Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wanted to optimise his butt, but a couple spikes were in the way of placing down the collectors.
for context: my Village and Kaim; our onbu, had been wandering together over an in-game year and our bond is every high. he never ignores our commands, I am also very attentive at him healthy, fed and rested.
I haven't built any of the resource extractors on him either and the only pain we had given him intentionally was installing an injector. we fed and pet him to show that we didn't want to hurt him. any bile or blood we get is from scavenging.
before removing spikes I made sure Onbu was asleep on a rest spot, injected him with painkillers, he still felt it, when he woke up we fed him a filling ball, gave him a health potion and pet him to show once again we didn't want to hurt him. Kaim continued to listen to us.
Only remove spikes if absolutely necessary and be prepared to pamper your Onbu afterwards to maintain your bond.
The tradeoff is that housing now also affects your villagers' chances of getting poisoned in toxic environments. The larger the building, the higher the resistance goes.
There are two or three exceptions to this. There are some researchable mass-housing options (like the early Flophouse) which cram a lot of beds into their space, but result in an i]increased[/i] chance that their residents will get sick. Possibly useful if you are in a "clean" zone for a while and want to rebuild your regular housing area, but for Onbu's sake don't leave them occupied if you're about to hit a spore cloud.
Will Be Kissed Tomorrow:
LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLlLLLLLLLLLLLLLLLLLLLLL LLLLL
*Now Look For The Q And Your Wish
Will Come True:
... ... ... ... ... OOOOOOOOOOOOOOOOOOOQOOOOOOOOOOOOOOOOOOOOOOOOO O.. .OOOOOOOO
*This Is Really Hard, Now Find The 'N':
MMMMMMMMMMMMMMMMMMMMMMMMMNMM
*Now Find The Mistake:
ABCDEFGHIJKLNMOPQRSTUVWQYZ
*Something You Really Want, After the
countdown!!!!!
10 9 8 7 6 5 4 3 2 1 Now Close Your
Eyes And Make A Wish! ;*;*;*;*;*;* Now
Paste This On 9 pages And Your Wish
Will Come True! Hurry, You Have 20
minutes! Or What You Wished For Will Not Come True
Something that might be worth mentioning is the growth penalty in unfavorable conditions and how it will affect the size of the field required. In "yellow" growth condition, crops will grow at a rate of 60%, meaning crops will take longer to reach maturity which will allow the farmers to plant more, requiring a bigger field.
If we take a "worst case" scenario, using corn, which you tested at 8 plots per farmer.
A fully staffed farm will require a field of 40 plots.
At 60% growth, a single farmer should be able to plant 13.33 crops, increasing the size of the field to 66.66.
This doesn't include the productivity bonuses applied to workers, from the housing quality, food quality and food variety, etc.
I'm assuming increased productivity will make farmers plant more? This would also increase the size of the field required.
1/2
Naturally, compost also affects growth, increasing growth by 75%. This will greatly reduce the size of the field.
All that being said, corn can only be grown in hot climates (the desert...), and will only be in yellow growth condition when you pass through a hot spot, which should be pretty brief. Unless there's some heat wave event I'm not aware of.
Other crops will of course be affected, but as they have a shorter base growth duration, they won't require nearly as big a field as corn in this worst case scenario. I still think this is a useful bit of information, as it kinda gives you an indication of the max field size needed.
2/2
Hey there! I do use roads, but I didn't think to add a section on that, as the information exists in the game when you hover over roads. I'll be sure to add a section on roads in the future.
For now: roads are best utilised for long distances. For short you need to plan your city around them. The people will always prioritise the fastest path to their destination.
I am missing one, in my mind, important topic though. Roads.
Do you not use them?
So far from my experience the benefit of faster speed from dirt roads might be worse than letting the villagers just go right to the building.