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explosivo
May 23, 2004

Fueled by Satan

The last game I played where I won Viceroy I tried a tip I saw which was unchecking all of the complex foods in consumption control that don't give bonuses for each villager type. So look in the big chart for complex foods with no "+n" in the graph below and turn it off for that race. I think by default they will only eat things that don't give them bonuses if there's nothing that does in the warehouse, but it's probably better to let them starve a little bit rather than start eating food that would give another group a bonus. It seemed to work really well but I did also have a shitton of berries coming in that run so there was always a supply of basic food needs for everyone so nobody was starving throughout the run.

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Sokani
Jul 20, 2006



Bison
I almost never use consumption control unless I need to preserve something for an order. Maybe that's why a couple villagers starve each game.

KNR
May 3, 2009

explosivo posted:

The last game I played where I won Viceroy I tried a tip I saw which was unchecking all of the complex foods in consumption control that don't give bonuses for each villager type. So look in the big chart for complex foods with no "+n" in the graph below and turn it off for that race. I think by default they will only eat things that don't give them bonuses if there's nothing that does in the warehouse, but it's probably better to let them starve a little bit rather than start eating food that would give another group a bonus. It seemed to work really well but I did also have a shitton of berries coming in that run so there was always a supply of basic food needs for everyone so nobody was starving throughout the run.
I much more often want to do the opposite, uncheck basic foods so they eat complex foods they don't like. If I'm struggling with food, complex recipes turn 5-8 raw food into 10 complex food (+1 to 3.5 extra from rainpunk and specialization double production etc).

My biggest consumption control uses are that, unchecking specific raw foods I'm using as ingredients or are needed for an order, unchecking a species 2nd+ complex food to stockpile it, and unchecking the harpies starting coats to use them during storms. Luxuries can be unchecked at the service building to stockpile them without a resolve penalty.

I never intentionally starve villagers, that is a lot of micromanagement and if you mess it up people die or keep the -6 resolve into a storm and leave.

KNR
May 3, 2009

Rescue Toaster posted:

Early on when you don't have any rerolls or trade routes or whatnot, the game plays SO DIFFERENT to what you see in videos and reviews. 90% of the time you just can't make jack poo poo happen. Oh every single glade has large meat resources, but you simply never get offered a trapper, ever. Oh, I have enough mines to bury every person in copper ore, and literally never get offered a building to make bars from them. I can make biscuits and raise wheat, but oops no flour production, ever. Or maybe if you're incredibly lucky, one star flour production.
I loathe this game's metaprogression. Consumption control, trade routes and rainpunk in particular are very basic game features, the house and field kitchen blueprints as well to a lesser extent. But this is in fact how the game works, at higher difficulty levels you get 2 choices per blueprint and fewer picks, not more. Focusing on a specific production chain when you don't know if you'll get all the pieces is a bad idea. If you can't make flour, maybe you can turn that wheat into beer or porridge. If you don't have a use for copper ore, copper mines are a massive drain on labor and, later on, parts. But if you've already mined it, you can turn it into fast roads or packs of building materials.

And the big safety valve is packs of goods. Basically every intermediate product can be packaged, and every trader accepts every kind of pack. Before prestige 10 (which effectively makes direct selling 2-4 times less efficient), selling directly to traders is more than good enough to not need trade routes that much.

Mumblyfish
Jul 22, 2007
Senselessly gorgeous.
poo poo, KNR beat me what I wanted to say but more concisely. Yeah, the game's metaprogression is way too aggressive and basic game mechanics are gated. But this is ultimately a game about rolling with what you're given, and being ready to shift gears if you don't get what you're hoping for. Even with rerolls, in your example where you wanted a trapper's camp, it would be vanishingly unlikely to get that camp and you should never reroll because you're fishing for a certain blueprint -- the pool is too deep, and the rerolls are too expensive. At higher difficulty settings you only get two blueprint picks and blueprints from merchants are random and ruinously expensive, so you really do have to learn to make do with what's offered.

I personally think that's fun, and it makes every game different. But it's absolutely not for everyone.

