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Aww. Were you expecting fairness from a random generator? You sweet summer child, you have much to learn.
A region gets either iron or salt, so if you have no iron, you have a ♥♥♥♥♥♥♥♥ of salt. You can either export it as-is, make sausages. or take the 15 seconds it takes to reroll your map.
Note: Both iron and salt can be deep-mined if they are rich.
I read it that the OP is saying some maps are spawning without some resources, in this case iron.
....So you read it exactly like it was meant, like the first response to the OP read it?
Congrats?
Because they answered that, you know. And they were, are, right. It's random. That means...well... random. And if you don't like the random you got, it takes a handful of seconds to reroll the map and hope for a random you do like... Oh, wait, they said that too...
I agree, this needs to be changed in a future update. But for the moment, the other commenters are right. It takes virtually no time at all to reroll a different map.
have been able to make a big city without iron but it's very annoying and I lost my settlement a few times to bandits before i was able to have a sustainable trade economy to get my raw iron.
I absolutely agree, the map generation should not be completely random. Some resource nodes need to be on the map at least once every reroll. Such as a rich salt deposit for sausage making, for instance. And at least one rich or two non-rich iron deposits. The map generation definitely needs some tweaks. And maybe map seeds.
It's not a bug. It's something you don't like. With the addition of more resources, sometimes resources don't show up. This is in no way a bug. Nor is it a game ending event, like y'all seem to feel. It just means you need to a) adjust your play for...well...the playing area or b) grab a new map that fits your fancy.
But that made it too easy for players so the Devs upped the difficulty by randomising the mix. Players have been calling for the ability to select their starting Region and the location of their settlement camp since the very first launch of the game, but so far the Devs have ignored the request despite it being a pretty much standard feature for similar games kuje 'Surviving Mars' and 'Banished'
We can but live in hope.
You didn’t read anything I wrote so you don’t have to participate in this discussion.
What also could be cool is having say multiple nodes of iron at varying quantities in one sector. Say your starting zone has 5 nodes of 100 iron but terrible ground fertility and low water to balance out the difficulty.
Also it would be fun to use the mine extension on low quantity nodes. You could get a chance at finding more resource or you could find none or even cave in your own mine rendering it unusable and taking some settlers too.
I read everything you wrote, thank you.
And your complaint is "I don't like how this works, so it's obviously a bug and needs to be fixed".
Which, it isn't. It's how the map generation works. Will/Can that change in the future? Who knows, it may. But as it stands, you get a roll for every region, and sometimes those rolls mean you don't have a resource on the map.
This is in no way game ending. At all. And it's working exactly as it was meant to it, so it seems as far as we know.
All it means is that you need to not just do the same exact thing over and over, but actually expand your options on what paths you want to take to achieve your goal.
And multiple nodes? No. That is literally not how the basic game play loop is set up to work, not would it add anything in any way to the game. You want what you want, and what you want isn't in, or in fact is it seems, this game.
Now, having said that, if you learn the game systems, and how they work in *this* game, you will find that not having something in a region (let alone the entire map) is literally zero hindrance to most styles of play. Which, again, isn't a bug, but how and what the game is.