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I didn't even understand why my water carriers get the first cistern filled up fast from a jetty, but never get a second cistern filled. And if there's no jetty they aren't able to fill a single cistern by a well nearby.
Also everyone is roaming the map more often to get a drink or food than doing some tasks.
Like hunter "William", he's heading out to hunt with low health right besides a hospital - of course he's not using the road leading 50m to the north to get near the deers if he can using the wilderness, so je jumps 15m to the west and then 50m to the north enjoying the radiated flora, shooting a deer and head straight back without picking up the food. The next season he didn't even go out to pick the food or hunt a nother animal, he just walked around wasting time, food and drinks. Next season he decided to change his profession with somebody else for no reason.
There are so many strange behaviours by these citizens....
Most times it looks like, if someone's willing to do a task, of course it has to be the one farest away.
Or how do u get some cure for the sick? Herbs are used up really fast and u can't collect more of them thanks to droughts and no rainfall after. Turning the herbs into medicine also won't happen when your doc is ill himselfe and lying down in hospital by himselfe. Looks like no one get a clou how to grow some herbs on a field in the near future.
To get tasks done u need lots of people, lots of people have lots of needs, ends in a cycle of dying because u didn't get enough of everything done. Maybe some of your citizens will survive a drought with all the consequences of illness, starvation and co - doesn't matter because the will die soon from the lack of everything. The consumption rate is a ♥♥♥♥♥ in this game yet - lot's of things to balance.
And what will came next, when every piece of scrap nearby is consumed? So nothing get's repaired and tools and cloths are running out finally ending up in a infertile comunity, congratulation...
Gatherer collects water ( resource) to canister( production)
then collect it to a storage who work as both (market stand) and raw resource store
Usually a NPC is tasked to collect resources but they're not.
So what happens is you are forced over-employ tasks to make sure that the workers are both fullfilling the task of a collector and gatherer
These magazines need to be located next to your houses so that they can go to the market, in this case ( the mall) every time them want water or food. They're not going to the fisherman to buy a fish, they're not allowed to do it in this stratified way of handling tasks
The storages are working as service depots and need to be where there are people who can go there and collect food and water, they're not going to the canister, them must first transport it to the storage before anyone is allowed to use it.
That your settlers do not aim on fulfilling their needs sounds weird. Probably all the water in the cistern was already reserved for other settlers who are going there. This however means, that you would find in your UI the amount of water and the amount of reserved water to end up together as 0 or near that. This would mean, there is water available, yes, but some of your settlers already blocked that water, which means, some of your settlers cannot access it. This can sure be optimized in future updates.
I hope that explains it a bit :)
One thing I have come to notice after a drought everyones needs are doubled and since children can not fulfill their need they either die of starvation or thirst will go from 6000+ water before a drought to 600 with 50 Adult which in return is 35 water per adult = 1750 water 1 cistern should supply enough water for a community of at least 55 however I find I have to run 1 jetty 3-4 cisterns with 2 workers each to get over the water hump. I can make it 100+ seasons before the death ding sounds annoy me to no end.
It's not though. I just finished a 200 season game (died of radiation, not lack of food). Build a lot of rain collectors so you can harnest radiation-free-water and have people free for doing other things. Put 1 guy per field and always build irrigation.
It's possible. You'll get the hang of it.
Stuff like that would be a nice addition and make it less transparent to the user.