Against the Storm

Against the Storm

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Olleus Dec 13, 2023 @ 5:43am
5
An overwhelming amount of needless analysis
Long time player here, I've got 100h+ on the initial EA release before I moved on with the game, and I'm back now to try 1.0. I even deleted my save file to have the full experience starting from scratch without any citadel upgrades. Having a blast already rediscovering why I love this game so much, and decided to update my old guide about how the needs of the species intersects with the buildings that can fulfil them.

I've tabulated lots of stuff in multiple different ways here[docs.google.com]. I'd much appreciate if someone can fill in the "?" or correct any mistakes.

The first page is a cross reference of every species needs (both food and services), all the buildings that can make food / luxury, and all the service buildings. It's slightly messy, but super useful to see if a blueprint is useful in a specific game, as well as for theory crafting:
https://i.imgur.com/7gdh1Qt.png [EDIT: Outdated, refer to spreadsheet]

If you save a copy of the sheet on your own google drive, you can select which species to include and hide any building that can't satisfy at least one need of at least one of those species.

A different view is to focus on those buildings that can fulfil the needs of multiple species at once:
https://i.imgur.com/pAX1Jk7.png [EDIT: Outdated, refer to spreadsheet]


I think there's a few useful conclusions here. If you want to make complex food for everyone with only building Bakery, Cookhouse and Beanery are great picks, especially if you're not yet sure what species you'll have. Also, Human + Harpy + Fox is not worthy as being the only combination with no overlap for either food or services.

Other combos to mark out as having great synergy to max out the services for a single species are:

Beaver + Scribe + Forum
Beaver + Tinctuary + Tavern
Fox + Alchemist's Hut + Market

There are other combos which provide 1 complex food, 1 service good, and 2 service access for a single species with only two buildings:
Human + Apothecary + Monastery
Beaver + (Brewery or Clothier) + Forum
Beaver + (Cellar or Brewery) + Tavern
Lizard + (Smokehouse or Brick Oven) + Clan Hall
Fox + Tea House + (Tea Doctor or Market)
Fox + (Distillery or Cellar) + Market

In terms of providing multiple needs to multiple species at once, some interesting combos are:
Human + Harpy + Bakery
Human + Lizard + Brick Oven + (Monastery or Clan Hall)
Beaver + Harpy + Clothier + Forum
Lizard + Harpy + Smokehouse + Temple
(Human or Lizard) + Harpy + Brick Oven + Temple
Human + Harpy + Apothecary + Temple

Obviously, none of this takes into account the production change for those recipes, or the availability of resources on a given map. Still, I think this highlights interesting synergies and ways of keeping resolve as high as possible with as few blueprints as possible.


EDIT:

Changed link and mentions of outdated tables.
Last edited by Olleus; Dec 19, 2023 @ 4:39pm
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Showing 16-30 of 32 comments
Olleus Dec 17, 2023 @ 2:51pm 
Originally posted by arithmoquiner:
Originally posted by Olleus:
Berries are better Eggs, because they can be used in all foods that Eggs can, plus biscuits.
Berries can also be used to make eggs in a ranch.

Originally posted by Olleus:
Similarly for Roots being better than Mushrooms.
This is incorrect. Mushrooms can be used for Porridge, but roots can't. They also are used for different sides of the Skewers recipe.

Originally posted by Olleus:
For food related recipes, insects and meat are 100% interchangeable ... (Note that this doesn't hold for non-food production chains that use food as a raw ingredient, like oil or pigments)
Depending on what you mean by "non-food production chains", this might be incorrect. Meat can be used for Waterskins, but insects can't. Waterskins can then be used to make Pickles. Insects can be used for Crystallized Dew, which can be used for Barrels, which can be used for Pickles, and Meat can be used for Oil, which can be used for Waterskins, and again, back to Pickles.

Well spotted, I'd missed that mushrooms could go into porridge. Same for skewers, my mind keeps thinking that eggs and mushrooms are on the wrong side of the recipe. It would make so much more sense to have all the vegan ingredients be ingredient 1, and all the animal-derivatives to be ingredient 2, but alas that is not the way it is.

