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翻訳の問題を報告
Totally agree, I wish there was a map reroll button, its a huge time waster tbh because the right map makes a lot of difference early on, esp if you want a lovely big spread-out colony.
When they're both in a good mood, tell jokes and hug, rinse and repeat, then kiss as much as possible, like they're two drunk teenagers in a soap opera, and they'll level up their friendship pretty quickly. Keep an eye on their relationships menu, it will show you if the next level of friendship is locked for some reason, in which case try again the next day. If a joke lands poorly then waiting until its safe to apologise actually gains you a good amount of friendship points. They are tediously ill-humoured these colonists but then they are on the brink of survival so maybe they don't have much time for bad jokes! Winter is the perfect time for all this as you can't farm.
I just managed to get a colony to 4 generations before end game, in the end we were desperate for new colonists to arrive and widen the gene pool!
Forestry allows you to plant apple trees and cotton plants. Apple trees are nice but not as important as you would think, regular staples suffice. however cotton fields provide a large long term income that is generally more effective than sheep. You don't need many of the types of resources often so having one colonist work on cotton or apple trees full time is a great way to set up the future.
You also need combat skill up to metal weapons and you need to trigger fights with pirates to get there metal weapons earlier on. metal weapons are like a guaranteed victory once you have them and pirates usually come in small numbers that you can beat with farm tools if you gang up on them one by one. theyre also good profit for later, but maybe don't finish them off because at some point you don't want to be constantly warring with them.
clothes sometimes double your production and without them it's very difficult to maintain any supply of resource. If you can stock enough food to put everybody onto research and getting that clothe maker thing as fast as possible it's recommended.
I wouldn't worry about deaths earlier on too. Colonists come fast enough at the beginning and if you don't have a doctor in the untimely event of catching the flu it's alright to just leave them to die and focus on getting those clothes.
The best way to avoid that is to not rely on random colonist interactions. What you want to do is to take control, and micro manage a bit. When a new colonist arrives force them to meet everyone else. If you successfully impress a colonist then follow up with a successful risky joke you can get new colonists to buddies with just two actions. (watch the body language and cancel the joke before it fails to avoid a mood penalty.) Once colonists are buddies, and with positive moods, all further interactions will trend positive.
So, while it wont completely remove negative interactions it will increase the odds of positive interactions when they are left to randomly interact. The higher each colonists friendship level the greater the positive interactions. Conversely once they start to dislike each other the greater the odds of negative interactions. So you really need to prevent such downward spirals before they begin.
What I mean is, if your colonist is happy and in a good mood, they will almost always be working. Not interacting or building relationships. However, if they are in a bad mood, they will often quit work and have nothing to do. By having nothing to do, they will start to interact with other colonists, and because they are in a bad mood, these will generally be bad interactions. Leading to more bad moods, leading to more colonists having nothing to do, leading to the downwards spiral.
This is why I always suggest building relationships early on and taking time to develop them while moods are high. So when your stockpiles are full and a normally productive busy colonist is suddenly left with nothing to do, they will be less likely to cause calamity or go on an insult spree within your village.
Like that, they get all "into the green" everyone with everyone. In the long run they have almost exclusively positive interactions, even without being active from my side.
When one villager wants to have a risky joke, I do an "impression procress" before, followed by 2 to 5 risky jokes (successful ones). When a villager wants to impress one, I do that, followed by 2 to 5 successful risky jokes. Like that they get "max green" very soon.
And yes, it needs quite some mm (but its fun imo).
And diplomatic perk also helps, when they do automatic interactions.
The biggest downside is that they will always be envious of another settlers place until most of the furniture is back in the house, but i typically can get 3 quick satisfaction levels where I can remove some of the more bothersome negative traits, or give them a positive trait right off the bat.
And with the chain fire 'wish fulfilled', the envy is offset fairly well.
Might be a bit more of an advanced item, but cheers for the guide and allowing me to learn a couple new tricks 100+ hours in. :D
Are they built piece by piece? One guide I read said toh build a bunkhouse first, but I don't know how.
a house is a floor completely enclosed by walls with a door.
until i decided to expand 2nd floor to 9x9.. started moving stairs for the 3rd+ floors and the pop start getting stuck.
uninstalled.