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EDIT: Thanks for comment. You want to delete the farm zone after all items are planted, but then create a NEW farm zone but with no designated plants. That way it will autoharvest when ready without replanting.
9) Farming tiles are supposed to attach to a house or other tiles and be flush with the other tiles and not sticking up. You can then set it as a farming zone and plant whatever. This lets you plant stuff on the tree itself and not have to harvest before leaving a zone. So you can set a certain number of oak trees, and then whatever food item and your dudes will just keep farming that area and supplying a limited amount of those resources constantly.
Farm tiles only need TWO spaces above them so you dont want to give them the usual 4 spaces. I recommend putting a giant row of them, just 2 spaces above the normal ground on the lefthand side. Then 2 spaces above that, your regular wooden tiles for holding storage.
The downside of manual control is you cant use advanced ammo types.
11) Artifacts - Only the energy conversion module seems to be any good whatsoever, so just sell the rest for tech points. The CIWS sucks horribly as does the triple catapult which wastes 2 extra ammo per shot shooting inaccurately. Precision artifact is used for flak which I havent tested but its tech tree is not very useful.
The pillars are not as good as you might think however. Adding a steel pillar next to my wood house wall OUGHT to really help, but it only adds a modest buff to building strength. You really will need to replace with stone/metal buildings themselves to make a big difference.
15) FOOD becomes a problem as you progress. Early on, no big deal. But eventually with 7 or so golems, they eat like crazy and you can barely keep up. So, you want to ignore cooking for the first map or two, and ignore the cooking pot as the 10 extra food value from 40 to 60 isnt worth wasting wood and cooking time. But then you want to make the furnace to cook BREAD. Then just use farming tiles or ground to plant tons of wheat. The bread buffs your movespeed by 50% which is quite a bit as much time is spent moving. This also increases the food value from 40 to 70 whcih makes it more efficient and offsets the cooking time and coal needed.
Not sure the next upgrade is worth it though as it consumes DOUBLE the resources... i.e. an apple and a wheat to make apple pie. This adds a bit more satiation food value and gives two buffs instead.... movespeed plus mining or whatever. It is probably worth it as farming the raw resources is fairly quick and easy.
Note that the food buff only lasts like 30 seconds on Fast or 1/6th of a hunger bar. So I am not really convinced cooking is even worthwhile. I cant seem to have my people keep up with food demand anyways even with a dedicated cook.
I didn't realize I could reinforced a room inside it… thanks the hint
Both sides should be extend for more space
As right side structure are more health for the core survive
Manual is fun with shift key
And we could also shut down auto mode by limit the ammo
But it's nice for 1.5 damage bonus ammo and hand free
Just beware the boss dragon
more fire power always good
I now start with 2 6x5 wooden houses on the lefthand side right next to the Core and 6 ballista to the right of the core. There is enough room to add ladders to the very left of the second building that leads to your storage on the roof, temporarily at least.
On the 2nd or third map, I will make a stone tower on the very righthand side and a ladder to the right of that. Then extend stone tiles from 2 spaces above the ground (for growing stuff) all the way to the right. Then fill it up with a stone barracade and lots of ballistas.
You can then have 3 stone tiles every 4 spaces to add a little nook for another weapon.
Eventually the stone tower is replaced with a concrete tower. then a second one on top. The idea is to allow for lots of little nooks where you add weapons vertically.
The wood houses will need Pillars to support them and eventually turn into the 6x5 iron house with 2 more wooden ones on top. That supports the tons of wooden tiles all the way to the left where you store stuff.
The short ones suck because they arent as space efficient. ie the 10x4 and they have a hard time stacking well and you cant replace the 10x4 stone one with anything.
Ideal size is x by 5 which allows for 4 spaces high for storage and best general addition of a torch up top with production buildings inside.
It's definitely worth only spitting out 3 soul golems after you get a few going. It depends on what you get, but if you are properly building turrets and killing enemies fast enough, you will get lots of souls. I reached quite far to the point fps was an issue and had almost 20 golems. Reaching the snow areas, food became the hardest thing to deal with even with tons of farming plots, I ran out. If you had more than 20 golems from spawning in single souls (I would have had over 40 if that's even possible) you would run out of food even sooner.
Oh, well there is my answer. I would not spawn 1 soul golems after I have my first six or so. Basically, each area change I put all my souls into my next golems. (I did not often go to areas where you get souls split between 2/3 kinds, which would make getting 3 soul golems harder.)
You do not need to delete a farming zone. Just change the crop selected to nothing. I use farming zones with no crop for auto harvest.
It is worth cooking food for the increased satiation of course. And the 100 satiation food while taking double resources, takes only one cook action. And cooking takes forever, is by far the most annoying part. The electric grills are not really an improvement at all, just using electricity instead of coal and being smaller. I was doing fine in my game until snow area (said above) and quickly ran out of food.
But if it lasted 40 minutes then the better food value from cooking would not really be useful hardly at all from an efficiency of the worker point of view.
Since hunter bar lasts quite a bit of time, and eating food basically costs the average distance from your food storage to your average work area, extra satiation does not seem to have much efficiency effect on the worker in my opinion.
So it takes one cycle to plant food, one cycle to pick food. BUT, both of these cycles give you 5 food total. (plus 5 wood for apples).
So raw food takes 2/5ths of a cycle basically.
Cooking ads 1.0 cycles and 0.3 coal, so now its 1.4 cycles for 70 satiation and a buff vs .4 cycles for 40. Too bad the buff is so short lived. And you need a cooking station.
Cooking advanced food costs 1.8 cycles for 100 satiation and doublebuff, vs .4 cycles for 40.
In theory cooked food takes less storage but good luck cooking enough for this to matter!
So in my opinion, cooking food kind of sucks.