By "non-food production chain" I meant something that didn't end in food, as per the examples I gave...
mostly willing Dec 17, 2023 @ 9:35pm 
Originally posted by Olleus:
  • The best ratio for converting raw food to complex food are *** Porridge, *** Jerky, and ** Pickles, as long as we ignore the cost of water / fuels / containers. That's probably fair in many cases for water and wood, but far more unusual for pickles. In any case it turns 1 raw food (or grain/herb) into 2.4 complex food.

  • Biscuits, even using a ** recipe and *** flour, does pretty badly. 1 raw ingredient becomes only 1.4 complex food, and that takes 17.6s of worker time. Pies do only slightly better on either front. The advantage of these two, however, is that this can use non-edible ingredients like grain. This, however, is only an advantage if you can collect / farm grain and herbs at a significantly greater rate than edible raw ingredients.
I don't think this is a fair comparison, though it does partially explain why biscuits and pie suck so much when compared to pickles. baked goods really need a buff
mostly willing Dec 17, 2023 @ 9:50pm 
Originally posted by arithmoquiner:
Originally posted by Olleus:
Also, Human + Harpy + Fox is a pretty bad combo with no synergies for either food or services.

One of the things that makes H+H+F one of the best species combinations is how few bad blueprints there are when you have them. The reason why there are so few bad blueprints for that species combo is because there are no complex foods that neither harpies nor foxes like. This is the other side of the coin of "no overlap" between their complex food needs.

Each species has 6 complex food/service/coat needs. The number of complex foods/services/coats that can boost your villagers' resolve is therefore equal to 18 - N - 2*M, where N is the number of needs shared by exactly 2 of your species, and M is the number shared by all 3. The more overlap you have between your species' needs, the higher N and M will be, and the fewer useful industries there will be.
do you have any thoughts on complex food balance? you seem to have some opinions
Last edited by mostly willing; Dec 18, 2023 @ 5:39am
Olleus Dec 18, 2023 @ 2:49am 
Originally posted by a mostly willing son:
Originally posted by Olleus:
  • The best ratio for converting raw food to complex food are *** Porridge, *** Jerky, and ** Pickles, as long as we ignore the cost of water / fuels / containers. That's probably fair in many cases for water and wood, but far more unusual for pickles. In any case it turns 1 raw food (or grain/herb) into 2.4 complex food.

  • Biscuits, even using a ** recipe and *** flour, does pretty badly. 1 raw ingredient becomes only 1.4 complex food, and that takes 17.6s of worker time. Pies do only slightly better on either front. The advantage of these two, however, is that this can use non-edible ingredients like grain. This, however, is only an advantage if you can collect / farm grain and herbs at a significantly greater rate than edible raw ingredients.
I don't think this is a fair comparison, though it does partially explain why biscuits and pie suck so much when compared to pickles. baked goods really need a buff

Yeah, I was surprised at how bad the maths of biscuits turned out. Perhaps a better comparison is Ranch + Skewer compared to Rain Mill + Biscuits. The former can turn 9 Grain and 15 Berries into 50 skewers (by first turning the grain into eggs) in 782 worker seconds. If you use the Ranch for Meat rather than Eggs, it's a little less resource efficient but a little more time efficient. You can actually improve both raw food and time efficiency (at the cost of a little fuel) by first turning the Meat from the Ranch into Jerky and then Skewers, but that's getting overly convoluted. To get 50 biscuits you'd need 20 Grain and 15 Berries, and it would take 882 worker seconds. That's a >40% increase in raw resources and a >10% in production time to produce the same amount of food of the same resolve quality. (All of this is assuming highest rated recipes at every step of the way).

Pickles are excellent in every way, except that they require containers. Those are pretty hard to make requiring an extra blueprint, worker time, and resources.
Last edited by Olleus; Dec 18, 2023 @ 2:53am
arithmoquiner Dec 18, 2023 @ 4:29am 
Originally posted by a mostly willing son:
Originally posted by arithmoquiner:

One of the things that makes H+H+F one of the best species combinations is how few bad blueprints there are when you have them. The reason why there are so few bad blueprints for that species combo is because there are no complex foods that neither harpies nor foxes like. This is the other side of the coin of "no overlap" between their complex food needs.

