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I didn’t know about the multiplier either and thought those missions were impossible. I got a city relationship up to level 2 imagining I would finally see the 10-15 value trade routes and was baffled. I finally just beat the map doing other stuff. Gotta go track down that multiplier option.
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# ? Jan 8, 2024 21:36 |
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# ? Jun 9, 2024 22:43 |
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twistedmentat posted:I assume somewhere in the tech tree is a unlock that starts you with the upgraded camps. Nope. There's a cornerstone that unlocks all three advanced camps though, with a drawback (half gathering speed until you consume 300 resource node charges).
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# ? Jan 8, 2024 21:41 |
The trade multipliers are something that I had NO idea until I started reading the thread. I'm not sure how one would tutorialize it. The small warehouse (and multiple hearths) are stuff I would eventually figure out eventually, but the trade I doubt I would ever.
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# ? Jan 8, 2024 21:45 |
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nrook posted:Forbidden knowledge that I’ve stopped myself from thinking too hard about in fear of making the game slightly dumber is that it’s faster in many cases to build a camp near your warehouse and then move it to its intended location once it’s done. You can do this with a farm too. Pre-build a farm as you open the first glade containing soil and instantly move it there.
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# ? Jan 8, 2024 21:48 |
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It costs 1 Plank to move a farm.
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# ? Jan 8, 2024 21:50 |
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nrook posted:Forbidden knowledge that I’ve stopped myself from thinking too hard about in fear of making the game slightly dumber is that it’s faster in many cases to build a camp near your warehouse and then move it to its intended location once it’s done. That makes sense since camps are basically just wagons.
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# ? Jan 8, 2024 22:09 |
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Xom posted:It costs 1 Plank to move a farm. Worth it to get a farm up in year 1. If time is of the essence it's also a better idea to build large shacks first instead of shelters because after the metapgrogression unlock your builder can immediately build the large shack by carrying 6 planks instead of going 3 trips for a shelter.
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# ? Jan 8, 2024 22:11 |
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Omobono posted:Nope. There's a cornerstone that unlocks all three advanced camps though, with a drawback (half gathering speed until you consume 300 resource node charges). That's not too bad. Not as bad as the one that increases wood production but slows down planting.
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# ? Jan 8, 2024 23:57 |
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Fister Roboto posted:And don't forget you can favor one of your species for +5 resolve. Oh poo poo, I didn't know this existed. Thanks a bundle. To others as well for the tips. Will try again. Trying to run wood planks off the crude workshop is very painful though
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# ? Jan 9, 2024 00:12 |
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twistedmentat posted:That's not too bad. Not as bad as the one that increases wood production but slows down planting. that one's really good if you have no farms MikeC posted:Trying to run wood planks off the crude workshop is very painful though rainpunk it and hope for double production
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# ? Jan 9, 2024 00:24 |
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Does everyone get the same 2 “big” camps or is it randomized? I got stone and harvesting aka the only two that can’t get food which is pretty rough early-mid game but the stone one is nice for mid-endgame. I also have an embarkation bonus of getting the herbalist but forget that for 6 points most of the time.
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# ? Jan 9, 2024 01:21 |
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Stone and harvesting are the always big camps. Trapper, Herbalist, and Forager camps have embarkation bonuses for the big version but like you said, good luck affording them. I'll always try to buy one on the marshlands, though.
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# ? Jan 9, 2024 01:42 |
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loving wow. Been bashing my head against the wall on the Paradise/Higher Needs for a long time - finally had a crack at the Adamantine Seal and it was like every glade/blueprint roll was in my favour in terms of services and I got enough cornerstones and a temple to keep hostility manageable and deaths low. As always, gently caress the plague of darkness (drat near threw in the towel) but I soldiered on and jagged a win. Think I'm done.
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# ? Jan 9, 2024 02:12 |
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there's always queens han haha no
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# ? Jan 9, 2024 02:33 |
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Google Jeb Bush posted:there's always queens han haha no Yeah I still need fox paradise but I really can't be arsed at this point. My last run was just one big grind bereft of joy.
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# ? Jan 9, 2024 02:40 |
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Rougey posted:Yeah I still need fox paradise but I really can't be arsed at this point. My last run was just one big grind bereft of joy. I haven't played in a while but this was how I felt beyond P9. I need to update the game and just enjoy it more, but I will probably dial it back down to P8 and enjoy myself instead of having to think about how to win the game besides trading.
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# ? Jan 9, 2024 02:46 |
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Nephzinho posted:I haven't played in a while but this was how I felt beyond P9. I need to update the game and just enjoy it more, but I will probably dial it back down to P8 and enjoy myself instead of having to think about how to win the game besides trading. I've stopped increasing my prestige levels and am just chilling in the P3-P8 range, exactly where depending on my mood. I'm not sure I want to optimize more to get higher up in the prestige range and am still enjoying things so...it's all good.