Tempora Mutantur
Feb 22, 2005

KNR posted:

I never intentionally starve villagers, that is a lot of micromanagement and if you mess it up people die or keep the -6 resolve into a storm and leave.

yeah it sucks even tho the pattern isn't TOO bad

basically you just turn off all food consumption the start of every drizzle/clearance (except the first drizzle when you start) and turn it on halfway through the season, and turn on complex foods during storms/times of low resolve

it's a huge pain in the rear end so I just keep trying to get better at prestige climbing without it since yeah loving it up can really suck, especially since foxes are more susceptible to starvation than the others and even if they don't die of starvation, resolve gains from consuming only happen when people take breaks, so if you re-enabled food a bit late then you can't get back that resolve for another half-season or so

Rescue Toaster
Mar 13, 2003
Well I do appreciate how much variety there is meant to be from city-to-city (or I think I do, maybe I won't like it as much as I think long term.) I think what I'm still having trouble with is, it's one thing to get a weird order or glade event and have to figure out a way to roll with it, that part I find interesting. What I find more just aggravating is when you have to make completely blind blueprint choices that will all depend on getting other blueprints or specific resources, or having resources that you literally can't even extract because you didn't get a blueprint to do it. If you can't transform them efficiently, well that's not the end of the world, you can package and sell or trade route, etc... but if you literally can't even extract 75% of the resources on the map that feels pretty randomly brutal. Of course at lower difficulties it doesn't matter since, well, nothing really matters.

But as the game ramps up it feels like there will be absolutely insane swings in difficulty from map to map, where if blueprints and resources line up it's an absolute cakewalk, and if they don't line up it's a near auto-loss or absolutely brutal slog on what should have been a straightforward map. Part of that is not yet understanding all the options and workarounds for stuff in the game. For example when you get a blueprint choice and literally none of them are any use right now, knowing what's most likely to pan out or be the safer bet is just going to come from experience.

chumbler
Mar 28, 2010

I've just gotten back into this game again and am only playing on baby difficulty for now, but something I'm unclear on is for things like coats, are they only one needed ever for a given villager or do they need a new one at a certain frequency? Basically if I have 10 villagers who need coats, do I only ever need to make 10 coats or should I set the production quota to keep it stocked at 10? Also do foods work the same way?

Sokani
Jul 20, 2006



Bison
Coats get consumed every break. They work exactly the same as food except they won't stop starvation.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I actually found the game easier pre-meta progression because the blueprint tables are so much smaller. You don't need rerolls when the only buildings available will let you win.

Suburban Dad
Jan 10, 2007


Well what's attached to a leash that it made itself?
The punchline is the way that you've been fuckin' yourself




Yeah the balance for this game is all over the place and the progression is way too slow given how long a run takes. I like it but it's hard to sign up for putting in 100+ hours at this pace. I'm only at the second seal and difficulty and don't even have the last race unlocked and I'm about to check out I think.

iTrust
Mar 25, 2010

It's not good for your health.

:frogc00l:
I've been running on Prestige 20 for a little while now and never use Consumption control for complex food or luxuries because the negative resolve you get from it simply isn't worth it.

Turn things off in Luxury Buildings unless you need it and aim to over produce complex food. Putting workers that specialise or are comfortable in each building is vital because you really want as much x2 on production as you can get. See also: Rain Engines (although in prestige you'll learn to turn that poo poo off every third year if you know what's good for you).

I think this game is super good and the best way to play it is like any other roguelike; accept into your heart that losing is fun. But I'll also readily admit that this game manages to tick basically every single box for me, personally, and definitely won't for others.

I don't really agree that progression is slow or that the balance is all over the place though. Gunning for the same strategy every map is guaranteed failure regardless of if you're playing on Settler or Prestige 20 and it's entirely possible to do a Level 1 Viceroy Settlement, unless the game is really out to gently caress you over. Which it will. A lot. It happens, you lose and then go again. Because this time you'll get that [one blueprint] that you need and won't have to deal with Harpies and their bullshit.

iTrust fucked around with this message at 02:51 on Jan 6, 2024

Captainicus
Feb 22, 2013



I manage with most blueprint insufficiency problems (sometimes by losing or struggling) except not getting the camp to use any of the huge nodes in the marshlands, that's just mean

Azran
Sep 3, 2012

And what should one do to be remembered?
Also keep in mind playing at Veteran or Viceroy gives you much more exp per win than the lower difficulties despite succesful runs not being that much slower.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

The Ranch may be my favorite building even though I feel like it's super inefficient. It's the old "cows turn grass into steak" but in game form!

