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As for luxuries, fulfilling those should generally only be done at the end of a game when you're pushing for your last few reputation points....or during a storm if you're desperate for some resolve. It's not often practical to produce even a single luxury in order to keep your villagers constantly using it. The much better option is to build a strong foundation of trade and just buy luxuries when you're ready to use them to push for a win.
Trade is really powerful. For example, you can buy 0.8 amber worth of wine, use it to produce 2 boxes of luxury goods and sell them for 3 amber. Having cornerstones like "Export Specialization" will increase your profits even more, allowing you to buy the entire trader's stock eventually.
Ok I guess I just don't need them, seems like a pretty integral part of the game to just not use often but as I said it's never really caused me to lose.
In some game titles, trading is a last resort because you made an error, but in this one, it's intended to be a vital part of game play. I'm not looking forward to the situations where it's not allowed. XD
Well that wasn't how I'd have interpreted that. But fair enough I suppose, to each their own.
That's not really what I said. They are useful in most settlements, but you don't need to focus on building full production lines to pump them out. It's often more economical to just buy them to push for the last few rep points you need via resolve.
Keep in mind that there is no difference from 1 resolve and 20 resolve if the bar is green. Luxuries are there to push into the blue range to get reputation points, but it's often difficult to produce enough to sustain it indefinitely.
1) During embark, pick a supply line with a luxury resource based on the starting race you picked. (however, supply line only unlock quite late in passive)
2) Spend amber to buy them, or if some of your building can coincidently make them...... then buy the material too from trader.
3) DO NOT spent them until you actually NEED them. Such as
- you really need the extra resolve (and the manpower) to survive the storm
- the bonus resolve from these luxury food/service, will actually push the race resolve toward reputation generation. If yes, then allow them access only last 90 seconds of storm. For a massive reputation push in next season
Dont try to do everything, only do a couple things but do them very well
Dont try to fight the game and play the way you had planned on playing...
Take what the game gives you, make an efficient plan from it then min max it. Mid to late game start to trade away your surplus and buy what you need
Like if you get the barrels from plants one, suddenly all you need is a farm, and something to put them together, and you have consistent wine/ale.
But still, as above, even if you have a storm modifier that needs services, you only need to enable them a bit prior to the storm. And most of the time, you skip luxuries, and only use them end game by buying them off the trader.
Note that the service buildings are still useful just for their bonus when manned, you don't need to actually have their matching luxuries.
Don't mean to nitpick over what constitutes the end of a game, but it doesn't seem to matter when you get resolve reputation points. No reason you can't burn some luxuries relatively early on, get 2 or 3 points, then finish up the game from other sources.
I think you get more reputation/sec for higher villager counts, but that is arguably balanced out by needing more luxuries to sustain. Half the villager count = luxury supplies last twice as long.
The more important point here would likely be that if you are going to burn complex foods and luxuries, make sure it is enough to hit high resolve and for long enough to be worth.
Otherwise that would be like using tools but never sending a cache, resources spent without getting any points.
As you move forward in the years hostility grows relatively high which greatly impacts resolve. I don't do the "resolve" economy thing, I usually get those near late near and end game anyway. By then I got plenty of ressource to sell at traders to mass-buy the goods for the specialized buildings, even the food. Also got plenty of wood and coal to sacrifice to get them all on high resolve and just speed-gain reputation to end the game.
One of my easiest games thus far was a harpy start where I was immediately able to set up consistent jacket production, then eventually into education. Harpies spent most of the game in high resolve, but I eventually couldn't maintain and finished the game by a single glade event.
I would need to go back and check, but that may have been the 2nd fastest win I finished. The first was cursed forest and doesn't really count because that map seems to give you piles of free stuff in every glade.
So if this happens you’d waste some luxury. While putting them in a period will make the resolve shoot through the roof.
Is that correct?
Earning reputation points decreases impatience which increases hostility. You have to weigh that against the cost of running with fewer blueprints (from not turning in your reputation points), but there absolutely is reason to hold on to them. Not to mention its very easy to survive the first few storms, but much harder to survive later storms. A resolve boost in a later storm could save you a dozen villagers, or you could use those resources to solve a glade event where the alternative would be dangerous, or to solve it in a way that gives a better reward.