The Wandering Village

The Wandering Village

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Fantoche Jul 30, 2023 @ 8:03am
Some hints?
Okay, I'm a bit deep into the tutorial but it feels like I'm missing something..

1. Should I remain compact or spread wide? Resources seem to be very stretched
2. What is the priority for stockage? I have storage sheds but people just go to the berry harvester or farm to get their food. I need it to be more centralised or at more than 1 spot, some gatherers walk a very long distance just to eat something
3. If breaking Ondu's trust is bad, how do you manage the rock supply? There's not that many on the map but plenty of spikes to take from. Then I hit the stonecutter, who needs a constant supply, making construction much harder
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Showing 1-15 of 15 comments
Piperbird Jul 30, 2023 @ 8:29am 
1. I try to focus most of my buildings either near the head where the Onbu buildings are, or the butt, where I have the dung collector and decontaminator, depending on how the set up is when I start a new game. You want as few as possible wandering all over the place for their jobs. But it honestly doesn't matter too much, because workers are going to have to wander for supplies as well. Paths will help, though. Villagers walk faster on a path.

2. I've found that villagers to prefer to go to the berry hut rather than a pantry. That gets better once you have kitchens and food stalls. They'll prioritize those more.

3. The rocks will grow back, but until you can get the stonecutter, sending scout parties out to get stone really helps. Also, don't worry about trying to grow your town too quickly, you'll run out of people and resources. Pay attention to what you are needing as well. If you need more stone than stone planks, close the stone plank shop for a while so the stones aren't getting all used up. I never pull the spikes and don't usually have too much trouble getting enough stone.
Bobywan Jul 30, 2023 @ 10:35am 
1 Compact. reducing travel distance increases the production. But you won't escape having to deal with specific building locations.

2 There are internal storages for the buildings
Storage are for when the building stocks are overflowing or if you have unused empty space, it's always nice to have them spread around.

3 don't harvest the spikes until late game when you need the space.
There are plenty of rocks + the boulders you can harvest after ressearching the upgrade and then multiples scvengers will bring you far enough rocks.
Don't overfeed the stoncutter if you don't need the output ressource. Usually 1 worker in a stonecutter is enough for early game.
Piperbird Jul 30, 2023 @ 10:47am 
Originally posted by Bobywan:
3 don't harvest the spikes until late game when you need the space.
There are plenty of rocks + the boulders you can harvest after ressearching the upgrade and then multiples scvengers will bring you far enough rocks.
Don't overfeed the stoncutter if you don't need the output ressource. Usually 1 worker in a stonecutter is enough for early game.


I will literally restart a new game over and over until I find one where the spikes are spaced out enough that I can work around them :steamfacepalm: I just can't bring myself to pull them.
Fantoche Jul 30, 2023 @ 10:59am 
Originally posted by Piperbird:
Originally posted by Bobywan:
3 don't harvest the spikes until late game when you need the space.
There are plenty of rocks + the boulders you can harvest after ressearching the upgrade and then multiples scvengers will bring you far enough rocks.
Don't overfeed the stoncutter if you don't need the output ressource. Usually 1 worker in a stonecutter is enough for early game.


I will literally restart a new game over and over until I find one where the spikes are spaced out enough that I can work around them :steamfacepalm: I just can't bring myself to pull them.

From what I read, touching one is locking you from a good ending?
Piperbird Jul 30, 2023 @ 11:43am 
Originally posted by Fantoche Dreemurr:
Originally posted by Piperbird:


I will literally restart a new game over and over until I find one where the spikes are spaced out enough that I can work around them :steamfacepalm: I just can't bring myself to pull them.

From what I read, touching one is locking you from a good ending?

I believe so. I've only ever gotten the symbiotic statue before. I'm not sure if that's the best one or the middle one.
Bobywan Jul 30, 2023 @ 2:59pm 
It's definetely locking you out of the Onbu statue if you remove spikes or build bile or blood harvesting buildings
Zep Tepi Jul 30, 2023 @ 7:38pm 
1. Onbu stuff will always be at the front and dung havester will always be at the back. Beyond that, make sure that buildings that work together are close to each other. I always start by looking for the best two berry locations and go from there, with pantries and kitchens close by. Put water next to farms. Put doctors and decontamintors in the center. Housing can go somewhere out of the way because no one actually uses them. Put storage next to buildings that produce or need stuff.

2. You can put kitchens and pantries in different places, preferably close to food production, also there's the food stand. However, the food stand isn't very efficient.

