Founders' Fortune

Founders' Fortune

View Stats:
Oragepoilu Aug 2, 2019 @ 1:20am
Money, salary, flu, scroll
Hello,
I have a few question bout the lastest build.
How much day we have per season/year ? (want to know how much I need to pay per year to get acces to new founder)
Is trading the only option to get coins ?

Is the flu a 100% death chance even if I let him rest all the time in the bed ? I lost all my meds trying to treat him with my only doctor lv1 : Yeah, it worked after 5 try! but only to get stage 2 to stage 1 ... then to stage 2 a bit later again. wtf ? How I am suposed to deal with that early (6 founder), I can't even buy more meds (they don't sell/ i don't have the coins)

How I get the scroll required to get the meds tech ?

Thx for reading. I have an overall good opinion of the game regardless, and I understand it's not done.
< >
Showing 1-15 of 16 comments
rwh39407 Aug 2, 2019 @ 1:54am 
Scrolls can be bought from the trader
fennad Aug 2, 2019 @ 2:56am 
OK. Not sure how many days per season. I know at normal speed it is something like 10 minutes per day/night cycle. I think it's 2 hrs per year. (off top of head. I could be REALLY wrong!)

Trading is only way to get coins.
Flu is vicious at first. The trick is levelling up the doctor.
The easiest way to level up the doctor is to research writing. This will unlock the bookshelf. When you unlock the bookshelf, build it.
Select your doctor. Right click the bookshelf and select 'research medicine'. This will give your doctor experience in medicine and allow you to promote them. As they get higher levels, chance of treating flu increases.
When you research medicine in the tech tree you can unlock a bench to craft your own illness medication as well as plant the necessary medical plants to craft your medication. I find that when someone has the flu, if you have a doctor working 'full time' on producing medicine and only stopping to treat the sick person, you can produce 2 medicine for every 1 used.

Scrolls can only be purchased from a trade and only be analyzed on a research scroll stand (Again Writing technology)

I hope this helps.
Chrisme Aug 2, 2019 @ 2:59am 
I haven't had the flu problem in my latest games (there was simply no case of infection) but theoretically you can do two things: train someone to become a level 3 doctor early via the bookshelf (should increase chance of curing diseases) and spend some reward points on the infected character to get the strong health trait (increases successful treatment chances as well).

Alternatively just cure the infected villager directly with reward points. Costs 2 points I think, so that is actually quite affordable.

Trading is the only option to get coins. I usually just sell my excess wood to buy a stone and iron axe early to get more wood fast (followed by a master lumberjack outfit when I get the chance). That increases my wood production and so I get even more to sell next time. Wood is a good trading good since it regrows, can often be sold at the trader (unlike a lot of the other goods) and because it can be harvested en masse with a single lumberjack even.

Edit: oh well, 2 minutes too late.
Last edited by Chrisme; Aug 2, 2019 @ 2:59am
Oragepoilu Aug 2, 2019 @ 3:05am 
Ok, I was forced to cure it with the point; Lvl up to 2 or better, 3, healer is next to impossible since I barely unlocked the research when I got my first flu case.

yeah, it's about having one guy full time making meds and harvesting plants for it.

Done more wood chopping, yeah it works for early coins.

Cotton is my biggest slowdown, I don't have a field nearby so I manually need to ask to collect it each time.
fennad Aug 2, 2019 @ 3:13am 
Certainly. It is tough early on. But a game without challenge is boring.

But there is satisfaction of overcoming the challenge.
Oragepoilu Aug 2, 2019 @ 3:25am 
I totally agree on that.
Nathiri Aug 2, 2019 @ 5:28am 
Originally posted by Oragepoilu:
Ok, I was forced to cure it with the point; Lvl up to 2 or better, 3, healer is next to impossible since I barely unlocked the research when I got my first flu case.

yeah, it's about having one guy full time making meds and harvesting plants for it.

