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https://steamcommunity.com/sharedfiles/filedetails/?id=1321702013
The rain isn't too terribly common so you'll want to do other stuff while your rain collectors do their thing.
When the map is finished you could probably make bank by transporting Hashish solely through United Cities territory.
Good call
Thanks for the tip. I was going to try clownsteady, because I have spent some days there from time to time on various trips and seemed to remember it raining, plus it's UC, and having the Holy Sword 20k bounty on her head, my character's mission in life is to corrupt the UC and the HN from within. For some reason you get a -100 to "imperial lords" with holy sword (stuff from an old version, the old map, I guess) and UC relations aren't affected, though you get the UC/HN bounty. So UC doesn't attack my people on site (haven't seen anybody from HN yet but there relations are -100 so I'm almost positive they'll attack even my humans). I had the bountied character sneak in to my purchased building at night, and I have other party members do the shopping.
I bought the watchtower for now, I think I can fit about 6 hydro hemp farms per floor, and 7 rain collectors on the top floor. The bar stocks about 20 water. A trip to the bar, the waystation to the south, and then to drifter's last, and back, hitting the bar again, fills up an entire bull with water, and nets a little bit of combat XP from tussling with the Yabuta too (just gotta beware of slavers, but they might start another crazy side narrative for my story). I have a broken skeleton in a cage in a house up in Squin, I'll want to bring him down to continue beating on him for combat XP for the downtime when there's no rain.
Yes, just checked, you can do that. I guess you only get caught for this in this game if you really want to.
This is one of the better mods IMO. Adds value without being overpowered
One of those at level II will support 3 hydroponics. If you try spamming these close together you are going to lose access to some.
tl;dr Cool mod, thanks guys.
If only it would amount to something. Like if selling lots of narcotics to a faction/town would slowly apply an "innebriated" status to the populous, lowering stats. Eventually healthy buildings turn into destroyed buildings and citizens wear scrappier clothes and soldiers weaker gear. If only. From the poking around in the FCS I've done it seems a bit beyond what it can do.
Well, they kinda bypass the unable to get water in town. Which I think the devs want you to go out and explore the game world, not camp in town.
Then in other areas they would equal a well at 30% efficiency. Which if ya think about it then it negates a lot of low water penalties for a biomes, especially when you can jsut spam them in a base. I mean why design a biome system if you are going to hand out stuff that simply ignores it, seems liek a lot of programming time wasted.
So I guess where it goes against the developer's vision it kinda makes sense to not have them in game. However it is nice of the developers to allow us the ability to simply mod them in.
I have serious problems with the dev forcing me to do anything while claiming "I am nobody unless I work really hard" and "I can be whatever you want to be in this sandbox" But, I can't be a slaver, can't be a shopkeeper (not gonna make rent and food on THOSE profits) being a merchant is possible, but difficult, and now, being a craftsman has been nerfed.....
They're forcing me to be an adventurer, but not giving me any really compelling reasons to WANT to be an adventurer, and no option really to retire from that life either.
For that reason, I flood the markets everywhere with Flour, Bread, Medical Supplies, Swords and Armor. I am a travelling bread salesman and death dealer.
After all, during the Gold Rush in the US in the 19th Century, the man who got rich wasn't the one panning for gold, it was the man selling shovels and pans.
Is that hyperbole? What are they? How serious?