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If anything, it would make no sense if you could have a population of sapient creatures in a wilderness survival scenario NOT, like, fail and die in the absence of calories.
What youve described is like a description of flying enemies in shooting games: "No matter what challenges the game throws at you, the melee attacks can only handle so many enemies. At the end of the day, winning is totally dependent on BULLETS." It's like... yeah... that's sorta the game.
I realized it a bit too late because I mostly play on Coral/Royal where food is not really an issue😂😂😂
For a long time, I think I could produce other things like pipes and sell things for food, like real world. It doesn't work in P9 but I still made it through until Scarlet where food is hardest (plenty of nodes on Marshland)
At some point during mid/late game, everything is hard capped by food. When you can't find more nodes to feed your population. It's food, food, food 😂😂😂
Probably when I get there I'll always embark with amber, oil, and food. I'll substitute oil for plantation if human is in the starting caravan. Fingers crossed for glade events
You can also grab the meat or eggs for 1 point, use consumption control to make sure your villagers don't eat them, and use the makeshift post to generate enough provisions to get you to 5 amber. This results in fewer provisions total and puts a significant drain on your starting labor, but it does work. If you don't get to 5 in time for Drizzle 2, then don't open a glade in Drizzle 2.
But the real cost of the land tax is where you have to use a portion of you food budget to make provisions to generate your stream of amber. Glade events won't necessarily make enough amber for you to pay it forward, and may even cost amber.
Thanks for the tips I'll remember these when I got there!
Have it ever caught you off guard?
Like selling things for amber, spend amber to buy that blueprint/perk you desperately need. And lose 2 villagers?
In all honesty me neither
I just play to the advantage of the map
Royal = farm blueprints ASAP, plantation is the best.
Most of my win conditions here are complex food. GG pickles +8 resolve.
Coral = IMHO easiest, by far.
Trees give meat, dew, incense. Turn dew into tool ASAP. Might find coal here.
With meat, tool, and coal, what could possibly go wrong?
Marsh = advanced camps ASAP, trapper is best.
No copper smelting = no copper mine, value too low.
I don't play this map as much as Royal or Coral, but here fuel is non issue because of coal.
Scarlet = learned the hard way food is hard here, will cap population.
Not as much fertile soil as Royal, not as much nodes as Marsh, trees drop no food.
Seems like the winning condition in this map is archaeology, but it's a big drain on time and food...
Haunted = I avoid this biome as much as possible.
I only take these for achievement, and play it at lower prestige.
Food in most of my games (P20) is not an issue at all, especially after 0.48 boosted Small Farms and its not food that forces me to population control, its Hostility.
Always. Like, in 50% of my games. My main reason to insta-reload the latest save.
Taking provisions packs or amber in Embarkment is a must. Everything else is optional (like, I love to take Small Farms after 0.48, but I can play without them as well, but Provisions/Amber is a must to pick).
While some penalties just seem annoying they almost all contribute to a failed settlement. A troubled settlement can survive a few problems with food, resources, blueprints, hostility, events, etc so a failed settlement typically runs into many different problems.
It has, and losing two villagers is a bit of a shock a few times, you wind up just developing the habit of never spending out all of your amber. Of course, losing two villagers is hardly a problem, but the impatience bump can be.
You can set them to avoid glades by default. I always have them avoid glades except marked, and just mark when I want a glade opened.
Done! Found it in Options. Thx for the hint.
For me, it never was until it was, and when it was, it struck like a scorned lover 😂😂😂😂
I've played mostly on Coral, Royal, and Marsh (exactly in that order).
I trade stocks, and regarding stocks, it's not only how big the win is, but also the loss. So I avoid loss whenever possible.
It just happens that in 3 of those maps, when I'm at a disadvantageous position, I've never really lost that bad and can always recover.
In all honesty if food is sparse, and impatience is a non issue, losing villagers would be a boon. You get to keep whatever they produce, plus the newcomer bonus is rather nice.
Ah yeah, this is true
It doesn't affect greenhouse or clay pit, right?