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2-3 woodcutter camps (3's if the best caravan has extra people in it)
crude workshop
trading post so I don't forget (though saving hearth-space is an interesting thought!)
maybe a resource camp if I've got some spare hands? Most caravans have enough food to last through Y1.
I've started delaying houses, as they're often unnecessary on Y1 and easy to set up
But generally I'll peek at the first set of blueprints. If there's obvious immediate synergy (say, a kiln/lumber mill on royal woodlands or a smelter on crimson forest) I'll try to rush that. If not, or if I'm undecided on like a remaining blueprint roll I'll go poking at a few safe glades first and get a feel for how the map's gonna treat me with resource patches and soil. Of course I've had one map be really nasty and have all the nearest ones dangerous. That was fun to figure out XD
Next up is seeing which orders proc, and getting a makeshift post up (or rarely a provisioner) if I'm seeing some semblance of food-stability early on. A lot of early orders ask for packs, and sometimes I can get lucky with easy trades. By now I've generally got a good enough feel for the map to know-ish? what production chains I'm likely to get.
Last things I try to focus before things start getting entirely map-specific are blightpost, where I want the decorations for the first hub upgrade, and what I need to do to clear at least a couple orders quickly. Blightpost since on P2 and above it becomes relevant pretty quickly with my playstyle, and orders so I'm not backed into a corner on blueprints.
If it's not going to tank resolve I'll generally start going for houses during the first storm, since I usually have most (if not all) the woodcutters free up to help with the building.
If anything I feel like your strat might be a bit better, though they're fairly similar. :3
Stone T on left side
1 woodcutter (put 2 beavers in)
camps for resources (2 guys in if i need food, 1 on fiber or stone)
other woodcutter
4 houses
2 beavers in the other woodcutter when the houses start to ask for wood
benches behind the houses
rest of the stone 8
path out of the sides of the 8 as far as it will goas far as it will go
chill untill orders
What do you get from early post? I usually forget untill the base is complete or i'm stuck on the second set of orders, since that early I neither have amber or anything to trade
Sometimes I forget about houses, since they are not that crucial for the first year. Plus on year two there is a chance that I can start with race houses skipping general ones alltogether.
Trade post I build sometime in the second year. It's a bit of a waste to place it in the first year. The only exception is when I get a perk that gives 10 amber per trader visit. Then trade post is needed ASAP.
I also look what I have in terms of raw food and forbid consumption of meat every time and sometimes forbid consumption of every type of raw food I don't have a node for. That way whenever I get to cook I will have more food.
I also unexpectedly come to dislike beavers after 59 hours of gameplay, so when I can I choose a caravan that doesn't have them. Sure they are good in industrial stuff and have more of a chance to double on wood production, but after some meta progression you can have everybody have the same bonus. But they are very hard to please, so I tend to roll with harpies (their hearth bonus is amazing plus blight post bonus production), lizards (meat, coal and cooked food for days) and humans (hearth bonus and farming). Plus all of the three get bonus resolve from jerky.
1) They're quick to build and cheap - wood is abundant, especially early on, that I really never run out in Y1 or Y2.
2) The extra resolve is handy the early orders that ask to be above a resolve threshold. Combined with lighter treatment and the hub upgrade (and maybe some food/clothing bought from a trader) they get over the threshold quickly. Getting a few extra blueprints in my pocket really helps plan what I'm doing after.
3) They give enough resolve to keep a couple of wood cutters running during the storm and counter any initial exploration I've done.
Race houses on the otherhand require a steady supply of building materials, I tend to delay those substantially to when I have a second hearth and am balancing pop between them to upgrade both as much as possible. For the initial orders, between those that involve new glades and those that require resolve, I find I don't need the makeshift post all that often. Which is good because it is super inefficient at converting stuff.
I'm curious in the idea of picking up oil as a load out. Is it that helpful for dangerous glades? Tools help everywhere, and there's usually one building material that can be used, but it's a substantial cost either way. Never noticed oil being there so often, but I can't remember ever using oil (or resin) much for anything, so maybe I've just been ignoring it.
