buildings and embark bonuses after building multiple cities.  I offer general 
starting advice that is accessible to all levels of players but especially to new 
players.

-=How do I select blueprints?=-
Year 2. Year 2. You can find more information in the timing section.

-=0 Ė Forget everything that isnít relevant=-
Each production building has three production recipes. However, I am only beginning 
to consider a few things. Wine production is pointless, pottery doesnít really 
matter, and packs of trade goods are far away. For now, ignore them. I want to 
concentrate on what will immediately get the city off its feet.

-=1 Ė Building Materials (Planks, Fabric, Bricks)=-
Every city needs huge amounts of bricks, fabric, and ma*sive mountains of planks. 
Although a crude workshop can produce all three of these essential resources, it 
has the worst recipe. Even a 1-star recipe is a significant improvement. It 
requires less resources to produce the same amount of product. A single 1-star 
recipe will increase throughput in the crude workshop by reducing its manufacturing 
responsibility. Although it is a good idea to choose a production facility that 
improves a building materials recipe, it is not always the best.

Any prospective building with stars in building materials is worth consideringĖ
improvements to planks are the most valuable. Planks are used in construction, and 
many recipes that call for wood can be substituted for planks at a lower rate. If 
I choose 1-star planks in the first selection, but the next round has 2-star plank 
recipes, I will choose another.

-=2 Ė Fuel (Coal).=-
Wood is the most efficient fuel for the hearth. Coal can be made from wood and 
burns longer. It can also be substituted for wood in some crafting recipes. It 
is useful for certain events. Oil is an interesting option, but I am usually biased 
against it, as the inputs (plant fibers, wheat, and meat) often have better uses 
elsewhere (eg fabric or ranching, jerky).

Coal is great for conserving wood, especially for small plank production buildings. 
But Iíd be happy to start with a pair of production buildings for both planks and 
coal any day.

-=3 Ė Fertile soil usage=-
Nearly all maps have fertile soil. Double-check your map settings if in doubt. 
Fertile soil is the most common renewable resource in the game. However, it only 
works if there are buildings that can use it. Although much has been written 
about which building is the best, I believe any building is better than none. 
One might be left empty-handed if they give up the small farm in hopes of 
converting it into a plantation.

This is a priority if my starting glade is rich in fertile soil. I give priority 
to fertile soil if it is abundant. Unless fertile land is scarce or low in 
quantity, I will make one of the three buildings a fertile-soil user.

-=4 Ė Ranch=-
The ranch is a powerful building. To get off the ground, it needs to have a 
steady supply plant fiber, wheat, or reed. It performs a similar function to 
cooking, putting in more materials (food/leather), than the initial inputs. 
It can handle a changing workforce better than a farm.

Because ranches require raw materials, I tend to favor farms over ranches. 
Most biomes will be able to rely on trees. In rare cases, they may not. In 
these cases, however, the trees will provide a limited supply of fiber. This 
allows for food and leather to be made. Although the chickens will produce 
eggs, this is still a mixed blessing. Before starting your ranch, I recommend 
you check the biome trees and inspect the area for suitable inputs. Remember to 
prioritize production and to set the appropriate inputs.

-=5 Ė Complex Food (Jerky, Skewers)=-
Complex food makes people happier, and recipes always produce more than the 
raw materials needed.

Jerky requires only meat or insects (and fuel), making them the easiest complex 
food recipe. Even though meat is rare, insects seem to be everywhere. Skewers 
are slightly more difficult as they require two foodstuffs instead of one. 
Skewers can be great if you have both the requisite food types.

-=6 Ė Eh?=-
Everything else is just window dressing after the top five priorities. Rarely 
a starting selection does not include upgrades for building materials or coal, 
farming, ranching and jerky, among other things.

These are some options that are reasonable but are more dependent on the map
and might not be worth considering. However, sometimes conditions are different.

* Flour production is worthwhile if there is a reliable wheat/roots/mushroom source.
* Pack of Provisions can be a helpful recipe in a 1-star and 2-star building (unless 
  it is prohibited to trade).
* Coats can be useful if there are beavers+humans in the area or for storms. 
  They are easy to make from fabric, but they are not worth selling.

