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Edit: I also went really far to hunt a mammoth. I can say that they will eat raw meat and stop at water sources to satisfy those needs before trying to go back to the village. I don't know if they can sleep outside for rest. I assume morale and temperature cannot be satisfied outside.
Yeah I always make sure to build a hut near my hunting grounds. Your people will stock huts with food as needed. Also keeps them from getting too tired on the walk.
Is it more efficient to build in a concentrated area or all over the map?
I've never bothered to build a hut near a hunting ground. I never have what could be called a hunting ground, such that building huts there is necessary. My huts, and all other structures, are all together in the same general location. Most often, where I'm hunting is where the prey is, not just a particular place every time. And the prey are always moving around.
You can build all over the map, but generally it's more efficient to build in one area. I've done a couple of 'more adventurous and experimental' games wherein I scattered my village 'far and wide', and it didn't go very well. Others have 'seemed' to do so, but really by just having a very large village of a very high population, which therefore covered a much wider area, but this isn't quite the same thing.
These kinds of issues stated in this thread are more about management or being able to play the game on a fundamental level. And that includes working with what the game is, instead of wanting it to be different than what it is.
(With MANY hours of play) I don't have people starving or freezing to death. Everything here instead comes down to basic management and ability to play the game for what it is.
do not trust automation, its only good for short range static tasks, auto hunting is inefficient and subject to failure a lot.(more extensive management options required to perfect) path-finding - i have had issues with this, perfectly good bridge.. (just a little further ahead)nah its only winter we can swim across we'll be fine o_O Duuuuuh dead
i realise direct / personal route planning would help but we don't have such extensive management options. our only alternative is directly commanding to said task while hoping the other monkeys back home are capable enough to not need babysat while you personally direct the village idiot(s) remember movement cancels retrieval task so someone at home will want to do the same job you are personally directing to. . ARGH!! yeah maybe just a little work required.
in automation, the next free body will do requested task, regardless of how hungry thirsty or tired and unhappy, without a clothing switch before leaving for coming season change likely dead before returning and'or dying at the door of the granary.
very long walks? way to compensate, is to create excess on route, hopefully plants/animals nearby, every so far(watch the persons stats to know) hearth, storage, dryer, well, totem pole. somewhere to get food/water and to eat, somewhere to store food/water, somewhere for happiness, maybe a home which invites more problems.. that is a long walk for someone at town to go to sleep(if its not warm bed policy nearest open bed) and the extra huts means more possible people which will have to walk that distance if you don't add yet more in town.
caution.. remember these outpost structures will need repairs and the distance maybe too much depending on workload - remember to dismantle or let it decay when no longer necessary.