Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All of a sudden, other things will fall into place, like orders for trade goods, or every part of the ale and pickle chains -except- containers (or that blueprint will come last).
Or one that pops up from time to time is the... I forget what it's called but 1 insect per 2 trees felled, then a termite mound will show up, then the smokehouse. It's basically free jerky.
Eight trees gives four insects. Four insects equals ten jerky. Four jerky (and four of whatever plant ingredient) equals ten skewers. Free jerky and, if you make jerky the input for skewers, almost free skewers too.
The basis of two of the five complex food needs covered from one perk. Hunger problems solved!
The trick there is that on that biome, you get mushroom harvests from trees frequently. Just for naturally harvesting from mushroom nodes on the map, sure, it can take a while to get that modifier up to a noticable degree, and all those harvests in the meantime you didn't get any benefits at all. And if you can't find a lot of mushrooms in the first place, it might end up doing nothing for you, unless you get the greenhouse or the cornerstone to plant mushrooms on farms.
2nd yeah = +1 but lose all fuel
3rd year = +1 but 50% slower farming production
4th year have soo much planks, coal and wood that I just sacrifice it as if global warming is my goal
+1 copper ore
+1 copper ingots
+1 tools
2 +1 planks
+3 barrels per 10 planks
I actually got a resolve win despite the awesome tool production, I only opened 4 glades and most of the crates had great loot or citadel resources. I had brilliant luck on my blueprints and production chains, over +1 rep a minute and human resolve was about 43 at the end
For real you just need to hunt down a single type of tree and you'll drown in food wood and tools. And the best thing is because you don't need any food production you need almost no villagers to do it.
That does sound like it could hamper your wood production though, much like Fungal Guide in the Marshlands. Although I suppose its at least more controllable, since not every type of tree has the meat bonus.
I recently did the marshlands with the 'Barren Lands' modifier (no fertile soil).
One of the storm modifiers was +20% to impatience if hostility hit three or more at any point during the storm.
In marshlands you have to pop open glades to keep your economy going. All the glade penalties make staying under three hostility in mid-game a challenge.
The first dangerous glade I popped needed luxury goods to complete the task. I had no luxury goods. Neither of the first two traders had luxury goods.
The bad event cycled two times before I could finish it. That was two hostility.
In most storms, I was unable to keep hostility below three. Before I knew it, I had four versions of the +20% to impatience.
My inability to keep resolve enough above hostility cost a modest number of citizens (harpies!!!!). In a normal run this would be no big deal, but here the extra hostility from each departure really hurt.
In most runs I'm in optimist mode, aiming for a respectable town and few achievements to boost progression in the meta game.
By year five I knew I'd be lucky just to make it. I could practically see the impatience meter growing, even though I kept a human as firekeeper from the start.
I gave up all hope of anything approaching decency, solved the easy orders, put everything on simple tools and opened glades as fast as possible just to solve the caches and stay ahead of impatience.
In my quest to find caches, I even opened a forbidden glade - which is a big no no for me unless I'm in a strong late game position. There was a fabulous beached whale meat source (1004 meat, ~40% each of leather, sea marrow, jerky and crystalized dew with each harvest - and I had a +2 to crystalized dew cornerstone). The event was a steampunk foundary that spawned living matter as you tried to salvage it.
Given my other strengths in that run, now non-relevant, it would have been easy to manage the living matter spawns and salvage the steampunk foundary. Normally, I'd have made a town center around the steampunk foundary to spam parts and infused tools for the Queen and the wider economy, or go for the finish the game with 400 amber achievement.
Instead, in this run all I cared about was the lousy cache the forbidden glade offered.
So, yeah. Sometimes just getting through is a win.
Unfortunately this is not something easily fixed by planting down a second lumbermill and putting a 3rd person in there. Even if you did that, you'd still see the carpenter with a slight advantage in throughput.
Just something to keep in mind in the future. It's even more pronounced with the cookhouse when making biscuits.
How can this be ? I can imagine that working out in the short term, but not the long term. It should not matter how many guys are in the building. The planks all need to be produced and moved to the storehouse either way. I don't see how multiple guys could make that more efficient in man-hours. Explained in another way:
Say production of 2 planks needs 60 seconds, thats 30 seconds per plank.
Say walking 5 planks to the storehouse also takes 60 seconds, thats 12 seconds per plank.
Total, each plank costs 42 man-seconds.
Please explain me what i'm missing in my logic here.
For most games, in the short term all you care about is getting planks as you are hungry for planks (or want to feed packs of materials). So planks per facility is a better metric than straight up plank efficiency per person.
If it was two workers in a carpentry producing planks verses two workers in a lumber mill producing planks, in that math the lumber mill would come out ahead. But if you want lots of planks, ASAP, then the OP is suggesting that three workers in a carpentry is better.