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Assuming we're not talking blueprints though: small warehouse. The amount of saved time... whew.
Even if you don't have any items for the service.
It still lower the hostility by 1 level.
1 level can mean a lot, such as :
- dodging some dangerous storm modifier
- much much less penalty of resolve in storm
- higher resolve for everyone
- It help everyone, not specific race
Butcher does wonderful things, getting fuel and food value from a wide variety of resources.
Beanery has the best non-food to food conversion recipe in the game. Nice even when porridge isnt loved by anyone.
Granary has a very flexible range of options too, all at good exchange rates.
I'm fond of forester's hut. Making dew bars out of nothing is actually huge savings.
Guild House and Tea Doctor give buffs that scale with doing things long term that are already beneficial (trading and loved foods).
- Artisan whenever I start with harpies. Pack of luxury goods + coats. I usually start with training gear supply line, so it's a quick way to get a lot of money.
- Carpenter is close second - planks, plus same luxury goods.
- Brickyard is also nice if you have foxes, since the like it there and bricks are quite efficient in turning into packs of building materials.
For service buildings it's Monastery and Market. Both ease your pain a lot.
For food - Butcher, Ranch.
For farming - Plantation , Greenhouse. Plantation is still the best, but greenhouse is amazing if you have shroom buffs.
Some others i see mentioned that are basically in the bottom half imo: Ranch, Kiln,
plantation is hands down the best farming bp
while monastery is strong, I'd pick either market or forum for strongest service bps - incredible buffs and the services they cover are relevant for the 3 best rep generating species in the game. religion is the weakest service, so monastery is weaker because of that. on a related note, alchemist hut is also almost universally strong bc it covers 2 of the 3 strongest services
I don't think anyone has mentioned Tinkerer so far. every time I pulled it y1/y2 it singlehandedly carried my trade routes for the rest of the game. 2* building mat pack recipe is ridiculous if you have any of the 3* or even 2* building mat recipes. not going to say it's THE strongest building, though
Lumbermill: best for planks and trading goods, having access to scrolls even with one-star efficiency is still quite good just incase you need them for some glade events
Carpenter: planks, tools and luxury goods are all very good recipes
Brickyard: very efficient at producing bricks and pottery. crystal dews can be used for all blightrot related dangerous glade events (6 purging fire and 6 crystal dews are basically my go-to choice for all those events). its only one-star efficiency but you only need 6 crystal dews anyway.
Supplier: two-star planks are not bad. and having both waterskins/flours recipes opens up the accessibility to pickled goods/flour food.
Beanery: used to be my favourite food production building but after the nerf i'm not so sure about it. obviously still very good with three-star porridge but one-star pickled goods recipe makes little difference from field kitchen
Granary: pickled goods still remains the best complex food and its the only good building for pickled goods now. two-star fabrics is also nice.
Furnace: very overlooked building. in general flour food are just awful (way more recipe reliant than pickled goods and gives less resolve) but if the game forces me to make flour food by giving very limited recipes, i would take pies over biscuits everyday since it requires less flour if i have a choice. also two-star copper bars recipe is quite decent, either for early dangerous glade events (same reason with Brickyard) or late game mass tools production if i can find a recipe for tools.
Workshop is a bit overrated imo. its decent but i wouldnt have it on my top tier. oftentimes you dont really need two-star recipes for all three building materials, like, if you have humans/beavers/foxes comp, you only need to mass produce planks/bricks and even crude station can make up for those small amount of fabrics. this means workshop are not really better than any buildings with only one >2 star building material recipe since they come with other uses.
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Ranch and Klin are also on my bottem tier.
for Klin, one-star jerky/bricks recipe from Klin doesnt make too much difference from crude station/field kitchen. if you take Klin, you'd better have good reasons for that 3-star coal, like you have very serious fuel problems. but even then, i would say its still better to try to open up glades to find better solution like sea marrow, coal mine, or try to get any oil recipes.
for Ranch, its very overrated by a lot of players since it looks good on paper. but its often not very efficient at producing food if you think carefully. eg, even with lizards (+10% double yielding chance), you're basically trading 8 grain or whatever for 12 meat, which means +4 raw food value for 80 secs cycle and its much worse than trappers camp (+4.8 meat for 60s). it only gets slightly better with rain engine lv2 full on. but if you get any + meat perk, trappers camp outperforms Ranch by a mile.
i feel they're way overrated by newer players since they often run into fuel/food issues, but once you get to learn more about the game and can manage fuel/raw food better, they're not really that good. like, i would literally take every >2 star building materials recipe or sometimes even 1-star complex food recipe over the Ranch. building materials/complex food/services building are often much more important in my book.
indeed, there are certain some situtions that could make Klin and Ranch good, and they could even save u from serious bad situations sometime. but if there is a better choice being offered along with them, i would mostly take the other recipe than wasting one blueprint on them.
workshop is in a tier of its own, bc it solves all building mats at the same time for the rest of the game. it's the only building you should build 2 of in some cases. but you only really need it before you find any of the other good building mat recipes
there are 3 dangerous glade events that requires 6 purging fire and 6 bars/6 dews/30 coats/30 reeds, and 6 bars/6 dews are often the best choice. (6 purgfing fire + 6 bars/dews is exactly what two scouts can carry in one go, which means you dont need to build a small warehouse nearby). these events give one rep point + 20 amber which basically means if you get any one of them early in this game, you get another blueprint for free (plus +14 amber after paying the tax). and yes, since there are 3 of them, you're very likely to see them early. even for the late game (y4-y5 in my book), you can still use them to mass produce tools. it helps you to win fast, and i say that since i win most of my p20 runs within 5 years.
and about workshop: even when i do get workshop, i dont build two of them. and like what i said before, i dont really need to mass build all 3 building mats since i can always use crude station just for the less-required building mats (depending on the recipes and species you get). i often value trading the most in my runs and then just buy building mats which i do not have a good recipe for from the traders, and caches often provide bricks/fabrics as well.
i also have anaylized my runs and noticed that in most of my runs, the total number of planks/fabrics/bricks i produced in one settlement would mostly stay below 100/50/50, and traders/caches would make up for the rest i need.
also funny how you value a 2* copper bar recipe higher than 2* planks and fabric. building mats have some of the most drastic recipe ★ differences and they are universally useful, while copper bar production chain is something you only really get online late mid game at the earliest. for building mats:
0★ -> 2★ is +60% efficiency and +33% workrate
2★ -> 3★ is +66% efficiency and +50% workrate
going from the crude workshop to a 2 or 3★ recipe cuts on the overall needed resources and labor time tremendously