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
They are using the more annoying luxury item.
And they take break more often.
Means they got lower productivity and higher consumption.
Human is good at being stable and rarely leave settlement.
Farming bonus is good and generally seen some use.
However "Brewing specialization" is extremely scarce, and not widely use as engineering/wood/meat.
There is another thread in maybe next few page about human is the most OP and the only viable one (from the perspective of that poster only)
Beaver always seen some use. Some engineering and wood exist surely in all settlement.
You have this looming mechanic. Hostility. If it gets too high it wreaks havok on your resolve unless you've got a good selection of complex needs met. Foxes, though. Foxes take one look at hostility and really don't give two aaaaaaAAAAAAA!!!s
I find lizards and harpies a little UP early-game, but it's pretty mild in comparison to that.
Have you seen numerous threads about harpies being absolutely worthless?
Harpies are almost on par with foxes. Their carry capacity buff is great and tea/scrolls are a fairly common blueprint path for me. Coats in most runs are also manageable for that 1 resolve push year even with a 2 or 1 star building.
Beavers are my 3rd favorite. They want most of my common products like pickled goods, coats, wine and scrolls, but their hearth buff is useless and hitting 30 resolve to start gaining rep takes a while which can stall out the early game because I'm not constantly getting more blueprint unlocks.
The main use of humans is to find out where the first farmland is, and I like their farming doubling chance, and I can multiply their food with porridge, but other than that they are just a filler species. I almost never go for human resolve because incense and ale aren't usually goods I end up with (because they are shared with beavers who have a very high starting resolve break point, and lizards who aren't good for resolve runs).
Lizards are the most 'meh' species for me. They have a lot of +5 resolve buildings which is nice, and they start with 10 tools, which can serve as a replacement for starting amber if I sell them to the first trader. Brawling, religion and skewers are things that I almost never produce, so for resolve farming they are close to useless. Getting 2 reputation from the 15 and 22 break points is relatively easy but after that it gets significantly harder.
Anyway those threads were all old (2+ patches) and I didnt want to ressurect them.
That's probably why because Harpies contribute nothing whatsoever to a tools win.
I feel like harpy/fox/lizard is the dream team. With foxes doing all the remote labor (woodcutting, long distance gathering, etc.)
Regardless of whether you commit to tools, 10 tools is either an early order or almost half a rep so that's excellent. Starting coats are good when I remember to toggle them off. Geyser intel is somewhat useful when drafting the first buildings. Fertile soil isn't hard enough to find to make me excited about that perk.
Treatment is a really tough luxury though, since you can make tools with it instead. Brawling isn't something I'll actively produce (maaaybe if there are reeds in the map) but I'll often take it as an embark to open crates so that makes it better.
The only disasters, I can think of, are all self-inflicted by either opening dangerous glades too early, picking greedy/timed orders or taking wrong/greedy initial blueprints.
Also, If some villagers die/leave early, that simply self-corrects the map with the increased impatience and decreased hostility. It only feels bad, its never bad in the end if you think about it.
Even opening some glades when you're normally safe can be risky, as a few events throw a curveball that's hard to deal with, even with preparation.
EDIT: But yes, a lot of that is also "Curse my hubris!" for not preparing better or waiting a little longer.
Probably my best example of that was kind a perfect storm on opening a dangerous glade that had one of the detonating "destroy everything in range" events I couldn't clear that early, and it blew up during storm with the -10 resolve for 3 minutes per opened glade. Granted that was a lot, but with 3 low resolve species there wasn't a lot I could do to keep people from leaving and it meant Y2 ended up being entirely damage control.
You are right that its usually hubris or lack of knowledge/preparation that causes that to become a problem. But I tend to not think of mechanics as necessarily needing to be balanced around perfect play.
Beavers are good in bioms with very bad wood production cus you have to compensate it somehow. And in plentiful bioms (wood extra +1 60%-100%) they can be used to mass-make wood, then turn it into boards > then into packs > trade. Cus think about it - you do not actually need any resources nodes to do this, nor big ammount of workers, not expensive buildings, it is very cheap to start and brings tons of amber. Then you just buy cornerstones and blueprints, which compensates for beaver's weak resolve generation.
I would say all races are greatly balanced, it all depends on how you going to use them. Some combinations of races do suck in my opponion, like Lizard, Harpy, Foxes. And some are shining due to all sharing same luxury good / food.