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With the dryer, there is a 15% per item for that particular item to be stolen. It is possible for all of it to be stolen. I treat the dryer as somewhere to put excess meat/fish/berries.
I don't think you're expected to be able to achieve all tributes though I believe they are all achievable. I decided not to even attempt the dried meal tribute as I also hadn't built the dryer.
In fights, as long as nobody dies you just have some injuries to deal with. The fights do get progressively more difficult but you can prepare for this by exploring less whilst you levelup your intended fighters.
One trick for levelling up fast is to do things characters are bad at. If a character has 5 in scavenging they will gain more general xp (to level up for a new trait) from scavenging than from harvesting with 60 harvesting skill. This is a general rule which can be broken with xp bonus for a skill.
I don't know about old sheep. Not had any yet. If they are not producing milk/wool/babies then it is probably better to eat them.
Some stat checkpoints are almost impossible to pass without save scumming.
You’ll find yourselves punished from failing and soon won’t risk it anymore.
Some games are meant to played in ironman but this game isn’t IMO.
Want to know what "gave-it-away"? CCCP was the name of (((the soviet-union))), and we, all, know that (((the soviet union))) had a deep-seated-hatred for Capitalism and free-markets.
This is what I absoluely believe, and the rest of you are FREE to believe what you want, and what you will, but once you, honestly-to-Christ, believe that a development-team is trolling-you with a game that SHOULD NOT!!! be this difficult, AND TEDIOUS, then you have learned-a-lesson, and will know better, in-the-future.
What happens when you fail the tribute?
More than likely one of Bjorn's goons will come and do something that will injure your four main characters. The game ending thing is if your four main characters have stats close enough to 100 that Bjorn's goons will kick it over the 100 mark and then game over.
So, if you're in a position where you're pretty much doomed from being able to meet the next tribute, then accept that you won't meet it and adjust your upcoming week's pre-tribute play time to better prepare your little tribe for both the failed tribute, and further tributes down the track:
*try to ensure your main 4 characters have relatively good stats going into your tribute hell week;
*in the meantime try to get your natural resources back in balance;
*don't stop upgrading your camp so as to better be able to meet the tribute requirements in future weeks (choose which upgrade wisely); and finally
*since you know that you don't get the same tribute type two weeks in a row you know the next week won't be dried meal, so you can probably focus on enhancing your other camp stations in the short term.
Possible story spoilers:
*I don't know whether there is a point that you fail the tributes so often that Bjorn just decides to finish you off. I know that he has 4 henchmen and I've failed the tributes 3 times (up to the dwarf). Might be worth doing a test run just to fail 4 times in a row and see what happens, story-wise. But this probably counts as meta-gaming or something.
*If you don't mind spoiler/cheating a little - there is a separate discussion post on what the list of tributes are, which I just updated a few hours ago.
Re: combat
Tip 1: If you feed your combat team a cooked meal (either cooked meat by itself or with tomatoes) they have a chance of getting the 'Tasty Meal' buff, which gives them an extra health pip in battle.
Tip 2: I like to choose who my main battle team will be and then when they level up I always look for battle skills first. Skills that reduce the impact of changes in fatigue, sickness, injury, etcetera second. Skills that affect quests third. The rest of the tribe gets skilled up based on camp work and reduced impact of changes to wellbeing stats.
On the sheep, trust me on this - you will need the wool/fabric to keep your stations maintained. Additionally building up a stack of cheese is great to have on hand for those hell weeks when you need to focus on a specific resource and can't spare anyone to maintain your food production.
A way to think of the tribute to make the game easier to swallow is that the tribute is kind of like a checkpoint system. The game thinks you should be able to meet this tribute requirement by this stage. If you aren't, then adjust your strategy, or at least keep in mind what you're not currently achieving when you pick your next camp upgrade.
I just reached day 200 and have about 800+ unprocessed wool, plus 200+ cheeses stored. And this is even though I've regularly fed my non-combat tribe cheese. I hardly make use of the fishing and hunting stations anymore.