3. Don't cover up all of your dirt areas. That's where rocks respawn. If you have enough farms, go ahead and build on the green. Between the respawning and the scouts bringing more back, I usually have enough until I unlock quarries. I never pull spikes. Later on, there's an option to "grow" rocks in the mushroom farm.
Fantoche Jul 31, 2023 @ 2:50am 
Originally posted by Zep Tepi:
1. Onbu stuff will always be at the front and dung havester will always be at the back. Beyond that, make sure that buildings that work together are close to each other. I always start by looking for the best two berry locations and go from there, with pantries and kitchens close by. Put water next to farms. Put doctors and decontamintors in the center. Housing can go somewhere out of the way because no one actually uses them. Put storage next to buildings that produce or need stuff.

2. You can put kitchens and pantries in different places, preferably close to food production, also there's the food stand. However, the food stand isn't very efficient.

3. Don't cover up all of your dirt areas. That's where rocks respawn. If you have enough farms, go ahead and build on the green. Between the respawning and the scouts bringing more back, I usually have enough until I unlock quarries. I never pull spikes. Later on, there's an option to "grow" rocks in the mushroom farm.

Wait this is big, houses are useless? Damn, I'll get those out of the way.
Piperbird Jul 31, 2023 @ 3:05am 
Originally posted by Fantoche Dreemurr:

Wait this is big, houses are useless? Damn, I'll get those out of the way.

Yeah. You can see they are assigned to houses, and the decorations around that house makes them happy, but at no point do any of the villagers actually GO to the house. They just have to have one somewhere.
Bobywan Jul 31, 2023 @ 4:37am 
Houses are not useless. They protect from poison and add efficiency.
But their placement doesn't matter. Workers don't interact with the houses.
I always place them on dirt not to waste farmable areas.
Fantoche Jul 31, 2023 @ 4:39am 
Originally posted by Bobywan:
Houses are not useless. They protect from poison and add efficiency.
But their placement doesn't matter. Workers don't interact with the houses.
I always place them on dirt not to waste farmable areas.

Yeah next run I'll just make suburbs in a corner and keep the valuable space for production
Bobywan Jul 31, 2023 @ 9:19am 
Originally posted by Fantoche Dreemurr:
Originally posted by Bobywan:
Houses are not useless. They protect from poison and add efficiency.
But their placement doesn't matter. Workers don't interact with the houses.
I always place them on dirt not to waste farmable areas.

Yeah next run I'll just make suburbs in a corner and keep the valuable space for production
The edges can be used for scavenger huts and you want plenty of them in the late game ;)
I usually start with a village in the center but closer to the head and only build the poop collectors in the bottom which lusuallt have enough rocky area I can't use effectively without a lot of transport. That's a right spot for houses.
Asphe Jul 31, 2023 @ 12:20pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3006520335

If you can see the Dung Collector... there's path right below / south of it that goes straight right / east - continuing until it hits the 'side'. I do this in every map, so I know where the Dung Collector will be... then I count of plots from the other end to find where the Bile Extractor and my first Scavenger Hut will be placed... and so on.

So regardless of the map... certain buildings will tend to be in certain spots and it's all connected by a long east-west / right-left 'highway'. Food stuff branches off from the 'highway' and I usually place a Herbologist (and eventually a Decontaminator as well) at either end of the 'highway'

Anyone else also uses a kind of 'template'?
Bobywan Jul 31, 2023 @ 12:53pm 
Originally posted by Asphe:
https://steamcommunity.com/sharedfiles/filedetails/?id=3006520335

If you can see the Dung Collector... there's path right below / south of it that goes straight right / east - continuing until it hits the 'side'. I do this in every map, so I know where the Dung Collector will be... then I count of plots from the other end to find where the Bile Extractor and my first Scavenger Hut will be placed... and so on.

So regardless of the map... certain buildings will tend to be in certain spots and it's all connected by a long east-west / right-left 'highway'. Food stuff branches off from the 'highway' and I usually place a Herbologist (and eventually a Decontaminator as well) at either end of the 'highway'

Anyone else also uses a kind of 'template'?
Only one Dung collector ?
and 3 mycologists ?
But your village is beautiful and quite functionnal I assume.
I tend to spread water collectors and kitchens a little more.
Asphe Jul 31, 2023 @ 1:01pm 
Dung Collector x 1 - it's enough since I don't use Compost normally
Mycologist x 3 (Mushroom, Healshroom, Rocks) - each are kinda smol though - it's enough but I make Mushroom Stew if there's too much
One Herbologist (and Doctor) per 150 pop

I do centralise a bit... it's not efficient but it's a habit I picked up when hitting 1000 pop. You need to change the crop type for like 30 Farms / 10 Kitchens every biome, weather event & disease AND... manually harvest.
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Date Posted: Jul 30, 2023 @ 8:03am
Posts: 15