Each species has 6 complex food/service/coat needs. The number of complex foods/services/coats that can boost your villagers' resolve is therefore equal to 18 - N - 2*M, where N is the number of needs shared by exactly 2 of your species, and M is the number shared by all 3. The more overlap you have between your species' needs, the higher N and M will be, and the fewer useful industries there will be.
do you have any thoughts on complex food balance? I seem to have some opinions
Not really. Well, at least no strong opinions. There are several imbalances in the game that seem much, much bigger than differences between complex foods.
arithmoquiner Dec 18, 2023 @ 4:37am 
Originally posted by Olleus:
Pickles are excellent in every way, except that they require containers. Those are pretty hard to make requiring an extra blueprint, worker time, and resources.
Containers can be very easy to buy or find in caches. In order to make Biscuits or even Pie, you need a lot more flour than the amount of containers needed to make Pickles.

Traders bring enough flour to make ~60 biscuits at ** efficiency, ~80 pie at *** efficiency, or 160 Pickles at Field-Kitchen efficiency. That means making containers is much less important for the Pickles production-chain than making flour is for the biscuit/pie production chain.
Olleus Dec 18, 2023 @ 5:16am 
Originally posted by arithmoquiner:
Originally posted by Olleus:
Pickles are excellent in every way, except that they require containers. Those are pretty hard to make requiring an extra blueprint, worker time, and resources.
Containers can be very easy to buy or find in caches. In order to make Biscuits or even Pie, you need a lot more flour than the amount of containers needed to make Pickles.

Traders bring enough flour to make ~60 biscuits at ** efficiency, ~80 pie at *** efficiency, or 160 Pickles at Field-Kitchen efficiency. That means making containers is much less important for the Pickles production-chain than making flour is for the biscuit/pie production chain.

True, if you find containers, then pickles are great. I don't think comparing flour and containers 1:1 is fair though. 1 flour is far easier, quicker and cheaper to make than 1 barrel - it's 0.5 grain rather than planks and ingots.
mostly willing Dec 18, 2023 @ 5:48am 
Originally posted by arithmoquiner:
Traders bring enough flour to make ~60 biscuits at ** efficiency, ~80 pie at *** efficiency, or 160 Pickles at Field-Kitchen efficiency. That means making containers is much less important for the Pickles production-chain than making flour is for the biscuit/pie production chain.
the stars don't really matter in this case. all of the pickles recipes use 3 containers, except for 3* with waterskins, but those are available only with flawless buildings. biscuits are an exception in that it is their non-food ingredient in the fk that's less efficient at 10 flour, which is incredibly wasteful - you are unlikely to make use of that.
Originally posted by arithmoquiner:
Not really. Well, at least no strong opinions. There are several imbalances in the game that seem much, much bigger than differences between complex foods.
like what?
Last edited by mostly willing; Dec 18, 2023 @ 5:49am
mostly willing Dec 18, 2023 @ 5:51am 
Originally posted by Olleus:
True, if you find containers, then pickles are great. I don't think comparing flour and containers 1:1 is fair though. 1 flour is far easier, quicker and cheaper to make than 1 barrel - it's 0.5 grain rather than planks and ingots.
flour requires some very specific inputs and blueprints. containers are way more accessible. I do agree that it's not 1:1, but it shouldn't be 2:1 or 8:3 either. 4:3 and 5:3 seem way better balance wise
arithmoquiner Dec 18, 2023 @ 4:15pm 
Originally posted by Olleus:
Originally posted by arithmoquiner:
Containers can be very easy to buy or find in caches. In order to make Biscuits or even Pie, you need a lot more flour than the amount of containers needed to make Pickles.

Traders bring enough flour to make ~60 biscuits at ** efficiency, ~80 pie at *** efficiency, or 160 Pickles at Field-Kitchen efficiency. That means making containers is much less important for the Pickles production-chain than making flour is for the biscuit/pie production chain.

True, if you find containers, then pickles are great. I don't think comparing flour and containers 1:1 is fair though. 1 flour is far easier, quicker and cheaper to make than 1 barrel - it's 0.5 grain rather than planks and ingots.

