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The goal is to build something that looks like the real world equivalent according to the games demands, so the grinding table in this game wants a windmill for power, and the station itself is pretty small, windmills in real life make flour, flour makes bread, bread is baked in bakery...
you get the idea, so i now know in my mind what i require from a visual aspect, which gives me a rough idea of size, so i now look for a nice area on the mini-map that has a natural area with the minimal amount of landscaping required for the above design brief and of course as close as possible to where i have already constructed things.
http://steamcommunity.com/sharedfiles/filedetails/?id=1304101235
each game differs how you achieve things, the limits, the land, etc...
but this game does something real well, the very nature of it begs for a city, village, town style design brief so using the above as your foundation you build each building around the workstations, and then combine some, so anything to do with woodworking belongs in the same building, so lets make a carpenter, needs power for the sawmill, so thats a river location then
but dont change the design breif (the carpenter was built 1st as it happens but still the same list of things to consider) save the fact it meant i looked for a nice start location remember i like rivers or coastal start locations.
but make it big enough for all the stations, consider a location that if required you can expand the size a tad, if you dont consider the space left for something else, anything stockpile, small hut, decoration.
http://steamcommunity.com/sharedfiles/filedetails/?id=1304105256
always take your time, in this game taking your time helps you rank up, so do it, once you have a few buildings look at the land, without changing the landscape to much consider how to put in paths, and decorations that fit in, this part makes all the difference, dont slack on the details, even start looking at your buildings you might find a small change helps. but this will help eridicate that wierd look you get from building at different levels.
bridges, lighting, etc...
http://steamcommunity.com/sharedfiles/filedetails/?id=1304124924
dont forget to enjoy the game itself, each workstation becomes your next construction project and you keep to the list and reapeat until you get a village, town, city popping up right before your eyes.
http://steamcommunity.com/sharedfiles/filedetails/?id=1304121457
Sometimes it takes a bit of creative thinking, and after a few hours messing around trying to use this space right, i came up with the roof of the centre building being a balcony for another, because it was blocking the view when it had a proper rooftop
http://steamcommunity.com/sharedfiles/filedetails/?id=1304124050
my next one is a blast furnance so i went on google got an idea of my visual goal for a factory, sometimes i use other games minecraft buildings too, then check that mini-map and this is my next location, ive decided to follow the river there, so beach is early buildings, early research, and as you move inland the look of the tiers blends into the more modern look.
this looks like a good spot, centre of mini-map, and its moving up river and will carry on the design brief i have for the workstations. it allows a small degree of expansion with minimal landscaping if required as im building.,
http://steamcommunity.com/sharedfiles/filedetails/?id=1304125706
its fun, take your time, hell i raise and destroy the same building several times before i get it right, as you build look at it from every angle from both near and far, adjust it, if you dont like it, change it, i hate the tier2 brickworks vibrance so i blend it down with tier2 wood.
thats how i have approached things anyway, and it works, that starting location is a important one, sometimes you will get wide flat areas, and a different approach it required, but building along the natural landscape in conjuction with the flow of workstations taking inspriration from real life is how i go about things.
you can even create basements, this increases the same buildings footprint and usable space, without invading the surface space.
ha! what i like doing is starting with the little wood cube, then adding like 3 blocks to 1 wall and then build the overhang from bricks which i then bring back down to ground level. i do that on each side taking the old wood blocks and using them as temporary walls and ceilings for when i build upwards so i never have to be without my tables.
my current world has me on a little island in one of those chasm areas (the island literally started with 4 trees), so the only way up to the island was to swim up a waterfall. i made little bridges for safety but directly under the house is loads of copper, iron, gold, and coal and i dug down 20 to bury the tailings where i had hollowed out some stone and iron. its an amazing setup.
got a piccy ?
https://drive.google.com/file/d/19Yuj8Emcw9fjCe_Q-mNkkEmBxMlxdL1n/view?usp=sharing
https://drive.google.com/file/d/1SYZVgQTX6a1fhpb1qwKxewr6RogZXimS/view?usp=sharing
i can try. 3 angles to hopefully convey the fact that it is an island.
damn secret that looks like a hard spot to get started on mate, if this was PvP that would have been sitting pretty lmao
again the island is sitting on top of iron, gold, copper, stone, and coal. its one of the things i like about the high walled chasms is you can easily see the ores with no problem. i have a harder time getting wood than metals.
but yea if it was pvp i would be pretty impenetrable. im hoping to eventually load it up the streams with water mills and build a sort of cathedral (of pain!.. oh..) above that to put the wind turbines at the top of. always liked the idea of vertical cities.
enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter/enter/ctrl+v/enter. and so on.