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Otherwise indeed, you need to move the woodcutter there and lose a minute or 2 before you can build the hearth. Also not a huge problem usually. More often i have to wait until i removed the glade event anyway, cutting a few trees in the meantime is no problem. Note that you can delete other resource nodes that are in the way. Just not trees.
Being able to remove trees quick and easy would really make things a lot easier in the game. It would allow for that perfect timing of opening glades. It would make it easy to open very remote glades in late game for finding caches. It would basically make it possible to access any glade on the map whenever you want to by just deleting out a 1tile wide path. It would make the game so much easier that it would probably need to be balanced by making the game harder in another way.
Both clearing up space and hostility are a mechanic in itself. You have to build hearths but you need to clear the space first (and you need to open a dangerous glade first possibly, so need materials to clear the event). so cutting trees is another thing to the to -do list. Having not enough resources to do all that you want to do is what strategy is about.
Hostility management is key to success. You have to find the right pace of building your settlement slowly, but not too slowly so hostility doesn't pile up
One trick to do it more quickly is to only cut small "tunnels" between glades, just one tile wide. That way a woodcutter cuts to the next glade fairly quickly.
Yeah should've just delete those resource nodes for room.
I guess my biggest gripe about the game is I wanted to expand and make bigger cities and discover more events and game contents but when played too optimally the game would've ended by then.
And I always sell those 5 starting firebottles and some gear parts for more initial resources without consequences in the future.
The hostility meter kinda telling me subconsciously to avoid increasing it at all cost, too high means i'm doing things wrong is what i've always felt. Maybe I should've treat it as something minor like you said.
Not to mention the game kinda incentivises you to do things as quickly as possible most of the time after i've lost plenty of settlements.
Dont do that !
I don't know your current experience and thoughts about the game ending before you expand, but i can assure you, building extra hearths is extremely important. 2 extra hearths is the standard, you want to build them as soon as you have 16/24 population (8 per hearth). In rare cases you get to build 3, sometimes you only get to build 1.
Depending on the difficulty level, your hearths cost 2 or 3 firebottles. So see how many you will need and only sell any excess. Similar, gears are very important, only sell some if you know exactly what you are going to build, how many gears you are needing for that and how many you will still get from completing orders.
I still believe the pros of building extra hearth outweigh cons. With it you can take in extra villagers which is valuable, gain buffs, lower hostility etc. Plus I feel like 1/3 of ny games have order requiring me to build a second hearth.
I also keep one Firestone for use in a Geyser Pump, to save a person from having to work the level all day.
EDIT: Wildfire Essence? I think that's what the fire stones/fire bottles are.
Also gears become a premium item at later prestige levels.
I had 100 hours in game a year ago, got to like prestige 10, i think. And i never understood how people manage to win that fast. I don't even have an achievement for finishing a run before year 5.
I agree that Hostility is way overturned as a mechanic - it's the only thing that matters, impatience is as toothless as it is. Everything else is direct effect of hostility. I remember meta was not opening any small glades at all and it still works it seems (aside from places like Royal Forest, where you sometimes cannot play without opening small ones).
Dunno, maybe on low difficulty this works. Some mysteries simply cannot be offset by additional Hearths or any reasonable amount of bonuses (busted cornerstone combinations happens, but it's RNG). You can survive by using various stuff like burning coal (and this is why getting Kiln is so OP), but on average you can't bank your survival on "i just roll good cornerstones and blueprints". General strategy should be as much RNG-proof as possible. And it's called "do not rise hostility at all costs".
The game really is best balanced at P20.
I do wish they made a sandbox mode. Something with a huge world, make it customizable with different options and let us just go build a huge city or something.
I wouldnt even care if it let you have resources or anything to advance, just let me screw around and build a nice looking city instead of having all my decorations piled together in a corner :p
You can do that by choosing to continue after winning. Eventually you'll run out of resources and your population will be in the hundreds and even with enormous piles of stacked speed and production boosts you'll not be able to feed them all. The game isn't particularly well balanced for that kind of stuff. Here's my screenshot from like year 35.
https://steamcommunity.com/sharedfiles/filedetails/?id=3111785011
Fun fact if you find a treasure stag and there's no dangerous glade, it just vanishes lol.
I would like an alternate mode that was a little more RTS-y myself.