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So overall the effect seams to be rather minimal. But there is so much food on that map I need to take people of food as produce to much most games with only one fisher going. So no reason to sign gruel least with the build I've been using. A build i want to test will need more food so in that case might need it donno.
So long as you have the food thou it is worth using as it dose have some effect so long as your not caped that is if caped its a waste of rations and labor.
Why would you have two cookhouses with 1 worker when you can have one with two workers for the same production rate but without needing to spend resources on both? Is it due to cookhouses "line" length limit of ~250? If it is, it doesn't matter at all on this map as you never have anyone join the camp that is hungry. As such so long as you got rations people eat as there hungry and the line never fills up for long enough to matters. Its only a factor when you have new people joining the city in bad shape like on the normal maps mainly a new home with a large pop. Even than this only matters on extreme where people can die in under a day if they enter in the starving state. In even hard they have at least 1 day closer to 2 making the line thing a mute point.
Also why would you add more for reg meals. The amount of cookhouses is based on your population not type of meal. The rate to cook the meal is the same for all types as far as I have seen. So having more for reg meals vs hearty makes no sense as its "wasting" labor where you already are cooking fast enough.
Unless you mean you have both types on the same map? I can see some value to that but than this is just a massive waste of labor. While removes any reason I can see to have 2 cookhouses with one worker than 2-3 more for reg 5 total that's so excessive. 1 cookhouse with 5 workers can fully feed your camp. Sometimes late game you need to swap it to 24 hour or extended but better than wasting resources and labor on another. Spilting the two types of meals dunno how the game handles it but if motivation is maxed you don't want more so reg meals if its not you want more so hearty don't see the logic of mixing them. As by not mixing when in reg meal mode you can further reduce income of food to free up labor for other tasks.
Global 30% boost is huge. It's the reason why I think the engineer tree is overrated.
That would be the reason I mentioned for extreme. Short of extreme you might get a warning sure but it will never kill anyone.
This can be a reason to add one more on the other side of the city but even not staffed at all it still stops that dont need to staff. This wouldn't be a reason for 5 cookhouses which confuses me.
eng tree you get that same 30% untill convicts. Only than do you lose it.
While getting +1 safety before that which is quite a bit stronger in high diffs the amount of sick people you save being able to keep stuff at a higher safe level easy is quite significant.
Once your at convicts you can run 24 hour shifts on everything with ease sure your not 30% faster but you have a workforce close to twice as big. Even if you let them die and maintain a workforce of comparable size being able to work eg 24 hours on the gen and not need to produce coal for the vents is quite a labor saving process. Sure you can run builders 24 hours on the gen production also but doing so costs you a ton elsewhere vs convicts you maintain elsewhere 24 hours at the same time.
A 30% boost global with only some areas getting that 240% boost via 24 hours is not better than everywhere getting that 240% boost without that 30%.
The trees are comparable yes but eng most def has the lead when managed well in higher diffs. In lower diffs the saftey doesn't really matter but than in low diffs you can do nothing and win with ease so its a mute point. I have used both once each at least on extreme and eng was easier by a good bit getting the gen and 1 upgrade done before the ships stoped. Builders I only finished. Part of that is build overall yes. Builders is nice that you really don't need to manage thou so its makes for a more peaceful game esp in survivor when you cant pause to manage.
> In lower diffs the saftey doesn't really matter but than in low diffs you can do nothing and win with ease so its a mute point.
The phrase you're looking for is "moot point", FYI: https://www.dictionary.com/e/moot-point-vs-mute-point/
No the phrase I was looking for is mute point.
Please don’t try to tell others what they mean to say. People are able to say stuff how they want as much as they like. ESP in informal conversation.
A mute point is a point that is mute to itself. As such arguing it is pointless.
Your entire post and linked point hinges on one concept used right in your post “in standard English” which is formal English that is not what is used on a forum. Slang is acceptable on a fourm.
Just since something has no current standards definition in English dosent mean it’s not useable in informal conversation. English is not fixed and constantly evolving new words and expressions being added all the time. Unless in formal content the current meaning of words is quite flexible. In formal legal content it is not and as such when dictionary meanings like you posted come into play.
As such expressing ones self as they wish is acceptable on a fourm as such when one wishes to use mute vs moot it is 100 percent acceptable. The only person Incorrect in this case is you trying to correct someone’s free expression. It’s no different than telling a artist painting a red sky as it looks better than him that it should be blue. A free expression in a non formal setting is never wrong to the point it’s correctable.