@Kahri I think most of the time I want "the perfect choices" but it depends on the game. I don't mind some bad stuff that happens in this game when you do a bad roll (Or fail on 95% <3 . Maybe I do look at it too hard with the tributes, I have restarted a few times so when I do it again, I will try to see if I can choose better with the level ups. Right now I just used two characters with looting because I heard that's the way to go, but doesen't feel like it when I get my butt handed to me x)
Do you have a preference of people you want to join the camp? I am currently trying everyone to see. I still haven't recruited the couple with the baby and the old hag. I used to always take the black monk but his stealing habits is annoying... Do you have a certain build order you focus on because playing a lot or just something that works? I always start with lumber -> Tavern -> Rest area and after that it goes in all kind of directions. Sick tent if lots of sickness, fishing for some more food, harvest for food again etc. And lastly, how often do you recruit people? Like I still haven't filled the last two slots (mostly because I haven't had time to focus on it) but in some playthroughs I recruited too fast and ended up with food shortage among other silly things...
But lots of good points, I will see what I can do. Many thanks!
Of course the tributes get harder and harder, that's the progression of a game to need to give more and more. But honestly, they get easier and easier because you should be able to easily get most of them. The only exception is the dried meal, because that's ridiculous even if you HAVE the dryer (which is pretty useless anyway), and sometimes the stone/iron because, like you said, it gets depleted too easily. I've beat the game once but on future games, I'll probably upgrade the mine camp a little better so 2 people can work it when need be. (Also when 2 people work it, it still only reduces resources by as much as if one person works it.) On that note though, it makes no sense to me that mining iron or stone makes the other one more scare, and likewise, no sense that harvesting hemp, healing herbs, or seeds makes the other 2 more scarce. This does nothing but make the resources deplinish way too fast. I had my herbal camp at 0% for the full second half of the game, and the mining camp was quickly headed that way.
On that same note, when I first saw there was going to be a garden and a pen, I thought we would get the majority of our food and many other resources this way. You grow plants, they give seeds, you plant more, you use plants for healing or food. Apparently though, plants don't produce seeds, plants are needed for ROPE more than anything else, tomatoes are useless, and seeds can be used to grow a variety of things no matter what kind of "seed" it is. Furthermore, you can only have sheep, and they are very stubborn at making babies. Young sheep and old sheep can NOT make babies, so the only way to go about sustaining sheep permanently would be to have 2 adult sheep with 2 extra slots, and pray they fill both of them before they become old (which I've never seen happen). That said, though, it's still easy to keep old sheep alive if you have somebody tend to them twice a day. Which, by the time you have old sheep, should be easy because you have plenty of people.
Old sheep still produce wool and milk...so no reason to kill them unless you have 2 adult sheep wanting to make a baby in their spot.
As far as failing tributes goes, a dev has said you can get an event from failing 9 times before you lose, but perhaps I understood them wrong. That said, I don't think it's that hard to get most of the tributes and it should really not be a problem. Also if you give him MORE than he asks for, it helps the meter go down, so you're safer.
I really hate the combat, and I think it's dumb we can't have gear of any kind (only temporary, wtf) and the battles get redundant and boring. Basically, they copied Darkest Dungeon's battle system but took out all the good stuff and just left us with the raw boring part.
I also really hate how many rune events there are on the map that you need to get, they get repetitive and boring too, but you're probably not far enough along to see that yet. xD
Yeah, the game is fun at first with resource management and survival, that sorta thing, but when it starts getting to the end of mid-game and that part is easy, they start making you do all these rune challenges and hard battles and, while not really making the game that much harder, it just makes it not fun anymore. *shrug*
As far as weather goes, it tends to be fairly random but it also seems that droughts are more common after droughts, and rain/storms more common after rain/storms.
You're 100% wrong about stations not degrading when they are used. I don't mean to be mean here, but have you actually played the game? You can have everything on "excellent" -- or at least the camps you're using -- and when it's going along showing you what's happening at each one, you'll see the red exclamation mark pop up right after a camp is used, indicating it's degraded past excellent. And then you click on it afterwards, and see that it's now "good". How have you not noticed this?
I 100% do not recommend exploring less. It's true that 120 is no longer the turn limit, but even so, by then you'll want the game to be over and you're getting nowhere if you're not exploring.
Also, on that note, you might want fighters to be looters, but in the actual important battles against mini-bosses late game you'll want different people, so keep that in mind too.
Old sheep produce milk and wool, but not babies (though the devs said they might change that).
Against regular battles, the people with looting should be fine because it's easy. But if you're having trouble, maybe switch one (not Eustache) out for Eirik or Blod.
As far as preferences of people, "the black monk" stops stealing after the event, so....no reason to stop using him. He is LITERALLY the best fighter in the game because not only does he have Eirik's awesome moveset, he ALSO has looter!! There's absolutely not real good reason not to use him. Sorry you lose a FEW resources, but it's 100% worth it.
That said, the couple with the baby is also nice. The husband, Knut, is the best miner in the game from my experience, which you've pointed out becomes quite important into the late game. He's also got higher STR than anybody else, and high CON as well making him particularly good for STR challenges as well as a shoe-in for the STR/CON ones (which are plentiful). His wife, Solveig, is the best cook and also better than anyone else I've seen at gardening (which isn't that important) but also a good harvester with good relationship with both Blod and Moira, making her good to harvest with them.
The old hag is good at healing, but sup-bar or bad at everything else. I think Moira is good enough healer that she's unnecessary.
my suggestion:
1. Eustache100% 100% 100%
2. Cisse (looter, best at scavenging water, good crafter and healer)
3&4. While I've never had her, theoretically, Parvaneh, and in addition, the guy with her, since she's a looter.
5&6. Knut and Solveig, with reasons mentioned above.
Tomoe just seems sup-bar (she's really ONLY good at beast handling). The priest dude just seems bad. I know alot of people like the barbarian chick, but I think it's only for the story. And the old hag, again, just not necessary.
Your build order sounds good. Probably healing tent before any food thing since you still have the boat and early map events for food. For fishing or hunting you need bait and arrows so they won't sustain you long until you can make those things (bait is easiest to make when you have more food each day than you need, really helps to have cooking pot).
As far as how fast to recruit, on my one game that I finished I got to 6 pretty quickly, then as soon as 8 people were on the map I tried to snatch them up, then I snatched up the 9th when I could. 9 feels like too much though, and 10 would definitely not be necessary. 8 is probably the perfect amount for just like resource management, but a 10th person would be easy to feed an water if you had 8 or 9 people so meh, might as well get 10 for balancing purposes. Ultimately, if you don't have as many people, you don't have as many options, and there might be people out there who are better at certain things than who you have doing them currently.
Food isn't a problem once you can easily make bait (or arrows, I guess, but bait seems easier and fishing doesn't give injuries) AND can cook. So I would make sure not to go past 6 unless you have plenty of bait or arrows, and not go past 8 unless you can cook, maybe? Not sure, because I didn't have problems with it. Also you could have the extra people, like, harvest berries all day or something (which is something I didn't do often anyway) so they can make up for the food that way.
Having a top class healer is also a big asset as it uses up enormous amounts of time to heal sickness/injury due to needing a healer plus the person in the sick bay doing nothing (not even gaining on their physical stats like when they rest or use the tavern).
Cisse is also a great early pick since his hunger strike event reduces his need for food and all his other early events come with reductions in states (mostly depression), which compares very favourably with a lot of the characters you can pick up who will inflict depression and force you to waste time restoring it in the tavern. He's also a looter.
Conversely characters like Eustache, Shanaw or Parvaneh are much weaker earlier as they apply heavy pressure on resources through nightly state increases and negative events while your resource generation is low since you haven't had enough time to get the camp established and increase your skills and talents to generate more resources per action. They are much better in mid or late game.
That's the most absurd, troll-y post I've ever heard.
