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Fordítási probléma jelentése
I am only now just done 18.
1) You can let your people starve a bit to save food.
Especially if people getting well fed but not able to generate resolve anyway, might as well save some food.
So if you check the species book. You can see how much each race can tolerate hunger.
Example human, 6 = they can don't eat food for 6 break session, however each stack will accumulate resolve penalty. If the human resolve can reach around 15-20 at the beginning of drizzle. Might as well let them starve 3 times (start eat again around 1 quarter of Yellow season)
Be careful because some race can only take max 3 stack of hunger. You still can starve them, but maybe well control at max 3 minute and 30 seconds.
2) A lot of player find this prestige number is game changer. Mainly because how useful is the merchant. Well game changing time.
To earn amber properly, you are now more recommended to use trade route.
In fact, GET USED TO LOVE TRADE ROUTE. I know what is your next concern...... You need to use food as ingredient to make provision.
Correct but no other option. Trade Route is a way to invest for future. The higher the trade route standing, the more insane profit of amber.
Earn your amber from trade route, buy only what needed from merchant. DO not exchange item with merchant hoping for amber unless you have high urgency hunting a certain item in merchant stock.
3) A primary way to save wood/fuel.
If you don't have good way to produce coal or fossil, then you going to burn wood. But if you have good wood efficiency for recipe, such as Lumbermill for plank. Then this will be very helpful.
If the map has coal, always always build a mine with at least 3 coal. 2 worker inside with a mining cart upgrade can help you sustain 1 hearth without issue.
If the map don't have coal, it will have fossil, make good use of fossil. Try to hunt this down.
4) Put worker to production on what you need, what you lack the most.
In higher prestige difficulty, you will notice worker juggling become more and more frequent. Unavoidable.
5) Food, yes i agree 1 of the major concern.
Securing at least 1 complex food blueprint that can utilize this biome resource is critically important. The professional trapper,forager,herbalist camp is also very important if it can gather 2 resource in this biome.
1 of the best food recipe is those make use of water, Porridge and Greenhouse.
If you have a geyser, the water issue will rectified and you can put worker for better needy production.
Once you able to secure the food production, the worker will almost permanently work on there. Upgrade with rainpunk engine if this is something you worry, for better material efficiency, pump water use to level 2.
Oh yes, And do not get every new comer. My preference of the game length is only around 30-33 population. I think 2 level 2 hearth is cheaper and very good overall upgrade.
Once your population hit a number, you need to estimate what is something you really need extra manpower.
If you putting manpower in production of something you having excess and abundant, this mean you don't need extra manpower.
By managing population limit, your food demand will also managable
6) Cornerstone combo,
Nothing much to say, and maybe somewhat depend on luck.
But what I really want point out is, some cornerstone give free provision conditionally. This will help you save a lot of food, while able to do trade route without issue.
I get destroy when tempest arrive, EVEN EARLY by either people having negative resolve early, because i couldn't provide any complexe service/food early since the building cost way to much.. Or because i was doing a blade event that took 6 to 8min to resolve and already destroyed me just before the tempest.
Like it feel impossible to get a good start because even the second tempest already is making me use wood for the heart to prevent people from leaving.
-Is everyone in housing ?
-Is your hearth upgraded to encampment ?
-If you have >16 people, do you have your second hearth upgraded to encampment ? (this is a habbit that really makes the game a LOT easier on you)
-Do you take woodcutters off wood during storm.
-Do you open glades right at the end of the storm/start of the next year ? Glade events of course need to be solved before storm hits if they have negative resolve /hostility effects. If that is not possible, delay them until next year. Triggering their negative effect after 13 mins is very managable with the vast majority of them.
That alone should be enough to get trough the first few storms. After that for storm year 4 or so, you probably want to be sure your people have an advanced food.
I tried to open little glade at the begining to be lucky and found some food or field.
i always retire my wood cutter while storm, that is one of the reason i lack wood.
For the blade i never really notice, but i think most of the time i tried at the begining, so after a storm..
And one of the negative effect really are bad actually, especially when it's an event you can't do because no money and no luck on building ahha
You were given a number of advices already, but i'll offer some as well, because i just rediscovered something i forgot about (since the game came out of EA:D i used it in EA but completely forgot about it). Anyways first things first.
- Check what kind of folks you have. For instance if you have humans, harpies and beavers, your two major focus should be clothing and biscuits. As these will benefit all. Foxes, beavers and lizards? pickled goods!
- Check the biome, what kind of resources it offers. Select your buildings based on that and the needs of your folks. A Leathermaker is a good choice on marshlands, but can be troublesome on royal woods.
- Do not forget about the multiplier when trading. You have 400 skewers? And there is a demand for 14 for 6 gold? You can sell 5 times as much, so why limit yourself to 6 gold. Sell 70 skewers for 30 gold:) This is the one i forgot about:D -> more gold more stuff to unluck from Traders. (Production increase, new blueprints, etc.) At one time i made a whopping 190 gold with three trade routes:) Generally you can take the additional machinery and if you are lucky you can sell them for 5-6 amber each in the FIRST SEASON when you start the map. That can mean 25-30 or even more amber when the first trader arrives.
- Carefully consider your cornerstones. A 10% chance to double the production does not seem strong. But when you get in a cycle or two 20% additional then it can really matter.
- Sometimes it is worth to get the items from a dangerous glade event and not the favour:)
- Regarding fuel. Always monitor what kind of buildings you have that use plank or wood. If your wood production is lacking perhaps it is not such a good idea to produce planks and pottery. (A very sure way to drain your wood supply. Experience:)) Being able to mine, make oil, or get oil (printing press) can help a lot. Using alternative fuel instead of wood is also an option, however always consider if it is worth it or not? Using coal or fossils or oil to make jerky or pottery is a good idea. But making purging fire is a bad idea. (Cost efficiency!)
- Don't panic when you don't find soil in your first glade. A few large recources node can do a lot for a long time. For some reason I see a lot of new people overly focussing on getting the farms. Farms are a strong thing in this game, but it's not the giant must-do-this-asap thing.
- Only retire woodcutters in the storm if vilagers start leaving. And retire them only when they almost left.
- You don't need complex food for everyone. If you got one very good production you can turn off all raw food consumption. You can even run the whole village on raw food if you got a way of mass producing it. At least make sure you use consumption control.
Glades and events:
- Stop opening small glades unless you really need to.
- Turn of Coal and Oil consumption in the beginning untill you have a way of producing it. You might need it for an event.
- Open the first dangerous glade at the end of the first storm.
- Something I also do is waiting with choosing the orders untill year 2, after I've opened the glade.
- If you don't have the resources for the event, check if a nearby cache has something you need, or check if a reward for an order has was you need.
Some questions I got:
What are you embarking with and why?
At what stage in the game do you lose? Beginning, mid game or close to winning?
Turn off coal burning in the hearth until you have a coal income, that way you should be able to clear most dangerous events. Remember to time the glade opening so that you have time to clear the event outside of storms.
Year two storm you should at worst be on hostility level 1, that means with housing and one upgraded hearth only harpies and lizards will be unhappy. Lizards are easy to keep because resolve takes forever to drop for them. When it drops to 0 you can favor them for a few seconds or sacrifice some fuel briefly to reset their resolve. So early game all you really need to do is to find something to keep harpies happy year 2.
By the year three storm you should have two upgraded hearths and at that point you hopefully also have something else to boost resolve. Don't forget the blightrot invasion.
As for food or wood levels, firstly you'll want the extra people embark. Always, no hyperbole. Secondly, consider taking the meat embarkation bonus and then immediately forbidding your people from eating both that and insects.
I usually have 6 woodcutters working throughout most of year 1. After doing that first and laying some path (To let my first conerstone pick pop) I check my blueprints and see if theres any cheeky first picks (Jerky production buildings for example, or a place to make pottery if theres clay as a starting ressource which can then be turned into pickled goods).
If you don't get any easy food production, build your field kitchen and turn your meat stockpile into jerky, once the first badge is delivered, you can turn all simple foods off as long as the jerky lasts. As other people have said, you can technically starve your folks semi-regularly for optimisation purposes, but I've been winning 15+ without ever having to.
After that, figure out the longterm plan for food. That means either farm fields or deposits, so you _usually_ won't be able to make tight plans until you open your first dangerous glade. And, tying into that, do NOT open small glades unless you know theres something in there you want (Geyser or fertile soil).
1) Don't over-value the trader, sometimes when you don't have any amber, especially at the beginning of year 2, and you no yet actively do trade route. The best action for the 1st trader ?
Rob it clean. Sometimes this is something to help you kickstart the colony. 50 plank, maybe a blueprint, a cornerstone, and a few other resources with 30-50 ? I am signing up to be a robber.
Bonus point if you do this at the site of ancient armory, because your people is so well armed the combat will auto win.
Notice this has no negative impact to your trade route. SO you can use this chance to focus your amber at rerolling the useless blueprint, or keep it until year 4 trader come again buy a lot of useful stuff.
Also, it is much more useful to have a trader to trade only when you have have at least 80 amber. Such as buy useful cornerstone, stock pile some items that is useful to your colony but hard to produce, or to save resource, or complex food.
2) Favor Juggling.
If you have low resilience race such as Harpy. It is very good to pair it up with a high resilience other race, especially human.
You can favor the harpy while sacrifice a bit of human resolve.
Remember my 1st comment, if none of the race resolve can generate reputation, whatever resolve they having is just a useless number, always utilize it.
Human is 1 of the best "tank" for this
3) Fox is 1 the strongest end game race
Immune to generic hostile resolve penalty mean Fox is the best late game survivor.
Their preferred food is always 1 of the best in the game : Porridge. Literally just add water into food. Bonus point if you have any geyser, so now you can just turn a few piece of thing into 10 porridge.
4) Hostility Management
You mentioning people start dying at year 2 storm, this is some surprise.
Normally year 2 storm, you don't have hostile level 3 (In fact, you may not even reach 2). Unless you have so much woodcutter during storm, or you opened too much glades.
Or you doing some dangerous glade events that temporary skyrocket the hostility.
At the start of storm in year 3, at most and maximum I opened 2 dangerous glade and 1 small glade. I open small glade only if it obstruct too much space around hearth or warehouse.
Let say, what happen is already happen. There are only some ways to mitigate it.
Put the people into their preferred environment, like Harpy into cloth industry, lizard into fire environment.
5) Embark consideration.
Many suggested on the extra pop on embark. This is something I never do.
However I strongly agree the extra production/setup speed in year 1 it bring is immeasurable.
My preferred embark choice is
- 1 delivery line of service item that majority race want. Luxury items also very useful at some glade events. Recommend at most spend only 5 point.
- spend at most 1 point at 42 food.
- If any camp can gather at least 2 items in this biome, this also can be a strong pick.
Example trapper camp in biome with egg and meat.
- If farming is your preference and have starting human. Start with farm also useful. The grain or herb is a good combo for cookie/pie. Or just add water turn them to porridge.
Then when the map start i put 2 wood building to have 6 wood cutter to have quick fast wood.
For starter i always pick people, wood, and then food and plank.
My thing is and now i have the answer, is that i always have problem because i can't find any deposit that would help me not using wood for the heart, so when people are leaving because of their resolution i NEED to use wood to prevent them from leaving, therefore i lack wood and fuel really fast.
But i will try to reduce food consumption and make dry meat '(jerky in english i think).
Tried to be more cautios about glade opening.
edit : i will as well stack up on point for the starting before testing this one, since i mostly have trouble at the begining and it keep adding because of that
Shelters are a must, as well as 4 decorations to upgrade your Hearth. Try to build racial housing. If you will have Lizards and Humans, you will not have to worry about their Resolve early on. Human Resolve is very high and Lizard Resolve changes so slow, that they may even not reach negative Resolve before Storm ends and if they do, you can favor them or sacrifice wood for a while to micromanage low Resolve.
During first storm (or right after) you can open Dangerous Glade and if it is easily manageable (sometime it will just be too easy) you can open another. Even if you fail to do them before their effects take place, it rarely will lead to loosing the run and even if it does, at least it will be a quick run so you will not waste too much time (and sometimes Impatience will be even helpfull).
I know I am probably repeating some things that were already said, but it is difficult to remember all threads on this forum, sorry if I did.
A human with 20 resolve, (favor to reach 25), is just a useless race that consuming food.
Just stop them from eating for maybe 3 cycles. Though the hard part is how to do proper rationing if your human is together with harpy (no way to ask 1 race stop consume food)
I just make a screenshot of something that I hope I can tempt you falling into this slippery slope.
I do this at the beginning of year 2. I tell you I do this every time.
Never regret. See how much tools, coal I get and how much stress it help me relieve in next few years.