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The other plagues are laughable in comparison from my experience, reduce production speed? Move slower off roads I think? I can't really remember them as they weren't very gamechanging so far.
I have ~60 hours and have yet to lose (or get close to losing really) any game. Curse of darkness just sucks, its the only thing that makes the game unfun.
you do you, of course, but you are playing suboptimally. you are going to heavily readjust if you decide to up the difficulty. your playstyle is heavily dependent on 1) not getting the no sacrificing during storm modifier 2) getting the kiln BP/finding a kiln ruin 3) wasting a lot of labor and resources 4) having a good plank recipe or one of the legendary +wood perks. 1, 2, and 4 are not guaranteed. 3 just makes all of your settlements inefficient - you are wasting tons of resources and labor instead of managing hostility properly (and spending resources and labor elsewhere). 2 also makes the game boring imo. I don't want to have a kiln in every game. AtS is at its best when you have to improvise and scrape by. pulling a kiln and siphoning 20% of your available labor to sustain yourself through every storm is not fun in my book. but that's subjective.
An early focus complex foods and maybe building species housing, or possibly clothing depending on species.
Even the field kitchen can work, if you get it going fast enough.
I've honestly found it more efficient to focus complex food and such before/at the same time as building materials.
In a game with difficulty level Viceroy and up you can survive the first 2 storms without sacrifices by building housing for everybody, add decorations to get your hearth to level 1 and putting a lizard to work in the hearth for the global +1 resolve modifier. After that you should have some kind of complex food production up and running.
Remove your woodcutters during the storm. There is a button you can click to remove them all or right click to do so one at a time.
If you open a large glade on the opposite side of where your hearth is located in the starting glade you can usually build a second hearth, which slightly reduces hostility and gives you another +2 global resolve at level 1. You just have to make sure to have enough fuel for it, but in the worst case you can only staff it during the storm (or slightly before the storm so the fire burns already).
Be aware of glade events that are still active when you enter the storm season! If you trigger an event too late it might be better to just let the negative consequence happen than to have another -6 or -10 to resolve active when the storm begins.
If you can already see that the next storm is going to hit you hard, call a trader and buy all the complex food and clothes you cannot produce on your own.
If you have rainwater available, connect buildings and put workers with the lowest base resolve in it, boosting their resolve with the right rainpunk button. +10 on two workers will make a difference as long as you don't have 20+ villagers from that species.
Try to get some advances building materials and build species specific housing if you can afford it, the houses for Harpies can be built relatively easy as they only require you to have some fabric. Materials for the other species housing can be bought from traders if you lack materials and/or production buildings.
There are more ways to generate resolve, be it cornerstones, services or event rewards, but those will not be helpful in the early game.