I don't know if there are other modifers at play but I have a useless doctor. He's upgraded, he's hard at work producing illness meds whenever I've got plants for them. But he's absolutely terrible at actually curing people.

I had to use reward points to cure him after he failed to apply the remedy on himself 5/6 times early game. And because more people had the flu at that point and I was out of meds I had to use reward points to cure them too. Annoying, but okay, he needed to study a bit more.

Now he's leveled up and he's still sucking. It shouldn't take 3,4 attempts each time... but it's a bit much when combined with a significant wait time between attempts and no automation. He shouldn't be so bad at his job.
Oragepoilu Aug 2, 2019 @ 7:39am 
Yeah I have the exact same problem . 25 meds in stock in case of, each time someone is sick and each time my 3/3 doctor with best gear can't stop it from going next stage of the flu.
Atm it's either get super lucky, get the point or once it's too hard to get the 2 points simply reload for a better try.

I'd like to force people to rest and have a bonus modifier to the healing chance when they do it for enough time.
Last edited by Oragepoilu; Aug 2, 2019 @ 7:40am
mskitty Aug 2, 2019 @ 8:31am 
Originally posted by Oragepoilu:
Yeah I have the exact same problem . 25 meds in stock in case of, each time someone is sick and each time my 3/3 doctor with best gear can't stop it from going next stage of the flu.
Atm it's either get super lucky, get the point or once it's too hard to get the 2 points simply reload for a better try.

I'd like to force people to rest and have a bonus modifier to the healing chance when they do it for enough time.

You can force people to rest, mine have not had the flu yet but they have been injured and I've put them in bed to recover.
Oragepoilu Aug 2, 2019 @ 8:37am 
They will still die regardless, it just help with the hp - and HP do not help against the flu.
In case of, a bed give 0.2hp/s while a stage (5 ?) of the flu reduce hp by 0.5/s.
And you still need to cure him - and by that, each cure that work do not remove the flu but only one stage of it.
Last edited by Oragepoilu; Aug 2, 2019 @ 8:38am
Nathiri Aug 2, 2019 @ 9:31am 
Originally posted by mskittynips:
mine have not had the flu yet but they have been injured and I've put them in bed to recover.

I think my colony has a whammy on it or else there's a reservoir of virus somewhere. I've had new cases of flu pop up an ingame day or two after the previous one was cured. It's really, really frequent.

I got past the intial disaster by using reward points to cure it, and now I'm getting by with a surplus of healing plants, 2 doctors, and more than 100 meds for them to waste.

It wasn't even the bad health trait, though I am trying to fix traits as well now.
huh? Aug 2, 2019 @ 9:35am 
I think, medicine - one of the most important knowledge. You can get some wood or stone for sale. Afar, 2 scrolls = 300 coins, so you need 300 wood or stone. I dont think that it`s too difficult to get this amount. But you should always have at least one doctor, cuz flu will get you again and again
Montana Mike Aug 2, 2019 @ 10:38am 
Amazing how one tiny design decision can goof up a game. God knows why I still play flu simulator 2019. All you can do honestly is save often. As soon as you get the flu, reload. Otherwise as has been stated, the easiest way to get rid of it is to use your spec points.
Oragepoilu Aug 2, 2019 @ 10:55am 
If you want to reload to avoid the flu you could instead reload before you treat the flu to have 100% chance to work.
(In case of ...)
Last edited by Oragepoilu; Aug 2, 2019 @ 10:55am
Dionic Software  [developer] Aug 2, 2019 @ 12:56pm 
Hey guys, thanks for helping out each other. Couple of points:

1. Illnesses are meant to be strong, but we know the flu has some balancing issues. Looking into the probabilities for Alpha 9. Glad you're figuring it out though :D

2. Flu gets easier to cure the longer the colonist has been infected. Success slowly becomes more and more probable as the colonist's immune system builds up.

3. Back to the original question: Seasons are 5 days. Each day takes 10 minutes in real-world time.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Aug 2, 2019 @ 1:20am
Posts: 16