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
Move your woodcutters closer to wood. If they are to far away from Warehouse, build a new one close.
If you have low level hearthes you can turn them on only when needed (during storm).
Producing coal doesn't "eat wood" aside from recipe, so Kiln is very wood efficient. Don't forget to turn wood off in Hearth and use coal in all recipes instead of wood, like jerky.
And planks production, obviously, though it should be possible to play without it.
Don't overproduce or sell items with wood in their recipes.
Pay attention to the map you are on. Base wood production, meaning just 1 wood per treecutting, is very little. Some biomes offer +1 wood by default, another offers +60%. So the base from biome is 1x 1.6x or 2x wood. You can also get +1 wood from corners stones. So be aware what your wood multiplier is. @1x wood, you must be super frugal on wood, you can barely use it for fuel, you must make sure you get an extra fuel source. If that is not possible, you will need to get a 4th or maybe even 5th woodcutter. (you take them off that job during storm, so hostility from woodcutters is pretty much a non factor). At 1.6-2x wood, you can play comfortably and use it for fuel. You can still run low though if your doing many things with it like producing tools, fueling 3+ hearths and trying to keep all your beavers in special housing. So you will need to pay some attention to how you deal with the wood, but not too much. At 2.6x wood or higher, you can pretty much consider it an unlimited resource.
You can limit wood consumption in the following ways:
-If the map has coal or sea marrow, find and mine them. This is the super easiest fix.
-Produce oil from grain. This can also be your fuel, one farm's grain can very will fuel your entire colony.
-produce fuel from wood in the Kiln. Its the last resort way to non-wood fuel. It only halves your wood consumption, which is better than nothing, but its not great. Note that only the kiln is suited for this, other buildings are too inefficient producing coal from wood.
-Have top quality plank production. You produce a lot of planks during your game. If 2 planks are made from 3 or 8 wood is a massive difference. If you have high quality wood production, also change the recipes that can use wood or planks to use planks instead of raw wood.
Finally of course the traders are a good fix for everything. If buy a stack of planks or coal/marrow from the trader, your probably good on wood for a while.
If you have the option use coal or oil in recipes instead of wood, and if everything else fails buy wood consuming products from a merchant to reduce the need for wood in the first place. Obviously planks aren't as plentiful if you need to save wood, hence you shouldn't build to many building that need a lot of them (no beaver houses for example).
That effect is poorly worded. I'm not sure how its actually designed to work but I've never had more than one or two villagers leaving as a result of failing it. And its not a case of just being short a few extra logs for the final villager, these effects (like the one where they take coats from storage) are all or nothing.
As for my general approach to a good supply of wood, I tend to grab the 40% faster woodcutter cornerstone ASAP, or woodcutters prayer for the higher yield. Not passing up on the +15% perk or the 20% woodcutter movement speed perks if a trader has them on offer either. Failing that I might just run an extra woodcutter camp if I can handle the extra hostility and can spare the workforce.
If the biome has coal deposits, a mine or two is a handy place to shuffle woodcutters into during the storm, so they can still produce fuel without the hostility factor. If you have beavers, you even get them some extra resolve that way. Would recommend upgrading the mines with the Pony early on though, its a fairly slow production cycle otherwise.
But yes the other tipps are good as well:
- limiting production to a reasonable degree(you won't need 500 planks lying around)
- using more effiecent fuel
- using more effiecent recipes(for example: tools workshop needs 1 plank or 6 wood.. many plank recipes are more effiecent and produce 2 planks for 6 wood which is an increase of 100%)
I'm fairly guilty of overproducing building materials myself. Hard to resist doing it with planks if I have the cornerstone for barrels, though... but as long as I only have the crude workstation I always put limits on production anyway.
And yeah, I often switch tools to use planks instead of wood. That technically does come with an overall increase in production time for an already pretty lengthy recipe though, so I only do it when I'm already looking at a pretty substancial stock of planks.
Edit: Oh yes speaking of limiting production: Always keep tabs on Blight Posts. Unfortunately you can't have a saved limit set up like for other goods but then again its not exactly something you can really approach with a static limit. I usually start with a limit of 5 (or 10, if it took a while before I was able to build it), and then adjust overtime based on how many cysts come up per cycle. Towards the end of a game, its usually at least 20. Of course, by then I probably have ample oil or coal to switch to anyway, but early on unchecked production of purging fires will eat up a lot of wood for little gain.
Plus you'll get the ! mark above the blight post once they're done and you can put the worker(s) to use elsewhere until the storm comes.
I extremely rarely use those, only on packs of crops and packs of rations basically because forgetting about those can be doom for your food supply.
Otherwise, don't you regard idle workers to be a worse bane then overproducing some stuff ?(which will undoubtedly be useful later and allows you to take your guys off that job and be productive elsewhere)
In some sense, yes. Then again, the buildings do throw up the ! mark when idle due to production limits being reached, so I can take a look and reshuffle the workers if needed. Though in most cases its not like I have a building set to only produce stuff with a limit. So while the limit is reached, they can likely just work on another recipe without one.
For example I might have packs of trade goods enabled with a limit of 10 or so in my lumbermill, which obviously is going to produce a lot of planks besides.
And in some situations, I might let the idle workers be anyway. Sometimes I shelter people into resolve-boosting slots even if there is nothing I really want produced there (or lack ingredients). Might just be enough to get them through a storm or glade event penalty, or maybe I just don't have anything better to put them to work in for a bit.
I've always been stingy when it comes to woodcutters as I don't like to ramp up hostility too fast (I think I'm too timid about exploring glades for the same reason), so the idea of starting with three stations feels crazy to me. In this run I only had two stations, and one of them was unmanned for most of the game. But I guess I need to remind myself I can always reassign my woodcutters during the Storm if it gets out of hand.
That is a borderline essential approach to managing storms on higher difficulties (on Viceroy every woodcutter generates 24 hostility, so a fully staffed camp is almost 75% of a level).
Outside of that, 3 camps early on can still tank resolve enough to be a problem (mostly if you start with harpies). In that case, I would recommend getting your hearth upgraded to the first tier. Between getting most of your starting population housed and the +2 global resolve you'll be much better prepared to take another hostility level. Though if you start with the minimal 8 people I wouldn't even bother in the first year. At most that would be another woodcutter but realisticly you'll either want them producing building materials, provisions (if you want to start trading nice and early) or just be building stuff.
Including other gathering camps, so you have other work places available for every woodcutter you unassign for the storm. Which might be just about all of them in worst case scenarios.
Often you can unassign some woodcutters (or even all of them), and turn on fuel sacrificing to get below hostility threshold. Negative effects kick in with a delay.
Also put beavers into woodcutting, and as other mentioned, Kiln is great.
If you have enough wood for every worker, its automatically removed. Otherwise you'll lose one or two villagers. It can only be one of the two.
if i dont get a good plank production building early i try to grab +1 or better plank production perks from contratcs. very often you get one of those in the first batch. (most of the time costs 7 building material)
it is an investment specially if you get it with planks but worth in the long run.
those are also good pickups from traders.