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workshop (generic, direct upgrade to workstation)
greenhouse (constant food production using a resource thats always available)
carpenter (can recycle its own planks into tools)
These ones because they have a constant use for material that is generally abundant (fiber):
ranch
druid hut
Can't argue with 2 coal/wood. said coal can then be sent back to the kiln for jerky:
kiln
Honorable mentions to smokehouse and, surprisingly, cellar. I almost never make wine with cellar; just happy to cover 2 complex food recipes at once.
ah yeah. I usually use the smuggler to get some 3* recipe, or simply a recipe for something I need but don't have. kind of a different logic from my list
So this is how I do
1) Depend the embarking group I choose, I will choose the delivery line for the luxury item 3/min. If certain service building use this kind of item. Yes I can take.
2) At least 1 or 2 gathering camp if they collect at least 2 resource in current biome
3) Building that make plank, silk/brick is depend on the race of citizen. If a lot harpy I will go for make silk higher priority.
4) Complex food that can made from current biome and fit the race. A lot meat ? Jerky lets go. A lot grain? Biscuit Pie lets go.
5) Service building that give hostility counter, tavern resolve boost also work, or any that can use supply line item.
6) a farm or rain water utilizing building on farm tile.
Clay Pit is another trade option, but it makes no food.
It vastly depends on first cornerstone you get. If there is something that gives +2 to a resource production — focus that resource, whatever it is. Then try to turn it into better resource and/or pack for selling.
Carpenter - Planks are the most used building material, and going from 8->5 is great. Build time is also 25% faster. So early game it provides planks, mid-late it provides tools. Just a fantastic building.
Butcher - The Jerky/Skewers chain is great. This can turn meat into jerky, jerky into skewers. What's not to love here? Oh right, in a pinch it can produce oil, which is fuel. And it gets a bonus from Lizards.
Advanced Rain Collector - Rain Collector is so bad. Advanced Rain Collector is more than twice as good. If I don't have geysers, this fuels all of my rain engines. Especially now with Porridge, it's hard to pass up.
Greenhouse - Mushrooms are the best food in the game. Herbs are fine too. Only caveat is it gets worse without humans, but this building is just solid. 12 mushrooms/minute base, which can go into flour, get pickled, or go on skewers. Mushroom boosting Cornerstones work very well with it too.
Can anyone tell me why mushroom is better food than other ?
I never study much about mushroom
You can even use mushrooms for wine.
You will, of course, need to pair the mushrooms with something else in order to make complex food.
One could argue that roots fulfill these criteria nearly as well but while you can farm mushrooms in the greenhouse roots come from seasonal farms. In one biome you can also get mushrooms from the trees which makes gathering them easier.
In the end it will depend on what species you have and what other sources for food you can gather. I would not call mushrooms superiour, but they combine well with almost every other food source.
With the changes, less so, but I do want a building that makes planks as one of my earliest grabs.
The other building that I always pick (unless again, toward the end of the playthrough) is greenhouse. With an automaton on a drizzle geyser, and a couple humans, the greenhouse not only provides tons of food constantly -- but it also can provide herbs which can be used in a variety of recipes. so it's a win-win
Yeah. Kiln is one of those ones where I ask myself, "Is there a reason NOT to take it?" Sometimes there is... sometimes.