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# ? Jan 9, 2024 04:19 |
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That's me still down in the second lowest difficulty. Enough engagement around trying to keep people happy and produce enough to sustain them without the stress of imminent death of all villagers at all times.
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# ? Jan 9, 2024 04:36 |
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I think five is the sweet spot for me, enough that things can go tits very quickly if resolve dips but not the painstaking grind that has more or less killed my zeal for this game.
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# ? Jan 9, 2024 05:23 |
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Thanks to everyone who chimed in with the tips on Viceroy. Some of the stuff like rainpunk I knew but didn't know how important it was to bolstering weakness in builds due to blueprint RNG. Favoring was also a godsend. Went from not being able to complete 6 of 7 maps to 2 straight with little effort.
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# ? Jan 9, 2024 07:08 |
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space uncle posted:I didn’t know about the multiplier either and thought those missions were impossible. To be fair I didn't know that either til 100+ hours in. Still even with a 1x multiplier at like level 5 you'll be getting some pretty beefy trades. I'll also point out that donating amber for upgraded offer numbers can be worthwhile.
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# ? Jan 9, 2024 09:35 |
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Fister Roboto posted:And don't forget you can favor one of your species for +5 resolve.
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# ? Jan 9, 2024 14:22 |
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Yeah the thing that has clicked for me with resolve after watching some streamers and videos: Your people are either leaving (negative), generating rep (above threshold) or anywhere in between. It doesn't matter at all if their rep is 1 or 29 if they're just sitting there. So favoring can easily save you sacrificing if one species is low, for example, since the others probably aren't generating rep during a storm anyway. Also why you don't want to produce and consume needs products until you're actually making a run on a species to get them above the threshold. If they use some coats or whatever but don't generate any reputation, it's entirely wasted.
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# ? Jan 9, 2024 16:21 |
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Any rep above one but below the threshold is wasted. If that rep is generated through the consumption of resources and/or the expenditure of labour, those resources and that labour are also wasted.
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# ? Jan 9, 2024 16:28 |
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Orange Devil posted:Any rep above one but below the threshold is wasted. If that rep is generated through the consumption of resources and/or the expenditure of labour, those resources and that labour are also wasted. I saw one streamer who was obsessed at keeping his people at 1 resolve all the time because "anything above 1 is wasted if you cant get it to blue". Thats too much micro for me.
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# ? Jan 9, 2024 17:05 |
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Turning off consumption of goods unless you need it for reputation or to keep pops above 0 was the biggest improvement in my game. Plus it's pretty fun doing the reputation rush on your last year by just turning on all the spigots and getting a resolve point a minute then Turning in 4-5 orders all at once. You also will have more goods available for potential trade routes. Just be careful of the rationing and unfair rationing resolve debuffs. Another tip that I only learned from reading this thread is that if a pop favors more than one complex food that you have available for them to eat they will eat each one every time they need to eat thus doubling/tripling how much food they are consuming so you really only want to make all their desires available for the two resolve thresholds as necessary.
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# ? Jan 9, 2024 18:25 |
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I always forget to turn on complex food in time so I'm the rear end in a top hat viceroy shaking some jerky at my departing harpy builder.
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# ? Jan 9, 2024 18:48 |
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Last night my settlement was one rep away from finishing, all my nodes were gone, and no races were giving resolve. I was trying to figure out how to finish ASAP without opening more glades and remembered favor, my harpies were almost in the blue so I turned them on and finished. From now on I'm def going to utilize favor more because so far Ive only done it when someone's dipping under zero but not using it at all the other times is probably wasting a lot of resolve.
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# ? Jan 9, 2024 18:48 |
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RoboCicero posted:I always forget to turn on complex food in time so I'm the rear end in a top hat viceroy shaking some jerky at my departing harpy builder. I had the opposite problem where I finished a map with 100 Amber in the bank. Whoops I know you all want coats and food and houses but what if the trader has a Trappers Camp? Can’t spend it. I really need to remember to turn off food when we’re not ready to use it.
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# ? Jan 9, 2024 18:50 |
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The talk of food etc reminds me that I really need to pay closer attention to ratios. I still haven't bothered to figure out if fancy foods are more or less efficient than basic foods and whether that is true across the board or dependent on stars. I figured out I can multiply trade routes but this is also the first I've heard about favouring a species. Another thing to look into.
