Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Both hunters and deer wander around randomly - kills happen when their wanderings bring them together.
Regardless if deer wander through the hunting lodge boundary marker or even if an animation was used to represent a kill,the fact is,a completely isloated hunting lodge that's never had a deer trod in its circle does produce venison and leather at a the same rates as one that has had deer nearby.Ergo I say eye-candy,as the only thing needed is a lodge,a area clear of buildings and 3 workers to staff the building.
I was afforded a chance to actually test this in my second tenure game in an area that was secluded by a ring of impassable mountain with not a deer ever touching the area.The lodge never failed to produce venison and leather.
=)