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Unfortunately I can only give you (very) rough guidlines, as I have not played recently. I am sure other people here will give you more/better tips.
Put down 2 woodcutters, fully staff them (But also take extra villagers cornerstone if you can)
Put down a crude workstation (Necessary later), put down 1 "Park" (4 points to upgrade Hearth) then put down 3 Shelter buildings, which should house most if not all of your residents and get you that Hearth LV 1 upgrade for added morale.
That should honestly do it?
This only requires basic wood which if you don't start with from the embarkation thing, you can just mine out of the trees in half a minute to 2 minutes.
Just always leave 1 jobless villager so they can actually construct stuff.
I don't think you need the crude workstation that early. It depends of course on what kind of buildings you want to build, but with the right blueprints there's no need to build it at all..?
My default start in non high-prestige games is: 2 woodcutters, three shelters, roads, camps for the small gathering nodes, decoration for level 1 hearth, trade hub. Depending on embarkation goods and the orders I try to fulfill the trade hub can happen a lot earlier as early trade routes will give you standing with other settlements which means valuable trade routes sooner.
Well, you need Planks for the Big shelter (of which you should put 1 down around when the first new villagers arrive, if not before) so IDK. You will need the other stuff too, can't hurt to have it :-P. And yeah but "Well RNG blueprints lol" is not a good answer cuz...RNG?
I don't bother with roads. Basic ones offer very little to nothing but *do* block my buildings by existing, soooo no roads for my villagers unless there is that one effect that slows people down without roads.
I never build big shelters, for the smaller shelters I do not need planks. I don't think they are worth the investment of advanced building materials if space is not an issue.
I build roads as they don't cost me anything but manpower and while the woodcutters camps are felling the first trees most villagers have nothing to do as I don't have enough wood to build shelters anyways.
There was also an update not too long ago that made it inefficient to have big clusters of buildings as workers move a lot slower when they have to move through something. So having clear paths is usually beneficial.
*Press X to doubt*
Why would you "never" build shelters?
Note how I *very specifically* did not say to build one at the start in my original post, or how you don't clarify you're possibly nitpicking about something to be right but missing the point and saying stuff I never said :-P.
Space is largely always an issue, especially if it's a longer map, the smaller ones are bad for a lot of reasons. Wood becomes a joke under almost all scenarios to get and keep hold of, even with only very little RNG luck soooooo.
You're kinda doing it completely wrong on that front. Best to get six people in than...two.
Like, most of my games I easily breach 60 villagers from swallowing them up as hard as I can to ramp up production *everywhere*. 30 tiny useless houses seem not worth my time, but ten larger ones work out lots better so I can slam the special buildings like the Market, Temple, etc. Hell, if I'm struggling, the Temple will have a -80 or higher hostility nuke by the time I get it and that's a huge lifeline right there on its own. Space space space.
(Then again I also don't bother with a 2nd hearth except very rarely, so)
Harpies are also pretty effective at making cloth and cloth into clothing which most benefit from. If you can get fiber or leather farming and you got a means to make clothes, it's a good way to keep them happy.
And harpy houses only need cloth, making them very easy to build theoretically. Though fragile, they're easy to please and will remain pleased with less for longer, making harpies a good win condition.
It's 6 people in a 4x2 vs 6 people in a 3x2 (crude vs big shelter). The thing with space is that multi-hearth setups are often mandatory at higher prestiges, because the efficiency gain from reduced worker walk time, the hearth bonuses and especially the hostility reduction are necessary. This usually results in more than enough free space around hearths (cause you're chain clearing dangerous/forbidden anyways).
The issue with spending 6 planks instead of 30 wood (prestige modifier increasing building costs by 50%), is that that is 24 wood in a crude workstation (8->2), in addition to 3 production cycles of 56 seconds (not including travel costs), which far outweighs the cost.
The first storm you can even keep cutting wood while still being in hostility 1.
The second storm, after opening some glades, you can normally still be hostility 1 if you take your woodcutters off duty.
The third storm, you want to have a second encampment and you can usually still be in level 1 for the storm.
Only after that, you will sometimes need to be prepared for hostility level 2. (definately not always, if you find some hostility reducing cornerstones, you never need to be higher than hostility 1 in any storm).
