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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.
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.
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.
But there is satisfaction of overcoming the challenge.
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.
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.
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.
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.
(In case of ...)
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.