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* Hit pause. Seriously. Take the time to look around the UI and at any overlays you have available. I started with the pot and instinctively put it in a room alone thinking "Kitchen". accidentally made a scullery type room and got a 25% bonus to cook speed.
* Your ghost founder doesn't sleep or eat. Take advantage of that. Set it to cooking, building, and hauling. when you get a garden going set it to tending as well. That way core systems like food and shelter keep moving at least a little bit overnight.
* For the sake of your sanity, please know that you can make more than one research table. do so as soon as you can and at least life and death wont be depending on that next upgrade so often.
* Diversity saves lives. Literally. 2/3 of my staff were nonhumans. they walked outside and grabbed a rat to eat instead of precious disgusting gruel.
* Get crazy (but not too crazy) with custom wands. Better wands mean higher skills. the higher the skill the faster they work. someone good with fire magic will naturally cook faster. nature magic grows food faster. lightning magic is research and student summoning. any skill 2 and above get 10% per level as a bonus to speed when teaching. yes they stick around as student longer, but you don't have to have a lot of em. If the basic 3 types are enough for you, just make a tier 2 version of each. at least they will be predictable then.
* Learn the priority menu. the darker the square the better they are at that skill. try to make the ones who are better at certain skills focus on doing those more often and visa versa.
* you don't have to add to staff every graduation. in fact, i would recommend against it. For the demo, try not to go over 10 people total not counting the ghost. while you learn the game and how the systems fold into each other. You survive long enough to get a decent staff team that can push out maybe 4-6 tier 2 wand wielding graduates at a time and you've basically covered survival for the demo.
It feels like rather hardcore experience right from the start.
on top of that, you don't even need students either... thier only purpose is to complete trials and be sent off for making vivified papers. which... btw... completing trials pushes back the fog, keeping fair bit of surface space for wildlife and resources. most of the resource items for deep stuff requires all the way at the end items like reaper mushrooms.
And even that is too much if you didn't select a pot as your reward and didn't start researching rice fileds ASAP.
Cooking berries is a trap
Unless you've chosen the book bonus of 2x output for cooking, you turn 2 berries into 1 soup - that halves your food supply for a minor bonus which doesn't matter yet.
Also, research food plots early. Berries will run out.
Harvest from the borders
Every night the fog comes closer. If you harvest berries (or any resource) close to the center first, the fog will get the ones farther out.
Just harvest what you use
If you harvest everything at the start, your staff will use the item close to the center first which is bad as I mentioned earlier.
In addition, before you research chests, rain will destroy every item lying outside. Unused harvest becomes lost harvest VERY fast in this game
Stone duty
Stone is imo the worst(because slowest) resource to get early. You need a lot for stations, walls and floors. Pick one teacher to just pick stone makes building much faster.
Push the fog
2 or 3 students can do the simplest trial and push the fog back up to 6 days, even with tier 1 wands.
So always have 3 fully trained students around to push the fog back every 2-3 days or you run out of space for resource spawns.
Aaand there is no mercy
The fog pushes in at full speed from day 1, so you should have 3 students ready for the trial at day 3, latest at day 4.
The most important room
The most important room is .... the classroom!
At best, you fully trained 3 tier 1 student every 2-3 days to keep the fog at bay. +50% learning speed makes it very easy.
Every other room is convenient, but you can do without.
Sanity is for later
Sanity is not important at the beginning, so beds can be outside (you'll have the wood), comfort rooms are lowest priority. The first teachers are resilient and the first students don't stay long enough to go insane.
I then started building beds first. It wasn't even a bedroom but they were sleeping sheltered in a bed and did not go crazy on me xD. On the second day I build a real bedroom.
I used to have 9 students most of the time.
I made 3 schedules with a teacher and 3 students each, had 2 classrooms and just one bedroom with 4 beds.
The students also help you pick up an cook and all of that so I never had a problem after the first few days and it really felt like a school :)
Also yes, grow rice as soon as possible and get them a dining room with just one table. It helps with their sanity in the early game.
Once you get to chapter 2 you get a lot more, By the time I had research everything I was regularly training 9 students at all times and had all my staff slots filled out. Also because higher tier wands take longer to train the students wielding them. like a majority of your school is going to be bedrooms and classes.
Treasure hunting is not just for treasure...
I think the Tutorial ends and is being replaced by Tooltips where it should kind of begin. Kind of the opposite problem I had with Naheulbeuk's Dungeon Master. I was confused about not being able to dig/build underground. There should also be something to make it clearer what's important to build first/at all to survive your first few days and how long it takes to train students etc. I completely screwed up my first playthrough just trying to figure out basic mechanics and nearly did the same with the second one (after which I don't know that I'd have tried a third time), although it kind of worked out in the end:
It's also hard to tell which items you can place further back or in front or which are fixed at the beginning like stairs, doors etc. seems very finnicky. Why can't I place a door or hallway more in the middle of a room?