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t take stuff woth them if they walk in that direction
If your people travel very far just to retrieve a piece of meat or something, you can delete the resource and eliminate the task.
Both are tasks you should monitor from time to time and don't undertake while your workload is high.
That way the characters should start the longer journeys with full need bars, and empty inventory and appropriate clothing.
The thing is certain other games(*cough* Fortnight) condition people into thinking regular updates is a sign that the devs still love them. Then add in Early Access titles. There is a whole generation of gamers that grew up with games appearing to be in continual flux
And then yes there is that one troll in this discussion area that just seems to keep reeling them in.
I also feel that in a way Dawn of Man has created its own niche - it did something no other game had done and now it has done that thing we can all see ways it could do better.
For me it came along at the exact moment I really had an itch that I couldn't scratch. A game like Sim City where you always start with an empty area and then fill it based on an outdated model of car-centiric city planning, just didn't do for me.
I really really wanted a game, well, like Dawn of man. Tracing the evolution of dwelling sites that grew organically out of people's need for the resources the site had around it, and that arriving technologies would morph and change the shape and even function of the site over time.
And it did that.
Building megalithic structures stopped because of the time and resources they took to complete and at a time when resources started becoming scarcer - people had to spend their time elsewhere.
Where the game is limited is how it deals with settlements - it is not programmed to have more than one. This was something I experimented heavily with - setting up smaller resource focussed settlements with the intention of using trade to supplement the other missing resources. But what started happening was death marches. The game considers all buildings to be part of the same settlement, so would try to ferry goods between stores accepting those goods, even if the store was on the other side of the map. The other limitation is how the game decides what is and isn't a settlement. It does this because it sends traders and they have to have a destination, the first fire you place takes on this role. Building two fires very far apart really gives the AI a headache.
The tent or 'house' thing should only be temporary though until the long range task is complete, like mining, getting stoned, or moving a megalith.
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On another note, if they kill a wolf or something way out in the boonies, don't let it be set for skinning. Cancel that task. Also if someone dies way far away, delete (recycle) their items they dropped.
Good tips. Though I would add that you should disable the automatic water gathering task of any well you build out of the settlement. Else you have people going to them all the time to gather water.
The issue with doing this is the game counts that temporary house as part of the settlement and you can end up in a situation where the game will try to assign inhabitants after births. Then you get into a loop where you will have some inhabitants burning up most of their time walking to and from the house.
I think the devs went with this because they wanted olayers to settle rather than let players migrate around the map as resources were used up
I agree which is why I only do it temporarily. Not long term. Help prevent people dying from travelling far. But then after the goal is accomplished, like moving a megalith closer, then scrap it.
Fair enough, I just wanted to make sure for anyone else reading the post that there are potential pitfalls, rather than critcise your playstyle.