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Повідомити про проблему з перекладом
1) Clay pit + greenhouse - can do 9 out of 12 needs and provides pottery for ale
clay -> pottery
clay+herbs -> crystalized dew -> simple tools/barrels
reeds+crystalized dew -> training gear
reeds -> cloth -> coats
mushrooms+herbs -> flour -> pie
mushrooms+herbs -> flour -> biscuits
herbs -> incense
herbs + oil/eggs -> cosmetics
reeds/mushrooms -> pottery -> wine
wine -> scrolls
mushrooms+pottery -> pickled goods
2) Grove + greenhouse - can do 9 out of 12 needs and provides barrels for ale
resin -> incense
resin -> cosmetics
crystalized dew -> training gear/barrels/tools
mushrooms -> wine
wine -> scrolls
mushrooms+herbs -> flour -> pie
mushrooms+herbs -> flour -> biscuits
mushrooms+barrels -> pickled goods
mushrooms+eggs/roots -> skewers
You don't have to do all of it. But you can do any of it. Which means no matter whether you have the carnivore harpies or the vegetarian beavers, no matter what cooking buildings you have, it's a fantastic middle step. Think of it like a flour making building: it's on the way to cooked food. Except that the ranch's output can be eaten directly, so you can set it up faster with less risk, and it takes in a broader range of resources as input, and its output can be used in more cooked foods.
And making food is absolutely crucial not just in winning, but in surviving. One cooked food that each race likes is necessary as a food multiplier (saving labour and parts that would go to camps), and is an easy source of resolve. Even multiple cooked foods is good to get a resolve victory, it's often easier to set up than getting the long production chain of services running.
Yeah I've been starting to realize how crucial complex food can be even early on. Hell, even if a race doesn't like the complex food, they will still eat it as a last resort, so the multiplier benefit is still there. Even with just the field kitchen. Plus, biscuits and pies can both be made entirely out of otherwise inedible resources (grain to flour, and herbs).
While also getting more out of herb gardens and small farms to boot.
funny enough even though the ranch may seem a bit redundant for the Marshlands, being able to produce extra leather for fabric still makes it quite useful in a biome with little fertile soil and no direct sources for plant fiber or reeds (or even leather itself, outside of meat nodes with guaranteed extra leather). There are at least grain nodes, plus refining plant fiber and reed from whatever source into extra leather.
Really? Are you ever actually in lack of material for fabric? On most maps you get it for free from trees, and on all you can harvest it without a blueprint. That's pretty much the one resource I _never_ lack.
Meat, on the other hand is great. Jerky and Skewers are the best cooked food in just about every regard, making them the best thing to produce short of building resources or tools. But getting meat (or insects) almost always requires a blueprint - either a camp or a ranch. And the camp isn't an option on biomes that don't have those nodes, or on maps where you haven't found any such nodes. While the ranch produces more meat (typical conditions anyway) with less labour, works anywhere, doesn't run out and takes any one of 4 usually abundant resources.
Marshland is probably the biome where ranch is least useful. Not only is meat abundant on the map, but both the trees and the meat nodes give you leather for free, and fiber/grain/reeds/vegetables to feed the ranch are uncommon.
Learning aside, I love a good ranch. Olleus' comparison to a mill is spot on. But like a mill, it's less useful if the inputs are limited or the outputs don't fit into your immediate priorities. It is absolutely perfect for a harpy/lizard population mix...but if there are no beavers, plank & fuel production generally rank as higher concerns for me.
But as usual, a good cornerstone makes all the difference: increasing population from eggs turns the ranch into a hatchery and meat specialization (+meat/25 meat produced) will catapult the ranch to top pick every time.
Its PLUS 75%, not 75% for double production. So if you have a chance of 2% it incrases o 3.5% to ge double production. (atleast if the tooltips are accurate)
Completely disagree that the ranch is somehow OP.
idk what should be done with it, if anything. If it needs fertile tiles it loses its apparent purpose, which is 'failsafe if you don't find enough farm spots or big food nodes'. That feels like the correct identity for it anyway, its role as 'add an extra step in the chain to inject more rainwater for multipliers' seems to be how it plays out though. The fact that it doesn't cost Parts, unlike trapper's camp, is another benefit that makes this difficult.
Since I don't think anybody's really thrilled with the current iteration of camps (even though it works fine), if they get reworked again the ranch should be reconsidered as a part of that ecosystem.
5 Vegetables -> 14.5 Meat -> 42.05 Jerky
(With the +10% from the meta upgrades you could potentially do 5->15.5->48.05)
That's a HUGE stretch of a very limited food supply. You can then use that same Ranch+Butcher to do Jerky+Eggs into Skewers to stretch it even further and have very happy lizards.
So if you don't have fertile soil, Ranches (especially with Lizards) are a great alternative to the farm-fertile soil cycle.