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No point waste resource if cannot generate any return.
Example, when I focus a lot of wood chopping and don't have luxury food/service.
Let say human resolve is around 15. I will starve it for maybe 1.3 season start counting from begin drizzle.
They neither die, nor affect their working performance.
So , best don't consume any resource
And I actively try to avoid picking humans to begin with :D
Pleas buff humans, devs :(
For me right after construct 2 wood chopping building.
I build shelter for everyone.
Basically I just try to save as much as possible. Even 2 round of meals also good.
But my question in the topic is how other people do this.
For now, let say every season is 4 minutes.
Human break interval is 2 minutes, 6 hunger stack is max.
So I try to monitor the human resolve negative modifier every few minutes. Until maybe -6 or -8 then reactivate food again
Beavers need the buff.
There is no need to starve any villagers, even on the highest difficulties. That is usually a bad idea due to the broken notification system in this game (I play on highest speed and by the time the message pops up that foxes are starving, several foxes will die in the next seconds).
By the way humans are pretty strong for the fertile soil reveal (so, ideally I'd like at least one of them, but there's no point in making a human majority intentionally). They are utterly unremarkable otherwise as a race, but at least they stick around through tough times.
Beavers are my favorite. Sure, 30 resolve is a high threshold but that depends a lot on how many + global resolve buffs you get. With enough they are in themselves a win condition. Their decadence is non-existent which means for example if you buy the +3 beaver resolve from old Farluff for 28 amber, that's worth 1.5 rep points (compared to the generous donation perk which costs the same but only gives you 0.5 points). It makes any + beaver resolve cornerstone you get worth more than any other race.
Foxes are OP just from ignoring hostility alone. Their glade work bonus is just icing.
Harpies are high-maintenance (in terms of storm resolve) but high-reward (low threshold and 2nd lowest decadence behind beavers). At least you're good when the early year resolve thanks to the 50 coats. The firekeeper bonus is so strong it covers, in my eyes, a multitude of sins. Just avoid making them a majority race until later years when you have the resources. Ideally I'd love to start with only 1 harpy.
Finally, lizards, the Karen race; these are worthless, lazy creatures that are in need of a serious buff. Their bonuses are useless on P20; 10 tools won't solve any dangerous glades anymore (need at least 12) and their slower resolve drop doesn't matter when the storm duration is doubled. They eat roughly 50% more than the other races (due to frequent breaks) without the harpies' upsides. Whenever I have a map with a lizard majority town that game always feels three times as hard and take 2-3 years longer to win. The one good thing is that they generate reputation quite fast even with few individuals (however don't expect many rep points from them--their decadence is 7!); ideally you need no more than 8 of them in any town to get all the rep that you could get reasonably within 6-8 years (which is my average settlement win time on P20, if I don't get trade hub or some OP cornerstone).
I also open with 3 woodcutter camps and usually you'll be fine (just wait for the harpy to put on the coats)... as long as you don't have lizards. Map mods like ancient battleground is just terrible with them in your caravan.
But only at very beginning usually.
Because first year usually just waiting thing not so much things happen.
So if I got human and lizard.
I starve and use favor until 40% of clearance.
Start year 3 however, when I start open dangerous/forbidden glade every year, mind is distracted and not safe to do.
Plus have to consider tanking the negative effect of glade effect working on.
Is not super major, but it really help first 2 years save around maybe 50-70 food and people can focus less on food related stuff