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# ? Jan 9, 2024 19:33 |
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Favoring is incredibly important. Not only can you use it for getting a species above the resolve thresholds for reputation, you can also toggle it(once since it's on a cooldown) during storms to run out the leave timer on one species then before a pop leaves toggle it to bring them above 0 and let a different species dip below 0 timer start and hopefully buy you enough time to get through the storm.
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# ? Jan 9, 2024 19:39 |
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I only found out about favour because my first settlement was next to that temple which stops you from doing it
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# ? Jan 9, 2024 19:51 |
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Redundant posted:The talk of food etc reminds me that I really need to pay closer attention to ratios. I still haven't bothered to figure out if fancy foods are more or less efficient than basic foods and whether that is true across the board or dependent on stars. They’re almost always more efficient unless you’re using a field kitchen, in which case I think you break even. 3 star recipes are really efficient. Jerky Example: 0 stars takes 8 meat and 1 coal to make 10 jerky 3 stars takes 4 meat and 1 coal to make 10 jerky Then you can make jerky into Skewers with a 2 jerky + 3 veg/root/egg = 10. So you’ve started with 4 meat, 1 coal, and 15 vegetables and you’ve ended up with 50 skewers. Biscuits example: 0 stars takes 10 flour and 4 herbs/roots/berries to make 10 biscuits 2 stars takes 8 flour and 3 herbs/roots/berries to make 10 biscuits Lets look at flour production 1 star takes 8 grain/root/shroom to make 10 flour 2 star takes 5 and gives 10 flour. So if you start with 12 roots and use a 0 star and a 1 star, you will end up with 10 biscuits. Not great, but doable if you have a lot of raw material and just want resolve. But grain grows in bigger quantities than roots/berries so ideally you’re using that. And you can’t eat it anyway Steam Engines give a huge chance of doubling production so even on the abysmal 12 root -> 10 biscuit supply chain if you steam engine your Flour and your Biscuit then you will definitely come out way ahead anyway.
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# ? Jan 9, 2024 19:57 |
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Yeah, there's a pretty complex interplay between "complex food is more meals per base resource" and "your greedy little shits will eat more meals if they're available" that makes the math less straightforward than just never feeding your people complex food until the last rush. I've found that if you get a good supply chain for a complex food, lean into it as a food source, but try to avoid producing multiple varieties.
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# ? Jan 9, 2024 20:12 |
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Also I just found out that you can destroy the resource nodes so no more of those tiny shits getting in the way of my beautiful buildings.
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# ? Jan 9, 2024 20:44 |
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TheMopeSquad posted:Also I just found out that you can destroy the resource nodes so no more of those tiny shits getting in the way of my beautiful buildings. Sounds pretty worthless, and honestly most drizzle modifiers are, but this one also kicks in if you just delete the resource during drizzle. Every pointless resource node becomes a huge patch of fertile soil, we're eatin' good tonight!
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# ? Jan 9, 2024 23:39 |
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Mumblyfish posted:There's a map modifier that causes depleted resource nodes to spawn a few patches of fertile soil, if the nodes were depleted in the drizzle season.
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# ? Jan 9, 2024 23:49 |
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Is there any corner stones you should always take? I try to get at least one farm, one plank producer and one fabric producer.
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# ? Jan 10, 2024 00:01 |
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The tips in this thread are great. I won my first veteran game last night. Ended up with >50 pop and despite a a very slow start I eventually got a few production chains online and ended up with two species with such high resolve that the last three pips on the victory bar went up so fast in real time that I could just sit back and watch the progress bar grow.
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# ? Jan 10, 2024 00:27 |
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# ? Jun 9, 2024 22:43 |
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twistedmentat posted:Is there any corner stones you should always take? Honestly they are nearly all situational i.e. the one that kills all your fuel but gives a +1 to wood production (which is amazing), but if you've built up a good stockpile of other fuels it's a nasty cost to pay. Another great one that gives +5 to resolve but increases food consumption can quickly spiral from starvation but if you've got the food production going it's amazing, and while the one that gives 10 tools for each glade opened during the storm is incredible there is a Forrest Mystery debuff that can make it incredibly risky to pursue That being said I'll always take the ones that give +1 to resolve/-15 to hostility for opening crates (and they stack!), I'll even avoid crates early on unless they have something I desperately need in the hope that one of these will show up. My prestige 20 run involved getting two of the hostility reductions early on, then finding/rolling three of the resolve ones as time went on. Close behind them is the bonus to woodcutting speed - you can always cut wood faster. There is (was?) one that lowers impatience during the storm by opening glades (really good on the Seal maps to buy time if you've got a way to offset hostility) - though come to think of it I haven't seen this in a while and I think it may have been removed before release. Blueprint wise; Always take the Kiln - Coal is king, bricks are relatively cheap and the jerky is just great.
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# ? Jan 10, 2024 00:50 |