Dawn of Man

Dawn of Man

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How to Make 'Outpost Hunting Camps' - IMPORTANT INFO
The AI pathfinding in this game is the most important thing to understand in relation to not wasting time and exhausting your villagers into going on death marches that end up with them starving and freezing (winter)

Expand enough and you will run out of resources close to starting position and you will need to send out villagers long distances and this will cause work overload issues and impact villagers.


Place down these buildings:

- 2 Tents

- Firepit - Wood pile - Water Well (need unlock it)

- 2 Skin racks , 1 Meat Drying rack

This will give you 'Hunting Outpost' that will have room for villagers to sleep/cook meat/drop off supplies

DO NOT PLACE ANY TYPE OF CRAFTING BUILDINGS!

(This will confuse AI and make villagers waste time running all over map)


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Showing 1-14 of 14 comments
jtucker521 Mar 8, 2019 @ 9:16pm 
Once you get farming you don't need to hunt, but until then the easiest way is to hit your primal map, locate a big herd even if kinda far, drag and select a ton of people in your village, then click a animal and they will march to him and kill in like one second, soon as he dies hit, Tab and target a new animal, and just repeat this until you kill 6 to 10 animals and let people go back to work, you get a quick 30 to 40 meat, and hides and bones, you can wipe out herds of mammoth or whatever
Chaoslink Mar 8, 2019 @ 9:21pm 
Eh, a tent and well are all you really need. Water for thirst and a place to sleep. Food usually handles itself as they generally just eat the raw meat.
DiViNe NeKO Mar 8, 2019 @ 10:01pm 
like I said its a 'Hunting Outpost', it lets villagers sleep/eat and ability to put raw skins into use without having to walk all the way back to main settlement
Mk Z Mar 8, 2019 @ 10:14pm 
sounds good in theory
but beware of AI bugs
i had a problem with a mining outpost: they put the mined ore in the tent, and when carters arrived from the village to get it (?) they left their carts and walked back not taking anything with them.
Sandor Mar 9, 2019 @ 11:30am 
The children pick up water from a well and bring it to their hut. problem is they pick the well randomly and not by proximity. I see a lot of activity is random not proximity and its very inefficient.
Mk Z Mar 9, 2019 @ 12:40pm 
Originally posted by Sandor:
The children pick up water from a well and bring it to their hut. problem is they pick the well randomly and not by proximity. I see a lot of activity is random not proximity and its very inefficient.
What did you expect from a silly kid)
Maybe he was just walking and at some moment desided to get water for home?
Last edited by Mk Z; Mar 9, 2019 @ 12:41pm
Itacira Mar 9, 2019 @ 1:09pm 
I have this exact disposition, only I add one of each totem and a storage tent !
sirmackdaddyia Jul 9, 2020 @ 6:30pm 
So i'm frustrated with this game. The AI seems to suck since there is no specialization. My workload is always too high and morale always low. I've tried starting over several times using different strategies but don't seem to understand this game. Things go ok early on but then workload is always high and morale goes down.

Granted back in ,Paleolithic days everyone did everything to survive but past Neolithic they started to specialize between crafting, farming, hunting, and the warrior casts. I don't get this game. Has anyone made it to past the Neolithic. I have gotten to the copper age a couple of times but again workload, raiders, and morale are always issues.
Last edited by sirmackdaddyia; Jul 9, 2020 @ 6:31pm
BabaRoga Jul 9, 2020 @ 7:08pm 
Originally posted by DiViNe NeKO:
The AI pathfinding in this game is the most important thing to understand in relation to not wasting time and exhausting your villagers into going on death marches that end up with them starving and freezing (winter)

Expand enough and you will run out of resources close to starting position and you will need to send out villagers long distances and this will cause work overload issues and impact villagers.


Place down these buildings:

- 2 Tents

- Firepit - Wood pile - Water Well (need unlock it)

- 2 Skin racks , 1 Meat Drying rack

This will give you 'Hunting Outpost' that will have room for villagers to sleep/cook meat/drop off supplies

DO NOT PLACE ANY TYPE OF CRAFTING BUILDINGS!

(This will confuse AI and make villagers waste time running all over map)
Sounds good in theory but workload drawbacks exceed the benefits by a country mile.

Villagers will go from main village to pick up stick for crafter or firepit to the outpost, then bring it back to village.
They'll also carry a log or rock all the way from other side of map to the outpost.
Children will walk to outpost to deposit stick from any work area, regardless of proximity.
It's impossible to make outposts efficient with current AI (random villager gets assigned to the next task and to random work area/storage)
Many have tried, including me. But benefit of doing outposts is negligent at best, let alone important info.
It's equivalent to shooting yourself in the foot with drag created on workload and productivity.

My advice is:
definitely don't do it unless you absolutely must (with far away mine deposit, if you decide to drag out the game, for as long as possible)
You have to keep storage/living/production areas as close as possible for maximum efficiency. Otherwise your villagers will just wonder around from outpost to village to transport stuff without any consideration on proximity or efficiency.
Last edited by BabaRoga; Jul 9, 2020 @ 7:12pm
Nebelbiber Jul 10, 2020 @ 4:03am 
@sirmackdaddyia

You could upload a screenshot of your settlement, so we can take a look at what you might do to improve it.
HunterKiller Jul 11, 2020 @ 8:37am 
Originally posted by Sandor:
The children pick up water from a well and bring it to their hut. problem is they pick the well randomly and not by proximity. I see a lot of activity is random not proximity and its very inefficient.
I see this, as well. There may be a well next to or, near them and they will still go to the river and get water.
rumpus Jul 19, 2020 @ 6:27am 
Originally posted by sirmackdaddyia:
So i'm frustrated with this game. The AI seems to suck since there is no specialization. My workload is always too high and morale always low. I've tried starting over several times using different strategies but don't seem to understand this game. Things go ok early on but then workload is always high and morale goes down.

Granted back in ,Paleolithic days everyone did everything to survive but past Neolithic they started to specialize between crafting, farming, hunting, and the warrior casts. I don't get this game. Has anyone made it to past the Neolithic. I have gotten to the copper age a couple of times but again workload, raiders, and morale are always issues.

You actually need to invest in spiritualism and funerary quite early on in this game to keep morale up. Your people are a superstitious lot, and if they get fed up, they will quickly cheer themselves up if they have a skull on a stick to pray to.

Each villager can gain a set amount of moral from each spiritual or religious item within any given period of time, so provide enough of them that everyone can use one when their time comes due, and have enough variety of religious items so that a villager that has recently gained moral from the skull-on-a-stick, can go and pray to a suggestively-shaped stone sticking out of the ground, or a cloth flag hanging on a metal post. Whatever it takes. They spend about 10% of their time praying to things, but they're much more productive when they are happy.
Last edited by rumpus; Jul 19, 2020 @ 6:28am
Peyhah Jul 20, 2020 @ 4:48am 
fire pit and well also count as crafting buildings, for bread and water respectively.

sure, you can turn them off individually but this build's drawbacks as mentioned above far outweigh any benefits. If you're having trouble feeding your village even after exterminating every living animal in the area, it's time to start farming harder.

nice idea though. won't work until there's a patch that specifically introduces outposts as a concept.
jstevenson Jul 22, 2020 @ 9:10am 
Originally posted by sirmackdaddyia:
So i'm frustrated with this game. The AI seems to suck since there is no specialization. My workload is always too high and morale always low. I've tried starting over several times using different strategies but don't seem to understand this game. Things go ok early on but then workload is always high and morale goes down.

Granted back in ,Paleolithic days everyone did everything to survive but past Neolithic they started to specialize between crafting, farming, hunting, and the warrior casts. I don't get this game. Has anyone made it to past the Neolithic. I have gotten to the copper age a couple of times but again workload, raiders, and morale are always issues.


" My workload is always too high and morale always low."

Well, there's your problem. Your morale is low BECAUSE your workload is too high. If you hover over the workload %, you'll see any number over ~72% is rated HIGH, while under ~72% is BALANCED. Even when you have a large population say, 100 people or more, you still have to build new structures slowly, no more than 2 or 3 at a time to try to keep that number BALANCED. In the beginning, at least for a while, you need to stick to building 1 thing at a time. And, as mentioned, you do need those scull poles etc to allow morale to be restored.

Also, people won't even have time to "procreate" if they're being worked to death all the time and no-one will want to join a village run by a slave-driver either. It's a race, but it's not a sprint. It's a marathon so pace yourself accordingly and there'll be no problem.

Just keep your eye on that % number.
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Date Posted: Mar 8, 2019 @ 8:50pm
Posts: 14