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That sounds like an awful lot of trouble if you're having food production problems. Not that I don't as well. LOL. But if you're going to go to the trouble of "fixing" your food production problems, just lower the rot factor on the food. That's a lot easier than what you were talking about. And probably safer. I've crashed this game before changing stuff not knowing what I was doing. LOL
I feel it's really the issue of getting the right migration location the very first time. In my case it was an old save which was a very bad location. But I started a new game and now the bunny rabbits and nettles and reeds seem to generate properly.
Also I feel the tribe does a better job for the initial few days if left alone, without actually creating any work groups LoL. I just placed a campfire, few storage areas for food, stone, rope, fiber etc. , baskets and pelt tents, and they just built them, gathered nearby food, ate when hungry and not complained.
I created a hunting group and gathering group only after the initial few days and now I don't seem to have food issues till Winter 😀. Yet to continue playing and check if it's sustainable.
Besides which, as long as you keep everyone fed they all grow up and die old, which didn't happen in the Mesolithic or any age. I'm curious to see how that gets handled by the developers when they introduce other groups to interact with for trade and whatever. All you really have to do in this game is keep everyone fed and build a few houses, that will probably change in later developments.
What we need is a sort of serious guide to this game which hasn't been done yet. I know ladylillyno says she is going to work on something, I might do something as well at some point.
My biggest complaint about the game is the migration tool which is highly inaccurate and irritates me every time I migrate.
Today the average lifespan in W-Europe is 79 for men and 84 for women :)
This would really help a lot of new players, like seriously help in the beginning. Thanks for considering doing a guide some time in the future.
Yeah, this is probably the biggest issue along with the procedural generation randomness of materials, resources and animal spawns.
Here's an answer to your original post. This pertains to rose hips only.
Go to C:\Program Files (x86)\Steam\steamapps\common\Ancient Cities\Ancient\Data\Ancient\Entity\Local\Vegetal\DogRose
Under Entity/Vegetal/Bush:
Set CountLimit:"16384" This increases the maximum number limit of rose hip bushes by 8 times that the game can (but might not) generate.
set Density: maybe five or six 9's. I'm actually not sure what this does, maybe it increases the number of bushes per "bunch" or something. I tried fiddling with this number a few times and didn't see where it did anything much. However when I changed the CountLimit I got tons of rose hips bushes everywhere! LOL
Also in fact, I'm still testing this. But changing the CountLimit does make a ton more rose hip bushes appear.
If someone wants to change the game to favor food production, I still say changing the rot factor is easier and safer. Or just changing the calorie count on the food. Those two items seem to be safe to mess with and not cause the game to do unpredictable stuff.
So in thickly wooded areas, you have to reduce the amount of trees so the rose hip bushes can spawn, otherwise you might not see the effect of the additional rose hips bushes.
So that's to much work for me, but it was fun testing it out. I did find one useful trick. If you don't use the reed for a house, but just build straw houses, all that reed does nothing for you. So if you're never going to use the reed, eliminate the reed and increase the amount of river fiber.
As to fish, I haven't found a way to increase the amount of fish bunches showing up in the river. Every time I mess with the fish, I end up with no fish at all, so I just leave them alone.
And increasing the amount of rose hips doesn't really help that much anyway as they'll all rot away quickly enough. The rot factor on rose hips increases with time, so by the end of summer they are rotting away practically as fast as you put them in the pit. Again, I tested this. I picked less rose hips a day than I would eat, so by after their breakfast all rose hips were gone and all rose hips I picked that day were freshly picked, but as soon as they go into the pit they assume the rot factor from the previous rose hips, they don't start over with a new rot line. In other words, the rot isn't by pit or when you pick the food, it's simply a timer that starts the second you put your food into the pit and increases through out the season.