Are you looking to build your grand designs in a place in the sun? Today's bounty is all about location, location, location! To be eligible for a prize, share any and all advice on where one should build a base in Nightingale. That includes but isn't limited to:
Biome
Abeyance Realm vs other Realms
Safe spots
High up or down low
Flat ground or on a slope
Proximity to portals and Realmic Transmutors
Nearby resources
Stylish locations
Integration with other bits of scenery
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Having invested 80 hours into this fantastic game, I've gathered some insights to share!
TLDR: Choose a building location that appeals to you aesthetically; after a few hours into the gameplay, appearance will be the primary factor to consider
Realm Layout: A crucial aspect to consider is the location of your portal. Although you can construct your own portals after approximately 4-7 hours of gameplay, it's wise to establish your base about 100 meters from any static portal. You might even integrate this structure into your base design. The minor card transmuter becomes less relevant later on, as you'll eventually use a remote device. If you're not satisfied with your realm's layout, you can always generate a new one by resetting it at the portal machine (ensure you select the reset checkbox, not the button!). In terms of safety, Abeyance realms are quite secure. Just a tip to avoid annoyance: all creatures have fixed spawn points. Ensure your base isn't on top of recently cleared boar or wolf spawn points – simply moving 100 meters away should suffice to avoid pesky neighbours.
Location: Flat valleys are stylish and practical, allowing for easy movement. However, with teleportation, you can opt for a more unconventional base location, like building your fortress on the 50th floor. I did this for the spectacular views, though it might not be the most practical choice.
Resources: Resource location becomes less significant once you've accessed portals, as you'll begin harvesting materials from other realms. I've even set up realms specifically designed as factories, using Minor cards to create optimal conditions for crafting and gathering.
Minor Cards: These are pivotal, especially as you progress and gain access to portals and remote transmuters. Initially, I recommend the Trickster Card for three reasons: its enhanced jumping ability allows faster exploration, fall damage immunity is essential while mastering your umbrella, and the mixed drops feature lets you gather meat from plants, saving you the effort of hunting. For the later stages, the Settler Apogean Card is ideal, providing an infinite supply of ingots and plants vital for base construction. You can also make the weather sunny, countering the rains of the swamps, but in my opinion it is a waste of minor card slot ;)
Out of the three biomes I recommend starting in the forest or swamp. In the desert you have to protect from the heat all the time which can be frustrating. In the swamp you need to be aware of diseased waters but these can be travelled around or jumped over fairly fast using the secondary attack of the knive to lunge jump forward.
Forest and swamp have ample starting resources of wood, stone and ore to get you going. These can be a little harder to find in the desert biomes.
As you progress through the game the location you choose in the map becomes less important, but in the early game, a good strategic place between key locations can speed up progress and provide a less frustrating experience.
Resource locations:
I recommend setting up near to the shore line. Around the shore there will be plenty of driftwood on the beaches which only need 1 hit with the axe but can provide 3 wood. On the rocky cliff edges around the shore, there should also be ample ore and rock deposits which are crucial for the production of early game tools, weapons and crafting benches. Around the shore line you can also usually find packs of wolves dotted about to obtain meat and bones (forest biome).
While these resources can be found across the whole map, around the shore they tend to be in close proximity and easier to spot due to the more open longer sightlines.
Proximity to first site of power and portal:
In the early game you will want to be located near to the maps portal and also the first sight of power where the essence trader can be found. While they become fairly redundant in the later game, being close to these early on can cut down on a lot of travel time across the map and remove some the slog of travelling long distances to complete early objectives.
Ground suitability:
I recommend looking for a flat open area with no wildlife, trees and plants in the immediate build area. If you clear a space to build in, these are likely to return in the future, so an empty space is preferable.
I built my base in the forest biome as this seemed to provide the best starting materials needed (wood and stone). The game suggested I built it next to the shore, but I wanted a good view of my surroundings so took it to a rocky cliff. This provides a good spot for getting ore, and the forest is also nearby with not just wood and other plants to collect, but also wolves and if you got your aim right deer as well. And if you fancy fishing, you can cast your lure in the nearby river. From the cliff the local trader and portal is also just a short umbrella jump away, but on the way back you will want to use your return as climbing back is a bit more time consuming.
These are the practicalities of the spot I chose and I have to say I didn't regret it from the aesthetics point of view either. Look at this beautiful crimson sunset: