Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
8x oil (1.12) + 1 provision (0.50) = 1.62 worth => Trade route reward= 1 Amber
12x Clay (1.68) + 1 provision (0.50) = 3.18 worth => Trade route reward = 2 Amber
5x Plant fiber (0.70) + 1 provision (0.50) = 1.20 worth => Trade route reward = 1 Amber
before p10 there is indeed little reason to do trade routes without some good cornerstones - you can just unload everything you want onto your next trader
Basically, trade route is astronomically more powerful the higher level.
Level 1 will already break even.
Level 2 is very good profit
It's very worth. Consider it an investment. But at lower difficulty levels, not critical to win.
That said, even at level 1, there are ok trades regularly like tools for 3 amber or gears for 6 amber.
At T10, trading is half value, so now almost every traderoute will be better than trading.
At P10 and above, normal trade is just for emergency.
The only way to get normal value and profit is trade route, there are no other option.
Since P10 start all item value reduce by 50% except on trade route, so yes it break even fine at level 1.
Level 2 GREATLY profit
As has been said, as you level up the trade route (e.g. sell 10 amber worth to get to level 2), you get better trade offers. So the level 1 trade routes can be seen as a way to get to the next level for better deals.
Also, each trader will only buy a certain subset of items and you only get a certain amount of traders who will come by. So trade routes let you exchange materials you don't need for amber, which you can actually make use of. If you just wait for the trader and the trader doesn't want that material, then you're just sitting with the unneeded material and having gained nothing.
And like has been said, some offers are better than others. You just have to make a judgement call if it's too bad or not.
Using trade routes is incredibly strong overall, though.
you are not supposed to get anything related to blightrot before veteran. if you do get those orders on pioneer, report it as a bug
Prestige levels unlock after you finish a settlement on Viceroy difficulty.
It's not the RNG that is keeping you from winning, trust me. Your games are completely winnable, you just don't understand the game well enough yet. But as you play more you should hopefully get better. For example, now hopefully you will be using trade routes more, which you seem to be underestimating the value of even though they are very, very strong and useful for winning the game.
Regarding blueprints: Early game there is higher importance for building materials (lumber > fabric/bricks) and you'll want a complex food building or two. After that you want to work on getting a supply chain going for 1 or more services (e.g. if you have two species who want education then you're going to look for pigment or wine production). This doesn't mean you can't get a service building early (sometimes the passive benefit alone can be worth) if the other options aren't great.
Regarding what resources you get: You have to adapt to what you get. It's kind of the whole point of the game. Also consider that some resources don't show up at all on certain biomes. If you press escape and then look at the left, it'll show you which resources can show up. Trade routes and traders help you compensate a lot for not getting what you want by letting you trade in what you did get for things you want instead.
Regarding cornerstones, you get rerolls. You should be able to find something you can make use of the vast majority of the time. If you really can't make use of any of them (which should be very rare honestly), then just take the amber. You should still be able to win.
Some orders you won't be able to complete so you pick the ones you can.
definitely leave a bug report about blightrot in #bugreports here or on discord
Suggest try viceroy only when passive around level 11
You really don't understand the game well enough, though. This fact is incredibly apparent from your posts. The fact that you think you do and that you're so ignorantly overconfident in your abilities and would rather blame the game than consider that you need to improve how you play is quite likely related to why you're not good at this strategy game and are struggling to beat it at the easy difficulty levels.
Everyone else in this thread can win a settlement with great ease at settler or pioneer difficulty. With 0 unlocks, 100% of the time. But keeping thinking it's the game's fault. Good luck with that blaming other things instead of looking to improve yourself mentality.