My point in my earlier post was that the difficulty of making containers is usually irrelevant - if you don't have the ingredients or the blueprints for containers it is viable to buy them in the quantities that a pickles industry demands. It is also cheaper per pickle to buy ingredients for containers recipes than it is per biscuit/pie to buy ingredients for flour recipes. That makes picking blueprints for containers sometimes justifiable even when you don't have the ingredients for containers, but picking flour recipes when you can't make grain/roots/mushrooms is much less justifiable.

In fact, the main point against blueprints for containers is that they are unnecessary, not that they have narrow conditions for you to be able to work their containers recipes.

When traders bring flour or containers, they bring them in the same quantities as each other. When comparing how many of those you can get from traders, you should compare them at 1:1. I never compared how many you can make on average across different settlements.

The difficulty of making flour versus containers varies across games, and you are never in a spot where the fact that containers are usually harder to make than flour is relevant to any decisions. If I have clay nodes, no Greenhouse, no Small Farm, and no nodes for roots/grain/mushrooms, then it isn't easier to make flour than it is to make containers. If I have no clay, leather, or metal, but plenty of grain, then flour is far easier. However, unless a trader has flour but no containers, it is always easier to buy the containers required for 10 pickles than the flour required for 10 biscuits/pie, no matter how efficient your blueprints for pickles/pie/biscuits are.
arithmoquiner Dec 18, 2023 @ 4:21pm 
Originally posted by a mostly willing son:
Originally posted by arithmoquiner:
Traders bring enough flour to make ~60 biscuits at ** efficiency, ~80 pie at *** efficiency, or 160 Pickles at Field-Kitchen efficiency. That means making containers is much less important for the Pickles production-chain than making flour is for the biscuit/pie production chain.
the stars don't really matter in this case. all of the pickles recipes use 3 containers, except for 3* with waterskins, but those are available only with flawless buildings. biscuits are an exception in that it is their non-food ingredient in the fk that's less efficient at 10 flour, which is incredibly wasteful - you are unlikely to make use of that.
Originally posted by arithmoquiner:
Not really. Well, at least no strong opinions. There are several imbalances in the game that seem much, much bigger than differences between complex foods.
like what?

The granary's ** pickles recipe also uses 2 waterskins, by the way.

There are bigger imbalances in legendary cornerstones, epic cornerstones, dangerous glade events, blueprints, species, forest mysteries, win conditions (tools vs. resolve), orders, and perks sold by traders.
Olleus Dec 19, 2023 @ 8:49am 
Originally posted by arithmoquiner:
Originally posted by Olleus:

True, if you find containers, then pickles are great. I don't think comparing flour and containers 1:1 is fair though. 1 flour is far easier, quicker and cheaper to make than 1 barrel - it's 0.5 grain rather than planks and ingots.

My point in my earlier post was that the difficulty of making containers is usually irrelevant - if you don't have the ingredients or the blueprints for containers it is viable to buy them in the quantities that a pickles industry demands....

Sure, if you can trade often enough to bypass most production chains, then the efficiency of production chains drops drastically in importance lol. Do flour and containers cost the same amount to buy? Does each trader always offer containers?

On a slight tangent, I wonder how efficient flour is at generating amber once turned into trade packs? Being able to always sell them as well as having multiple perks that boost them, only requiring a short production chain, and a single common ingredient (on most maps), and the fast production time looks interesting... Is there a list of the base amber price of all resources actually?


On a different note, I've added a table with the top-tier recipe for all resources, as well as a table of all buildings with recipes on the spreadsheet here[docs.google.com]. As always, I'd appreciate any feedback and corrections. I'll post this as a guide in a few days once I'm confident it's mistake free.

There's too much going on for any analysis here, but I feel like I finally have some idea what those "intermediate" goods like pigment are actually for.
Last edited by Olleus; Dec 19, 2023 @ 4:35pm
Olleus Dec 19, 2023 @ 4:34pm 
I've edited the table showing what buildings can satisfy species needs to let you select which species to consider. This means you can tick only the 3 species you have and not see the buildings that don't provide any food, or services, or luxury for a service that none of them care about. Ticking/unticking requires editing the spreadsheet, so you'll have to save a copy on your own google drive to use this.