Closed the second seal - the game is super fun and the different biomes / races / buildings give it a lot of fun variety. Played around with controlling consumption and I can see it helped but I hate making my villagers sad. It's one thing to say "hey leave the skewers for the Harpies they really need them I'll have some biscuits in a few minutes" vs. me just Scrooge McDuck diving into a giant vault filled with porridge while everyone watches chewing on raw meat from the window.

space uncle
Sep 17, 2006

"I don’t care if Biden beats Trump. I’m not offloading responsibility. If enough people feel similar to me, such as the large population of Muslim people in Dearborn, Michigan. Then he won’t"


I bumped up to Viceroy and went to the Ancient Battleground. Starting with 150 hostility was pretty spicy, but none of the storm maluses were honestly that bad.

I lost 3-4 villagers but also got two of the Altar of Decay events along with the Queens Resolve loyalty reward, so anytime a Villager left it dumped a bunch of hostility and gave me a bunch of food.

Won by grabbing a ton of glade explore orders and also by making a shitload of tools out of crystallized dew. I probably could have won faster but I played it a little safe and spent a lot of time focusing on complex food chains and services. I don’t think I ultimately needed the Resolve reputation but oh well.

FrickenMoron
May 6, 2009

Good game!

space uncle posted:

I bumped up to Viceroy and went to the Ancient Battleground. Starting with 150 hostility was pretty spicy, but none of the storm maluses were honestly that bad.

I lost 3-4 villagers but also got two of the Altar of Decay events along with the Queens Resolve loyalty reward, so anytime a Villager left it dumped a bunch of hostility and gave me a bunch of food.

Won by grabbing a ton of glade explore orders and also by making a shitload of tools out of crystallized dew. I probably could have won faster but I played it a little safe and spent a lot of time focusing on complex food chains and services. I don’t think I ultimately needed the Resolve reputation but oh well.

This is pretty much the way to go, if life gives you lemons, make lemonade. If you know youll lose a few people every storm might as well turn it into a profit. I'm very happy that Altar of decays stack retroactively.



Suburban Dad posted:

Yeah the balance for this game is all over the place and the progression is way too slow given how long a run takes. I like it but it's hard to sign up for putting in 100+ hours at this pace. I'm only at the second seal and difficulty and don't even have the last race unlocked and I'm about to check out I think.


Up the difficulty especially if you keep winning easily. Also you dont really *need* foxes until high prestige levels where they are incredibly helpful, but not required.

FrickenMoron fucked around with this message at 07:29 on Jan 6, 2024

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Tom Tucker posted:

The Ranch may be my favorite building even though I feel like it's super inefficient. It's the old "cows turn grass into steak" but in game form!

It's one of the best buildings in the game at higher difficulties.
Meat is probably the best raw food and the ranch has rainpunk engines. All in all, it increases your food supply by a lot.

Parallelwoody
Apr 10, 2008


I thought I had to work on and complete two forbidden glade events in quick succession for a seal event. The first one started a storm and tanked my resolve. The second one also absolutely sandbagged my resolve too. Lol in the space of like 5 seconds all of a sudden my lil people are at about -50 and that red bar is just whipping around while they are leaving left and right. Complete the first one and then it gives me the timer to complete the second: 20 minutes. Absolutely no reason to trigger those things at once. Still pulled out a win at least.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
Ranch is a slam pick for me if I have small farm, it lets you make provisions, pies and jerky. Also oil but it's probably better most of the time to make oil from wheat to avoid one stage of labor.
Ranch -> jerky is a super synergy with lizards.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Morholt posted:

Also oil but it's probably better most of the time to make oil from wheat to avoid one stage of labor.

Nope. I don't know exactly when you have enough unlocks for the following statement to be true, but if you have all of ranch, wheat production and oil production then processing wheat into meat and then meat into oil is better because you get the same quantity of oil but you have meat left over; what clearly tips the balance in favour of this is crit chance.
Based on a very, very fuzzy judgement from experience, ~15% crit chance should be more than enough for the extra labour to be worth it.

Note: prestige 7(ish? around that number) multiplies all food consumption by 1.5, making food production far more important.

