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Orders should be something that automatically pop up as you go along to guide you along a journey through the map, not something you leave for as long as possible to make it easy late game to complete any timed orders that may pop up rather than risk revealing a currently impossible timed order and not being lucky enough to be able to complete it.
See all the previous threads on the subject.
I have been playing a while and I have seen enough posts to know what I am talking about.
They have explained a decent amount about the way that orders spawn, trying to give you ones that you can reasonably do on the map you have, and orders respect what unlocks you have. I'm not sure about blueprints, but my impression is that there is a general tendancy of late game vs early game blueprints given to the player. Not sure what you mean about maps spawning within a certain range.
I would be surprised if there were any truly unwinnable maps, but even if they did exist, it would take quite a bit of work to demonstrate one was unwinnable.
One bit of advice I can offer is packing up spare stuff during the storm. Packs (especially if you get a building with the recipee) sell better than their components, so you can buy something critical from a merchant if needed. I just had a run where my wincon revolved around pickled goods, in a map with no reasonable way to get pottery/waterskins/barrels, so I just bought over a hundred pots using excess flour bundled into trade goods. That's doable even with the prestige that makes trading worse, so extremely effective before that.
There is no way you climbed to P20 with a 90% win rate without save scumming.
I can tell you exactly why for both times.
-The first one was purely because I hopped into the coral forest biome and tried to treat it like a royal woodland. bam. That will get you in a bad position more than anything else.
-The second one was because I simply expanded too quickly and wasn't placing enough warehouses to keep the supply lines efficient (those warehouses are the key to a good or a bad run, if you haven't been placing them in almost every large glade, try doing that. You might be surprised how much flexibility it gives you to focus on other things)
You gotta keep in mind what the game tells you, adaptation is the skill you need to rely on. Luck only determines how easy it was to finish a run, but there is almost always a way to recover from knock downs.
No metal? Don't try to make tools or barrels or pipes, you can focus on trying to make goods to trade or find valuable and useful goods in the wild while exploring to sell so you can buy the items you need instead.
No coal? Don't use coal to burn, there are so many other things. You might just have to use wood and cope with the forest hostility morality hot with leisure, education ect.
Nodes too far apart? Place more warehouses. not enough nodes in one spot? use what you have and pay to expand the resources.
Not enough farmland for dew? You don't need dew. Straight up. Its like the metal thing. I have used dew so little in my game that it hardily seems worth worrying about. Its nice, of course, its an alternate to metal. but you don't need metal either, you just have to switch your focus.
Playing more is the best way to learn how to make situations work, its just a matter of adjusting strats.
The world is harsh and you are a viceroy, someone trusted by the queen and its people with contributing to the survival of everyone. You have to be versatile because disadvantages will always come your way and unexpected trouble will always come your way.
as for RNG for events and orders, im not really sure how you'd want it handled? Potentially they could give one more option, but fullfilling orders is just one way of gaining reputation. I tend to use orders as early game ways to lower impatience and gain nice advantages and supplies, or filler in order to finish my town in less time so I can hit higher in the overall ranking. And events should be random. They have cornerstones specifically for seeing whats in each grove, but they require sacrifice and luck. it should be hard to get, its a very very significant advantage that makes the process of winning absolutely garenteed.
I hope you keep giving the game a chance, because its very good. Its one of the best city builder survival games i've played since frostpunk.
Pretty much exactly this.
Bad RNG makes it harder but not impossible. Good RNG makes it easier but not impossible to fail.
Focus not on going for a single wincon every time, that's a recipe for disaster, instead look at what you have to work with and figure out how you can win.
What about some players with near 50 win streak at Viceroy difficulty ?
You mean they wasted their luck on a video game instead of Jackpot lottery?
A person without skill will only blame other have better luck.
Also, accusing someone save scum really only show how ugly is your mindset.
Why don't you watch some video and see how people play? But of course surely you will just said "but they have better luck !"
Some players who have worse gaming skills. But their attitude and how they see the world give them chance to self improve.
Some players only "never my fault", and will never admit own imperfection. In this case, help is not deserved.
Working with what the fates hand you and figuring out how to roll with the punches is the point.
And the big pool's somewhat balanced out by the fact that there's usually 3 or 4 different ways to get that one stupid thing you need.
And even in some of the worst maps, sometimes a trader's random farm blueprint is all it takes to save your tail midway through the game.