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you could also take lava/ice/mud to the extreme and have them create new terrain blocks, e.g. volcano eruption that changes the map layout, glacier that freezes half the map, landslides, etc. but not sure if that's a good fit for this game.
rushing to solve droughts/badtides and then "being done" is simply a fundamental problem with the game that isn't going to go away until some entirely new type of problem is introduced that scales to the lategame.
In my estimation, the survival part is solvable well before the completion of the city building. Bad tide extends that out a smid, but it doesn't solve it. The proper balance would require continuing to try to figure out how to shore up your population and sustainability and tackle new problems as you get deeper.
Tide 7 is a badtide that continues? Well what if 21 is an even bigger problem you need to prepare for?
Another thing I haven't seen brought up is that because the badtides kill plants so quickly, a lot of the time berry bushes across the map are just killed before you ever would have had a chance to use them to help jumpstart a settlement, which just kinda makes these berry bush patches very far from spawn kinda... pointless? They just end up clogging up space.
Thousand Island map, normal difficulty, first Badtide. You absolutely can survive the first Badtide without suffering too much, having beavers get contaminated, or crops/trees dying off.
https://steamcommunity.com/sharedfiles/filedetails/?id=3151398991
Timberborn is a survival game and as such, I prioritized getting the minimum amount of food, water, wood, and production that my beavers *needed to survive*, instead of trying to design utopia in the first few cycles. You said the first badtide was "completely unavoidable". I just showed you that it is not. I also play slow, and there were plenty of other ways of diverting the badtide on this map that I explored while paused, but this is what I chose because I thought I could make it work. Yes, I could have chosen to build more happiness, or add more housing, or push ahead to paper or potatoes. But those industries/strategies were not necessary - once again - TO SURVIVE the first badtide. Newer players will learn these lessons as they play, as they fail, and as they succeed. Slow players like myself also learn these lessons as they play, fail, and succeed. Just because you haven't adapted to survive it does not mean it is "completely unavoidable".
I can always run this same map on hard and prove you wrong again, but you'd just move the goalposts in order to keep complaining.
MediocreTide.
I've been on Steam for about a decade now and it never occured to me that an "e" followed by a "T" looks absolutely weird!
Hello,
Totally agree and you may post your reviews on this thread opened with the revorked map ^^
https://steamcommunity.com/app/1062090/discussions/4/4033600999067682401/
This is why I gave up playing this game. The lack of automation for what is a completely mindless and boring amount of tedious and repetitive micromanagement, and now clearly the devs' intent to dig even deeper into that as a fundamental core mechanic tells me I made the right choice.
Challenge and interest does not come from busywork. This game didn't need more frontloaded difficulty, and it certainly didn't need more busywork. Badtides seems like nothing but both.
Just the badtides for me, but it is annoying, Up until the bad tides it was possible to get your community stable enough that you could let it run and go get a drink or take a bio break. I actually enjoyed that work when each badtide i had made progress and had a different thing i needed to do, and observe if id solved it yet, but once it got past that point, all badtide means now is a delay i lumber production, and i do the same gate thing but now pause to get up.