1-3 hunger is nowhere NEAR compared to harvesting fruit/hunting/fishing twice per day. Are you serious? lol And 1-3 reduction of injury/sickness/fatigue does not "make her uptime at tasks much higher". It barely affects it at all. It rarely reduces her food consumption.
His hunger strike event doesn't change his overall reduction in food. He still gets hungry every night. It's actually WORSE on food consumption because, rather than needing an equal amount of food every day, you need slightly less a few days in a row then need a LOT more one day when you can finally feed him. If he is doing any task that hunger is affected by, he'll do it worse over those days, making the whole thing even worse. I'm not saying Cisse is a bad pick, but your reasoning is horrible meaning I'm not sure why anybody would ever listen to you.
Eustache and Parvaneh are not much weaker, because by using them in battle you get more loot, which far offsets any negative effects. In fact, I'd argue it's better the earlier you get them, because early battles are easier AND you have time to increase combat skills before needing them in combat late-game.
Of course it isn't. It's perfectly serious. She loses an average of 10 (I think) points in states across the full spectrum every day regardless of what job she's assigned. That's hugely valuable early on, but declines in efficiency later.
Try it if you don't believe me, or ignore me, but there's no need to be insulting.
I didn't say 1-3 hunger per day is nearly as good as harvesting fruit/hunting/fishing twice per day, I said the combination of all her reductions is a very good boost early on.
Since the trait is not mutually exclusive with harvesting/hunting/fishing it would be an unuseful comparison to make, which is why I didn't.
But if you do want to make it, then take harvesting as an example. Early on (on extreme conditions at least) you're looking at about 4 fruit on average for 1 slot of time, each fruit is an average of 6 hunger, so that's 24 hunger for 1 slot of time. There's also a knock-on effect on sickness of consuming more food, which generates more random sicknesses, but that's hard to compute and a fairly small effect.
Gudrun's trait will generate that 24 hunger (and hence 1 spare slot of time) every 2 weeks. It will also accomplish something similar for sickness, injury, fatigue and about half as much for depression (since depression recovery is much faster). That adds up to a significant boost. Compared to some of the recruitable characters who instead generate additional injury/sickness/depression/hunger the relative benefit (again, early game when actions aren't that efficient in generating resources) the difference in useful production is very significant.
No, that's completely wrong. He has a -67% hunger increases trait while on hunger strike. That's hunger that you never need to make up for. Instead of feeding him 3 times while on strike, you make up for it by feeding him once when he stops his strike.
That can easily add up to 3-4 less actions spent fishing/hunting/harvesting, which again helps put you ahead of the curve.
That combines with his multiple unique (some added through night time events) traits that screen against depression and save you time there, as well as his depression reduction across the family and looter ability.
Because you're very badly mistaken is why. Hunger not only accumulates much, much slower while he's on hunger strike, but hunger also has an effect only on concentration skills, so if he's exploring, scavenging, harvesting, gardening, resting, being healed or using the tavern then there's no additional penalty at all, so you can easily focus on areas he is strong in, or heal his other statuses during that period.
And again that's assuming that the couple of % points efficiency drop from his much slower building hunger during that period is significant, which it generally isn't.
Cisse is also a scavenger, so no, that's not a factor in comparison to him. The amount of extra loot from 2 looters instead of 1 during the early game is (if you add up the benefits) much, much smaller than the loss in resources can be, unless you get insanely lucky. Eustache in particular can easily trash your stockpile of rope and make you have an extremely bad time.
But to reiterate, this is only in terms of characters you pick up early. Later on, when you pick up additional characters (either due to kicks, deaths or expanding camp size) the calculus is different, since actions generate a lot more resources, curing statuses happens much faster and combat generates more loot, because your skills are much higher and enemies are more advanced.
It's not "every bit as valuable". It's negligible. It's an average of a berry every 3 days. If someone else can harvest even an average of 1 berry per use, or 2 berries per day, then they are 6 times more efficient than she is, food/hunger-wise. That's ignoring her other perks, but their other perks too. Comparing just hunger here. Her ability is NOT "every bit as valuable". It's very, very small.