Broken Cog
Dec 29, 2009

We're all friends here
I feel it's worth mentioning that while introducing more steps into a supply chain might create more excess, it will also require more workers, and that might sometimes be a limiting factor.

Inexplicable Humblebrag
Sep 20, 2003

Omobono posted:

the ranch has rainpunk engines

lol

ranching faster by strapping engines to the leeches

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Just maniacally hosing down leeches with drizzle water like Scorpio from the Simpsons

Lost a game on viceroy - definitely still need practice.

Suburban Dad
Jan 10, 2007


Well what's attached to a leash that it made itself?
The punchline is the way that you've been fuckin' yourself




I lost on the second seal. I needed ancient tablets for the last thing. I had just found a glade with them and sent people to it. As soon as they touched it I think impatience got too high. There's several settlements down the drain. I didn't have enough seals to rerun it and ended the cycle. Oof, feels really bad.

With the progression like this and the length of runs this feels less like a roguelike to me. It just feels like I failed a mission in a story driven game and have to redo 5 of them now.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
You're only allowed to try a seal once per cycle no matter how many shards you have, so it wouldn't have mattered, if that helps. You don't need to succeed with every settlement and you certainly don't have to reforge a seal every cycle.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
I think you only ever get one shot at it regardless of how many seal fragments they had.

The seals were a pretty late addition, people kept clamouring for some sort of goal on the overworld map. I don't think they were needed.

Broken Cog
Dec 29, 2009

We're all friends here
They weren't "needed", but without them there was basically no end-game or anything to aim for on the overworld at all.
You could go for some funny modifiers, or try to get as far away from the city as possible, I guess, but there was basically no metagame.

FrickenMoron
May 6, 2009

Good game!

Suburban Dad posted:

I lost on the second seal. I needed ancient tablets for the last thing. I had just found a glade with them and sent people to it. As soon as they touched it I think impatience got too high. There's several settlements down the drain. I didn't have enough seals to rerun it and ended the cycle. Oof, feels really bad.

With the progression like this and the length of runs this feels less like a roguelike to me. It just feels like I failed a mission in a story driven game and have to redo 5 of them now.

If you have issues with impatience on a seal, place a human keeper. They massively slow down the gain.

FrickenMoron
May 6, 2009

Good game!
Won the prestige 15 seal in 5 years. Beelines to the seal to open it in year 2. Went the route opening 3 caches -> getting trade to tier 2 with 3 settlements (using meat and herbs to make provision packs). This gave me the amber to immediately do seal 3, then went the route to complete 2 forbidden glade events in 20 minutes.
Didn't even have to use the forsaken altar.

MikeC
Jul 19, 2004
BITCH ASS NARC

FrickenMoron posted:

If you have issues with impatience on a seal, place a human keeper. They massively slow down the gain.

Thanks for this. I had difficulty beating some maps because of impatience gain due to bad blueprint RNG stunting early growth. Several maps had me finding the buildings I needed in glades but by the time I salvaged and got it up and running I ran out of time. As an aside, is there a reliable way to combat hostility? Sometimes it is very easy if I get the right perks. Other times, I feel like I am at hostility 4 or 5 in a blink of an eye and it becomes very hard.

Redundant
Sep 24, 2011

Even robots have feelings!
I failed my first seal attempt. I was on veteran and impatience got the better of me. Limited tools made opening caches tricky and it took a long time to get the trade levels despite gaining provision packs with every new recruit. Kind of a missed opportunity, but it was interesting to see what's required to deal with a seal.

I completely forgot about the altar thing and I had no idea human keepers reduced impatience gain, that along with sacrificing marrow may have been enough to swing it as I was working on both of the glade events when impatience ticked over. There are a bunch of things I'm still not really up to speed on in terms of races, sacrificing materials etc which doesn't help when it comes to fine margins, I should do some checks.

Oh well. I'll get the next one.

FrickenMoron
May 6, 2009

Good game!
Some quick cheat sheet when to use which race as a fire keeper on your main hearth:

Humans - you're worried about impatience gain. Very strong effect. (25% or so slower)
Lizard - you have few lizards and need to keep the morale high during the storm or are 1 away from gaining resolve points.
Harpy - should be the default until you get a market. Very very strong bonus with carry capacity +5
Fox- you opened some glades and hostility turns into an issue. Can help you get hostility lowered during the storm
Beaver - never. The effect isn't worth missing out one of the others.