For hostility level 2, you just need to get the harpies 1 single bonus, either coats, or some food. Together with the second encampment you should already have, that gets you to 16-17. (17 is needed for a level 2 storm). Now you probably have a building that makes the harpy happy, or you may still have that lizard firekeeper available and thats it. Just 2 encampments and some coats and your harpies are fine.
Level 3 hostility almost never happens. If it does, you should find out how to prevent that, not just for your harpies, but also for your other races.
Once you have the option, when you get harpies turn off coat consumption when you load in and turn it back on (only for harpies) a minute before each storm. There's more to it than that, but that's the important bit. I immediately build them a house if I don't need the starting cloth for a building, build a second house before the storm if needed, and make sure everybody's doing well enough that I can get away with favoring them.
Harpies are great but you also want as few of them as possible in the settlement. Ideally 1 for the hearth, even using them for job synergies is dubious. They do less work and eat more food. But that hearthkeeper bonus is 11/10.
Until recently i never used them. In one of my recent games however i found myself having a good plank producer (not sure if it was ** or ***) and i was very low on wood as is often the case in single wood biomes. Thats when i decided to build a big shelter because it simply uses much less wood to house 6 people than 2 normal ones. (I even tore down my normal shelters and replaced them as i was so desperate for wood)
Then i started thinking / calculating about it a bit and came to the following conclusion:
2 normal shelters = 30 wood.
1 big shelter = 6 planks.
With crude, 6 planks = 24 wood
With **, 6 planks = 15 wood
With ***, 6 planks = 9 wood.
On a single wood biome, wood costs about 15-20 seconds to gather if the warehouse is nearby.
So with crude, you save 90-120 seconds on woodcutting, but you spend about 150 seconds producing those planks. So the big shelter is worse.
With **, you save 225-300 seconds and you spend about 100 seconds producing. You save 125-200 seconds by using the big shelter.
With ***, you save 310 - 420 seconds and you spend only ~70 seconds producing the planks. you save 240-350 seconds by using the big shelter.
They are estimates, the exact times are depending on walk distances.
I build shelters. A lot of them. Just not BIG shelters.
I think you misunderstood my intentions, I did not provide the only correct answer, this game gives a lot of leeway how to play it so your way to do it isn't wrong. It's merely different from what I do.
You mention that the expansion with a second hearth is a bother to you, well, that's why you are getting issues with space. And, if I may say so without offending, it might help you with higher difficulties if you try building a second and maybe even a third hearth as the bonus you get from level 1 hearth alone is very worth it (negative hostility, +2 global resolve). The only thing you have to care about in that case is providing enough fuel.
Add to that the need to sometimes go two or three dangerous glades deep into the forest in order to find resources and I end up with people running for over a minute in order to take a rest at the hearth. I'd rather have them use a second hearth and return to work.
Shelters don't house just two people, they house three.
Note that I do build species' housing if the amount of building materials allows for it as I have unlocked nearly all of the upgrades in the citadel on the profile I am playing on, so I get to house three villagers in them and even get a bonus per resident with the upgrades provided.
This plays on the harpies issue, by the way, as long as you don't have harpies as you main population you might be able to spare the cloth needed to build their special homes, giving up to +3 resolve.
I mostly agree with arjen on the rest, the only thing I would argue is that hostility 3 and higher will happen, especially if you are not playing a streamlined game like someone who has played for hundreds of hours. But that's, as they said, in year 3 or 4, by then you had plenty of time to either produce or buy some complex food to get over the storm.
First of all: thanks for the calculations. They make it easier to make decisions on that matter.
One thing I am missing here is that during the time you are using the crude workstation to process the wood you are probably using a villager's time who could do other jobs.
In the beginning of a settlement I am usually short-staffed, so producing planks in the crude workstation to save a minor amount of wood is only ever worth it if I have other factors that make me want to do it, like space and wood issues in the sealed forest biome.
You also didn't factor in the wood cost for the crude workshop, but that might be negligible as we are probably going to use it for more production later.
Otherwise I would look for ** or *** plank recipes before even considering this option.