If that's true then my apologies. I just remember in my game thinking "damn dude, if you don't eat soon you're gonna starve!".
First you start off by saying it doesn't matter if one person is a scavenger and another isn't, then you say the extra loot from 2 over 1 isn't that great. But having 1 over 0 is? It's the same boost. But the resources you get are important because it can be rare stuff like medicine and rope, as well as sometimes food. Furthermore, Eustache is a really good fighter, making you incur less injuries. The more looters you have, though, the better, and there are many people here who will tell you that, not just me. Sure, it sucks when he steals the rope (and other things) but that is a small price to pay for the benefits he brings you.
It's important to pick looters up early, in addition to looting early, also you want to gain levels for them so they can be better in combat in the later stages of the game when battles are harder. Your skills won't be much higher if you don't recruit these people early.
No, you literally quoted the sentence then ignored part of it, as well as implying the other part means something other than it does.
Please, if we're going to have a discussion let's be reasonable.
The abiilty to harvest is not mutually exclusive with Gudrun's ability. It's not either-or. What happens is that she reduces every status every day, and those 5 small increments add up to a spare time slot every few days. It's not just hunger.
And to reiterate reducing the need for food (sickness reduction, injury reduction, rest and depression reduction) is exactly as valuable as increasing your production in the same area by the same amount.
So yes, it's about 12 days before you save 1 harvesting slot, but over that same 12 days you also save about 1 injury recovery slot, 1 sickness recovery slot, 1 fatigue recovery slot and about half a depression recovery slot. Or to put it another way a slot every few days, which when you only get 8 slots a day initially, of which the majority are merely offsetting deterioration of the camp, tributes, hunger, sickness, fatigue and depression is a very large increase in resources put to advancing to your objectives.
It's true. And I'm glad you apologise, thank you.
I didn't though. At all. I suspect as with your quote at the start of this post you're misreading something I said. That seems unwise given you led this conversation with accusations of trolling.
I didn't say that either.
What I said was that the incremental increase is smaller (over the duration of the early game) than the loss to Eustache's resource theft, or the opportunity cost of losing Gudrun's state reductions plus the addition of Parveneh or Shawnah's state additions.
Clearly in isolation looters generate more resources than non looters. I am not saying otherwise. I'm saying that if you bother to do the math for what it costs you to grab Eustache early you realise it's a false economy.
Mid and late game he's arguably the strongest, especially as he has an XP deficit that can make his first levels and first few traits a pain to get if you get him too early. So the solution is to get him mid or late game when you instantly get a number of level ups and get the full benefit from him, whilst his costs are proportionately much, much lower due to larger resource generation.
If you're getting more injuries added on than Gudrun's 2 (average) reduction per day in combats in the early game I've no idea what you're doing. Coming out of a combat with +6 to +10 injury across the whole team is pretty bad early on. The most common is going to be +0 if you're being sensible and using Blodeuwedd.
It's a huge price to pay early on, significantly larger than just picking him up a bit later.
Characters like Eustache level slowly. Picking him up later will have him instantly level to the level of your lowest current party member, which can mean he's higher level than if you'd got him yourself. This is another reason it's not a good idea to get him too early.
Regarding the dancer girl, Panweh? I did have her in another playthrough. She is a looter but in a fight she was utterly worthless (being a civilian) and in camp she did not much that was of use. Getting traits like lazy etc. So can't say that I was fond of her. Atleast the barbarian one could do more dmg. I tried Tomoe because she was a fighter and she had 2.5x crit instead of 1.5x and she also boosted Kari a lot with passive traits. But if I gonna try to get other people then she might have to go too. Maybe Eustache, Cisse and barbarian girl as a loot team? IF I get them on the map ofc. And like a fighter, Blod and Kari as a bossfight group?? But it sounds like Knut and Solveig might be a good addition at the start too? Will think about it, so many options...