Parallelwoody
Apr 10, 2008


MikeC posted:

Thanks for this. I had difficulty beating some maps because of impatience gain due to bad blueprint RNG stunting early growth. Several maps had me finding the buildings I needed in glades but by the time I salvaged and got it up and running I ran out of time. As an aside, is there a reliable way to combat hostility? Sometimes it is very easy if I get the right perks. Other times, I feel like I am at hostility 4 or 5 in a blink of an eye and it becomes very hard.

Stopping woodcutters during a storm, building more hearths, sacrificing coal and wood, limiting glades you open to only when you need them (and even then mostly favoring dangerous or forbidden glades), and then finding ways to boost resolve to combat the resolve loss. Housing, complex foods, coats, services (some of which also reduce hostility). Use favoring for a particular race if it'll put them back in the positive, sometimes even at the expense of putting the other two in the negative depending on the amount of time left in the storm and length of the red meter remaining.

Fajita Queen
Jun 21, 2012

Another of the most important things that changes how you approach this game once you start taking advantage of it is that impatience lowers hostility, and is therefore actually very good to increase unless you're at risk of going too high without being able to lower it in a pinch.

The human firekeeper is usually the worst for this reason and if you have one all game it can cost you a lot especially later.

KNR
May 3, 2009
It's also part of a feedback loop to help you stabilize - if you're still too high after removing all your woodcutters and can't afford to sacrifice, having a couple people leave will both directly lower hostility and raise impatience for even more hostility reduction. If you're not already losing from impatience a couple of storms with 3 people leaving don't doom the village.

Another way to prevent hostility is to not accept newcomers if you're already near some dangerous threshold, the per-villager hostility adds up. Along with the food they eat, the houses they need and so on. As I got better at the game my villages shrunk from 50-60 people at endgame to 30-40, though a lot of that is also learning to win faster.

And the monastery deserves a separate mention as being a slam pick even if I never intend to send it any incense or beer, a full hostility level for 3 workers is a steal.

In general I try to never let hostility go higher than 4 during a storm, since 5 is where the "gently caress you, everyone's dead now" mysteries start.

Talorat
Sep 18, 2007

Hahaha! Aw come on, I can't tell you everything right away! That would make for a boring story, don't you think?
Is there a true ending for the game after the P20 seal, lore or anything?

Pulsarcat
Feb 7, 2012

You do get a cutscene for completing the Queen's Hand trial in which your viceroy gets to meet the queen.

It's short but interesting,

Spoilers!

You only get too see her arm, but it's revealed she's a phoenix like bird woman. Who grabs the viceroys arm and burns it as part of the ceremony, it then reveals she's done this to everyone of her "Hands"

Pulsarcat fucked around with this message at 03:04 on Jan 7, 2024

Sloppy
Apr 25, 2003

Imagination will often carry us to worlds that never were. But without it we go nowhere.

Redundant posted:

I failed my first seal attempt. I was on veteran and impatience got the better of me. Limited tools made opening caches tricky and it took a long time to get the trade levels despite gaining provision packs with every new recruit. Kind of a missed opportunity, but it was interesting to see what's required to deal with a seal.

I completely forgot about the altar thing and I had no idea human keepers reduced impatience gain, that along with sacrificing marrow may have been enough to swing it as I was working on both of the glade events when impatience ticked over. There are a bunch of things I'm still not really up to speed on in terms of races, sacrificing materials etc which doesn't help when it comes to fine margins, I should do some checks.

Oh well. I'll get the next one.

I failed my first attempt today too, for a hilariously dumb reason....I didn't realize I only needed to fulfill one of the first seal requirements, I waited until I'd fulfilled ALL of them. Doh!

I still almost won, it was down to the wire and I just needed like 10 more amber which I was a minute or two away from having.

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FrickenMoron
May 6, 2009

Good game!
Another thing people need to memorize later especially is that you can't go all in on lizards as a win condition. I saw someone take the +1 resolve for 70 training tools made perk twice and he tried to make it work but its just not possible to win via lizard morale because its jumps up by 7 for every point generated. Also training tools are one of the most expensive to create service resource doesn't help either.

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