As for caravans, I think lizards might be my favourite. They're easy to please, and always have a need for them. Beavers and humans are fine. Harpies only come in when population is high enough that reputation from resolve is a major factor. Early on they can be a pain to manage with storm.
Plus on some maps you don't have resin, so you will have no way of solving events that need it. It's usually resin/coal/sea marrow/oil and tools or something like that.
Next I build a crude workshop to start making planks. If I manage to pull a lumbermill, I build one of those quickly, and use that for building planks. Then I start building large settlements. Large settlements take 2 fewer squares than two small settlements and that gives you room for decorations. You can usually get two of them out before the storm and that's all you need for now.
I think the fishmen cave is one of them?
I'm curious as to what the minimum set of resources is to be able to handle any dangerous glade event.
Just tools (12) can do it I think, but they're hard to find. I tend to buy them from traders whenever appropriate. I think planks (24) + fabric (24) + bricks (24) + resin/oil/coal/fossil (36?) might also work? Any other combination that people are aware of?
Getting dangerous glades is super powerful, but I'm loathe to enter one if I don't think I have a very good chance of solving it before the storm. With some events taking 5min to resolve, even opening a glade right at the start of drizzle only leaves a couple of minutes to gather resources and transport them. Not much time to respond, even by forcing a trader to arrive.
The trading post is to use the call trader button asap (it may even be worth using the button if you have the decreased time between traders forest mystery, although you should time it so your first cornerstone becomes available before the trader arrives. Don't actually trade until your first set of orders comes up). Very rarely the trader will have nothing you want, or can afford, and the cost is half a point of impatience. Most of the time you can get some building materials (to get your buildings up and running), resources for glade events, or a blueprint or useful buff.
https://steamcommunity.com/sharedfiles/filedetails/?id=2888408113
https://steamcommunity.com/sharedfiles/filedetails/?id=2888408126
https://steamcommunity.com/sharedfiles/filedetails/?id=2888408141
That's.... rather tough to look at :( I don't want to be rude, but I genuinely don't understand what made you build something like that, but I think a lack of understanding of the key game mechanics is at least partly responsible (an unfamiliarity with strategic thinking might be the other). I suddenly understand why you've been complaining so much about how hard the game is for a week... I'd recommend reading through everything under the "readmore" alerts you've left on the screen (or at least close them!). Possibly playing the tutorial again and reading everything that you're told, mousing over every element of the UI to read what it says. Watch what happens in the game for a bit, how pop go from one place to another, what they spend their time doing. Then you might be in a position to play better.
Population needs to go from their workplace to the warehouse all the time to pick up/drop off resources. They need to go to the hearth every ~2min for their break to eat/rest/get clothes/services. Yet you've made that as difficult as possible for them by:
1) Having work places, for the most part, be miles away from those two key buildings
2) Not having roads leading to the entrances two key buildings
3) Almost completely blocking access to the warehouse with tons of shelters. I don't know how anyone actually manages to make it to the storage in that set up.
4) Not only are you production buildings far away, but you haven't even cut a direct line of the forest to them, instead having a path wind the long way around.
In short, your layout is almost exactly the opposite of optimal. Roads should be in an "8" around the hearth and storage, and go out radially from there. Production buildings should be as close to the entrance to the storage as possible. Shelter/Houses/Decorations can be anywhere within the range of the Hearth and are never visited, so might as well be placed out of the way. Camps go where they must, adjacent to the resources they are gathering, but ones closer to the storage should be prioritised.
It actually looks quite lovely, with little paths, and nice space between buildings. lots of seats near the fire. Bits of detail work.
Ignoring game mechanics, it looks more "town" like than properly built towns.
But yes, for practicality, all the production should be around the storehouse/hearth, with houses on the outer edge of the fire's range, and decorations filling in any gaps.