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For Mining&Building:
(I do temporary small town isolation technique)
There are many times that I build temporary sleeping house and small silo + Kiln with minimum entertainment as temporary small town,The isolate town often near some special resources like stone/clay mine and building site, Where I can lock the door with a group of builders and miners. Since their mood aren't affect the quality of products unlike some job ex. tailor,blacksmith ,carpentry so.... there is no need to let them eat in great hall just a small chapel + delivery food,alcohol once per 2-3 days(by PET).[Here is why,I don't like religion changing or social interaction much,This so much annoy me]
(But what I suggest still ineffective,once the settlers' EXP reach cap per day,They should do 2nd Job,There are klin and small work station for disintegration in the temporary town as well but still ineffective for me as the room is awful)
I'm not agree much about limiting the distance for settlers.If the system was abstract It's may confuse and hard to find bugs. So let the developer assign settlers' name in the workstation might be fixed.
For Agriculture:
Plant:
However It's better for doing agriculture near underground of permanent store room to keep your material as fresh as possible. I won't let my settlers to be foragers much,It's lost so much time by walking except at the beginning of the game where you have no barley/herb seed.Once you unlock caravan/agriculture, there is no need to go foraging.Many problems are solved.
***However the only problem of caravan is, I still can't find any dirt for neither buying/selling in other colonies when we need/lack of them (ex.for fixing holes)***
Clay deposit & Stone deposit are unlike rocky soil which will spawn dirt after digging so we need a lot of dirt to fix them!!
Animal:
Don't let harvestable animal as PET, Ex let the cow,hen in pen as domestic but OX,Ass,deer as pet.Otherwise your settlers will run every where to harvest and haul the product!!
***I have found some problems,I need only experts animal husbandry to do training but don't like them to do harvesting or roping (These tasks should be for trainee )!!***
Craft: isn't necessary
***The other problems are about their secondary job (once their construction/mining EXP reach the cap per day)I build small workstations for them once they reach the cap but I found these problems. I think many Job types should be in their "category" instead of "craft"!!!***
Ex.Producing Large statue ,Wall Relief and many jobs [Brick&Pigment making] shouldn't be in Craft type but in material&working skill of settlers (Construction&Carpentry&Intellegent).
These are hard to manage Ex. sometime high level construction people will go to make a pigment instead of crafting stone statues or making clay/stone bricks!!
There are 2 builders of mine one is artist and one is doctor, even with 2 workstation, Many time the doctor is going to make a Pigment instead of making clay bricks or produce medicine!!
i put wood flooring down around stuff i didnt want trees.
Does armor affect bow skill.