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I usually prefer to take small farm since it is more versatile, even though herb garden is good for trade and advanced goods production.
Otherwise just go for the cheapest since both are good (i've been looking why cost sometime change, discovered it's rng based so going herb garden could allow me to bring stones for glade events).
Thanks !
If there are available food node, you are better off just manually harvest them instead of thinking farming.
It is also much better if you farm something that is not nature to a certain biome.
But if asking me to pick farm building vs delivery line.
I will take delivery line always for the majority of my race
There already some post where people overly rely on farming and started to forgot what is the real resource provided to you end up ccausing more problem to settlement.
If your main goal is to win quickly, there are better options.
Faster start = faster blueprint obtaining = faster access to efficient recipes = less resources wasted for uneffective recipes. Like a snowball. And yeah, resource nodes are much better than farms in first 2-3 years, as was said above. Farm is just a dead weight in first years; you want to find at least 2 Fertile Soil to rely on them; and sometimes you don't even have enough staff to work on farms to begin with, you want them to work on resource nodes which grant more resources.
With camps while there is a chance you will open up a glade without that resources you are very likely to find it at some point when you expand and you will get a benfit from even the small nodes while without the upgraded camps you won't be able to access the large ones which can be hundreds of units of the resources sitting around uselessly.
If you got 2 big food nodes, you can harvest for years, and produce much more than farming, less risk of waste also.
1 very important key to manage in ATS is, do not over populate your settlement.
Once you see important building has enough workers, you should stop taking new people in.
If you win faster, you avoid the hostility of bigger population and yearly hostility.
I see a lot people being "fans of farming" because how it can support huge population or "sustainable production" for more than 10 years. That is not really the right way to play this game.
To quote the brilliant Samseng Yik, in the thread https://steamcommunity.com/app/1336490/discussions/1/4301572010782607667/#c4301572010778938783
he said "There is no "correct way to play a game"
Anyone can say anything.
You can plan your own way to enjoy."
So, I guess I'll let you think about that.
As a matter of fact i'm not the kind of player that over/perma pick farms.
My last run in royal woodland was a good example, 7 glades open, 4 dangerous, 2 forbidden 1 normal through human talent, got only 1 fertile soil in "high" setting lmao.
However, I quite frankly never pick a farm on the marsh, best case scenario I find ONE node.
Regarding camps I've always been quite unlucky yet. I've sometime bringed an herbalist camp because it's my only unlock, and it was indeed a good decision because the biome had these 2* nodes as possibility. Well I found only wheat veggies meat and eggs.
I think i'll just go for meat 2* when I unlock it, I feel like the greenies one are just wanting to troll me.
This is why bringing one of these makes me uncomfortable : on medium settings it's rare to at least not benefit one patch of farming, while camps are subject to your map RNG way harder (density vs kind of ressource odds). However I would LOVE to get more situation with camps since I still want to see how snowbally can a clan hall + mass gatherers in the marsh can be.
I have an other question however :
I've never tried to stall newcomers too long because I thought at somepoint I'll get punished like some queen impatience for not picking people. Is my "only" punishment the fact I'm not ticking the newcomers timer ?
And If, for an extreme example I stop taking newcomers at year 4 and restart at 9, will the newcomer pack size be like it was, so a 3-4 personn or a BIG lategame pack of like 10 people ?
Thanks a lot for all your answers !
-Extra people
-Stones
-All 1 point food options
-Amber if its 3 points
-Fuel if its 3 points
So The blueprints are usually for seal games when you may have saved up like 30 reserve points. In that case, you can take one of those blueprints and a training gear delivery line.
When you are talking about saved up reserve points you mean the option you get from crates which give +4 embarkation points ? Isn't that limited to 1 or 2 next runs ?