* It is always desirable to produce tools, but it is especially easy in the coral 
  forest. I often have to pause because of the pre-requisite smelting.
* It is worth setting up if there are several small or large nodes close to the 
  camp. Camps are more attractive if they have Marshland bonuses.

Remember Rule 0: Donít ignore anything that isnít relevant.

I donít spend too much time thinking about the initial selection. Some maps are 
better suited to setting up production chains, and some populations benefit more 
from those production chains. These differences can be significant at higher 
prestige levels, but that is not the only guide.

-=Timing is everything=
I will survey the glades at the beginning of a new map to determine what is in 
my starting glade, and then decide which glades I want to open (now/next years/
in the unforeseeable future). Iíll review the first batch of blueprints to see 
if thereís a clear winner (like 3* planks). But it isnít often, and I wonít pick 
anything now.

There are many reasons to delay choosing a plan:
* I would like to see the contents of the surrounding glades first. After the 
  first set has been issued, small glades may be opened immediately.
* Some dangerous glade events require coal/oil/etc. Waiting to see the eventís 
  requirements might allow for a rushed production chain. Sometimes, the trader 
  can also help.
* Dangerous Glades often contain large resource deposits that require a large 
  camp to harvest.
* The greatest impact on a city is made by the year 1 and 2 cornerstones, as they 
  are in effect, the longest. Picking cornerstones can help clarify building 
  selection by adding incentives/disincentives for certain choices.
* It is unlikely that I will be able to get the buildings up and running before 
  year 2.
* Amber can be used to re-roll the building selection depending on the 
  circumstances. It could be advantageous to delay making a poor choice until 
  you have amber to reroll it.
* There is only one choice, and it is the best.

Here are some reasons to act quickly:
* You canít put off making a decision. The first selection might not be 
  interesting, but the second might contain the building I want right now.
* Certain orders from Queen Victoria require specific buildings. Knowing that
  I have the building required makes it easier to select the matching order.
* Production chains wonít be able to sort everything by themselves. (Biscuits
  and pies require flour, which is almost useless without biscuits and pies. 
  However, one blueprint cannot be chosen without the other.
* I will receive more blueprint rewards over the course of the settlement than 
  what I actually ďneedĒ. There will be extras. Some of the choices might prove
  suboptimal some might be super useful but start out useless.




How Soon You Turn In an Order?:
-------------------------------
I generally try to avoid wasting the full impatience reduction potential of 
turning it in. Though once the halved reduction prestige modifier is in play 
that is mostly irrelevant (by the time I have my first order ready to turn in, 
impatience is already at 0.5 or close to in most cases).

Though instead, it is often still smart to avoid turning one in if the reduction 
would result in lowering the bar below a full point, especially during Storm 
(where that extra -30 hostility can make all the difference).

Speaking of Storms, also be mindful of the forest mystery that prevents impatience 
reduction from reputation gains altogether. Sometimes it can even work in your 
favor for that consideration, though later on its usually just another good reason 
to not turn in orders during Storms in general.

In fact, most of the time I will only consider turning in an order during Storm is 
when it would unlock a Forsaken Altar charge that I could really use right away. 
As others have mentioned, getting extra people rewards is also a risk during the 
season, and the newcomers can also be at risk of death from certain storm effects. 
Though you can usually get away with it during the last 30 seconds or so.

Another consideration worth keeping in mind is situations where you are dealing 
with a nearly full impatience bar after a rough time. Even the halved impatience 
reduction from that modifier will still give you a breather during the final 
countdown at full impatience. So if you can keep an order turn-in in reserve, you 
can use that to reset the countdown once.
Few other methods of saving yourself are as simple and reliable as having an order 
in reserve.

If I want to turn in orders quickly despite wasting impatience reduction potential, 
I can also consider off-setting that by calling in traders early. Though for the 
first year or so at P9 or higher that doesnít help much, when direct trading is so 
limited. At least it will advance the queue, so to speak, if the first trader isnít 
someone who tends to bring useful perks or blueprints in your situation.
 

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