Endzone - A World Apart

Endzone - A World Apart

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Water, Food and thirst... Super confused here.
Am i the only one having issues here?
I had 1 well and a cistern with a few thousand water and pop of about 35 adults and 15 or so kids then they all started whining about thirst then started mass dying, The water was still positive, Yes im sure i needed to build more but the point is i had the resources.
I literally watched a citizen that was complaining (In the red, Critical) about thirst walk right passed a well and a cistern (Which one do they drink from anyway?) to preform another task then fulfill his need much later.

Why does thirst and hunger not take priority? I mean if its at the point were your getting a critical warning about it why not put the need at the top.
This game is friggen hard enough, But watching a citizen walk right passed a need fulfilling building when there complaining about that need not being met to preform another task is beyond frustrating!

Now a quick question about the way water and food is displayed on the hud.
So im really confused here, I see the water and food storage on the hud giving me different numbers from what i actually have.
Food is telling me i have less then 1000 but looking in the actual storage building i have well over 5000, The water in the cistern will be at a different number as well.

Its like the devs didnt just want to make a super hard game they needed to make it confusing as S--t to.
Dont mistake my tone, This isnt a angry post, Im just at a loss for understanding here.
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Showing 1-8 of 8 comments
SuzieSiouxsie Apr 13, 2020 @ 9:32am 
You'r not the only one confused by game mechanics at this point.

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...
talemore Apr 13, 2020 @ 10:26am 
It look like Anno series

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.
Originally posted by Digital Packrat:
Am i the only one having issues here?
I had 1 well and a cistern with a few thousand water and pop of about 35 adults and 15 or so kids then they all started whining about thirst then started mass dying, The water was still positive, Yes im sure i needed to build more but the point is i had the resources.
I literally watched a citizen that was complaining (In the red, Critical) about thirst walk right passed a well and a cistern (Which one do they drink from anyway?) to preform another task then fulfill his need much later.

Why does thirst and hunger not take priority? I mean if its at the point were your getting a critical warning about it why not put the need at the top.
This game is friggen hard enough, But watching a citizen walk right passed a need fulfilling building when there complaining about that need not being met to preform another task is beyond frustrating!

Now a quick question about the way water and food is displayed on the hud.
So im really confused here, I see the water and food storage on the hud giving me different numbers from what i actually have.
Food is telling me i have less then 1000 but looking in the actual storage building i have well over 5000, The water in the cistern will be at a different number as well.

Its like the devs didnt just want to make a super hard game they needed to make it confusing as S--t to.
Dont mistake my tone, This isnt a angry post, Im just at a loss for understanding here.

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 :)
moosc Apr 15, 2020 @ 6:11am 
Started three new games after the new patch. Unfortunately this game is still broken regarding the food/water requirements of the population. Also the population increase after a while is maniacal. Sorry guys it's still broken. Totally unenjoyable.
Maxter1o2 Apr 15, 2020 @ 10:21am 
Originally posted by Assemble | Kizzle:
Originally posted by Digital Packrat:
Am i the only one having issues here?
I had 1 well and a cistern with a few thousand water and pop of about 35 adults and 15 or so kids then they all started whining about thirst then started mass dying, The water was still positive, Yes im sure i needed to build more but the point is i had the resources.
I literally watched a citizen that was complaining (In the red, Critical) about thirst walk right passed a well and a cistern (Which one do they drink from anyway?) to preform another task then fulfill his need much later.

Why does thirst and hunger not take priority? I mean if its at the point were your getting a critical warning about it why not put the need at the top.
This game is friggen hard enough, But watching a citizen walk right passed a need fulfilling building when there complaining about that need not being met to preform another task is beyond frustrating!

Now a quick question about the way water and food is displayed on the hud.
So im really confused here, I see the water and food storage on the hud giving me different numbers from what i actually have.
Food is telling me i have less then 1000 but looking in the actual storage building i have well over 5000, The water in the cistern will be at a different number as well.

Its like the devs didnt just want to make a super hard game they needed to make it confusing as S--t to.
Dont mistake my tone, This isnt a angry post, Im just at a loss for understanding here.

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.
Asateo Apr 15, 2020 @ 12:10pm 
Originally posted by moosc:
Started three new games after the new patch. Unfortunately this game is still broken regarding the food/water requirements of the population. Also the population increase after a while is maniacal. Sorry guys it's still broken. Totally unenjoyable.

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.
Last edited by Asateo; Apr 15, 2020 @ 12:11pm
Kohwalter Apr 15, 2020 @ 6:51pm 
I would like a feature to see the production of each facility. How many berries a particular Gather's Cabin produced in the last season? How many fish each fishing dock is getting each season? How much water is being produced by my Well?

Stuff like that would be a nice addition and make it less transparent to the user.
Originally posted by Caelum:
I would like a feature to see the production of each facility. How many berries a particular Gather's Cabin produced in the last season? How many fish each fishing dock is getting each season? How much water is being produced by my Well?

Stuff like that would be a nice addition and make it less transparent to the user.
So this can already be seen in the particular building in the statistics windows. An overall view however will come with the update in may to the statistics window.
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Date Posted: Apr 13, 2020 @ 6:16am
Posts: 8