The new link is https://docs.google.com/spreadsheets/d/18TIz9cqCqA99LVIcFdlJqOS4UXUYe8zEkSb_-ndJ7jE
Last edited by Olleus; Dec 19, 2023 @ 4:35pm
arithmoquiner Dec 19, 2023 @ 8:55pm 
Originally posted by Olleus:
Sure, if you can trade often enough to bypass most production chains, then the efficiency of production chains drops drastically in importance lol. Do flour and containers cost the same amount to buy? Does each trader always offer containers?
Containers cost more than flour in terms of price per container - 0.29-0.33 for containers, and 0.25 for flour. However, it doesn't make sense to compare their price per unit for the same reason it doesn't make sense to compare the price of oil to coal. You need fewer containers to produce the same amount of complex food.

Buying the pottery for pickles costs 0.087 per pickle. Barrels costs 0.099 per pickle. Waterskins costs 0.093 per pickle unless you use a ** pickles recipe, in which case it's 0.062. Buying flour for *** pie costs 0.15 per pie. Buying flour for any other complex food recipe costs more per unit of food produced.

Not only are containers cheaper per unit of food they produce than flour is, but when traders bring both containers and flour, they bring enough containers to make more food than you can make from the flour they bring. All traders who bring both flour and containers bring equal quantities of each, other than Sahilda who brings more pottery than flour.

Traders are more likely to have containers than flour. If the weights listed on https://ats-mods.github.io/data-wiki/traders/ are correct, and if I'm interpreting them correctly, then the probabilities that each trader has flour (F) and each type of container (P, W, B) are:

Sahilda: 67% F, 55% P, 43% W
Zhorg: 61% F, 48% P, 17% B
Farluf: 62% P, 62% B
Sothur: 59% F, 80% P, 59% B, 59% W
Xiadani: 47% F, 47% P
Vliss, Renwald, Dullahan: No

Xiadani, Vliss, Renwald, and Dullahan are equally likely to have flour as containers. The probability for Zhorg is pretty close. Sahilda and Sothur are more likely to have containers, and Farluf never has Flour, but does have containers. No trader is substantially more likely to have flour than a container of some sort.

My interpretation of the weights is that items are selected sequentially from the trader's pool of possible items, and when an item is selected, it is removed from that pool. The probability that an item is selected at any stage, given it has not yet been selected, is equal to that item's weight divided by the total weight of all items that haven't yet been selected. Each trader brings 12-14 goods, and I assume those three possibilities are equal probability. One of those is always amber, and Sahilda always has mushrooms and eggs. So, for Sahilda, 9-11 non-guaranteed items are selected, and for all other traders, 11-13 items are selected.

Because the probabilities at any stage depend on the weights of all previously selected items, there isn't a simple formula for the probability, so I simulated it. I can share the simulation code if anyone cares and knows the statistical programming language, R.

All trader probabilities [docs.google.com]
Olleus Dec 20, 2023 @ 4:43am 
Nice, I'm convinced now that if you have a recipe for pickled goods and a species that likes them, buying containers from traders should be a fairly high priority.

I've added more stuff on the spreadsheets: checkboxes to easily sort the tables that have all recipes and all buildings (uncheck them all to return to default order), and the trader prices for all goods. I'm not 100% sure on the latter, some of them feel slightly off and are probably from older versions of the game...

Still, it looks like the ** recipes for Trade Packs and Luxury Packs are excellent. Specially good in terms of value created are using Pigment, Flour, or Scrolls as ingredients. Before P10, even buying these ingredients from Traders, turning them into Packs, and then selling them to the next Trader gives between 2-3 amber per worker minute. Perks that increase pack output, production speed, or double production can massively increase that, to the point that it's profitable even after P10. Of course, it's even better if you don't buy the ingredients but produce them yourself.

On maps where you get pigment for free, or have perks that generate free pigments, getting a building with a trade pack recipe should be a fairly high priority, as it literally triples their value. Otherwise, Small Farm (Grain **)-> Rain Mill (Flour ***) -> Smithy (Trade Packs **) might be one of the easiest to set up and most lucrative production chains. Even using lower efficiency recipes for Flour or Trade Packs it's still good. There are also tons of perks that can boost every stage of this chain multiplicatively for awesome synergy.
Last edited by Olleus; Dec 20, 2023 @ 4:44am
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Date Posted: Dec 13, 2023 @ 5:43am
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