Against the Storm, the rougelike city builder game where each map is randomly generated and you lose your entire food stockpile to Living Matter twice in a row. You ARE fulfilling the Queen's orders, right anon?
Against the Storm, the rougelike city builder game where each map is randomly generated and you lose your entire food stockpile to Living Matter twice in a row. You ARE fulfilling the Queen's orders, right anon?
>City building game
It's more like a Warcraft 2 roguelike and instead of fighting enemies you fight your people autistic needs.
>It's more like a Warcraft 2 roguelike
it's like if someone modded warcraft 2 to be anno + banished, and a roguelike
What's a roguelike? Also search turns up pages calling this game a "roguelite".
it normally means a platformer with permadeath, where you collect modifiers that make your character exponentially more powerful, while fighting exponentially more powerful or numerous enemies
So Diablo II clones? With ironman always on? Why the strange name then? Diablo II didn't even retain the rogue class as a playable one, you only meet her in Act I.
weak bait
Bait? How is that bait? I guess Diablo II isn't really a platformer, at least if that definition hasn't changed.
>How is that bait?
>Doom-clone? Don't you mean Halo-clones?
This is what you sound like.
So you're implying that there is a game called Rogue and that the game in the OP pic plays like Rogue.
Yes that is what "Roguelike" means, genius. Games like Rogue. The first Diablo was inspired by one of the original Rogue clones.
>What's a roguelike?
See 'Berlin Interpretation'. Classic roguelikes include Rogue, obviously, or NetHack. Some people use -like and -lite interchangeably, which drives purists nuts.
Likewise, 'roguelite' is an immense category of games that don't perfectly resemble these classics. Some have very loose connection to conventional roguelikes.
>So Diablo
No, but the inspiration is obvious and it includes some elements. If it came out today, no doubt it would've been marketed as a roguelite.
>Classic roguelikes
>purists
>don't perfectly resemble these classics
That's all well and nice but currently there is one (?) anon here that is driven nuts for some reason except it's over comparison to Diablo II instead. I mean, would it really be wrong to call League of Legends a non-classic DOOM-like? Or is it Halo-like? I'm starting to get a bit confused.
you're really desperate for someone to talk to, don't you?
The berlin interpretation is an absolute abortion only defended because it has a name that makes it sound significant.
What's wrong with it? It's a good way to differentiate between -likes and -lites.
Genres are not a spectrum. The berlin interpretation treats them (well actually just the genre of roguelikes specifically) like one.
And roguelites aren't a genre. If you're gonna try to tell me that the binding of isaac and FTL are in the same genre I want you to stop for a moment, take a look at the two of them side by side and consider whether or not you might be saying something very stupid.
>Genres are not a spectrum.
>And roguelites aren't a genre. If you're gonna try to tell me that the binding of isaac and FTL are in the same genre I want you to stop for a moment, take a look at the two of them side by side and consider whether or not you might be saying something very stupid.
Do you deny that jRPG is a genre? If no, then would you be mad enough to say all jRPGs are the same? Same with roguelikes. I would agree it's not a very useful genre as it is so wide but that is the same for jRPGs as well.
Jrpgs are a decently enough defined genre. I'm not saying all games in a genre need to he the same, but they need to share more than one characteristic. If you apply the same kind of logic people apply to roguelikes to other genres no one would take you seriously. Imagine saying that world of warcraft is a jrpg. And that's way more accurate than saying that OP's game is a roguelike or anything vaguely similar to one.
To be fair, op said rougelike which means no one should be taking him seriously but rogueLITE was literally made to be the bastard genre of many fathers so fits well enough for Against the Storm.
Roguelike is a genre, while roguelite is a quality. You can properly say a platformer, an RPG, or in this case, a city-builder, is roguelite. Roguelike, on the other hand, is specific enough to describe games of a certain type like Brogue, ToME, Angband, and so on. Once the game in question differs enough from rogue, you can call it a roguelite something (usually a roguelite RPG, because the genre of roguelike is a subset of RPGs).
Also, I prefer the term "rogueish" to "roguelite" because "rogueish" captures the idea of qualities and mechanics found in rogue rather than "roguelite." Roguelite suggests that the game is like Rogue, but just missing some features. If such a game existed, it would be pretty boring, because Rogue is a simple game as it is, but also, you would just call it a roguelike. Roguelites always add some new type of mechanic not found in rogue and usually found in some other genre of game. Rogueish, on the other hand, is an adjective, and thus you can say some game is a rogueish adventure game (FTL), a rogueish deck-builder (Slay the Spire), or a rogueish colony-builder (Dorf Fort). Because "roguelite" is a word that works better as a noun and not as an adjective, the term, as you say, suggests that all roguelites are part of the same genre. This is just as wrong as saying "Indie" is a genre of music when it is actually a quality. Also, "roguelite" sounds silly.
>Roguelike is a genre, while roguelite is a quality
This I can kind of agree on. I do think that the "rogue" part should really be replaced by something else, since I don't consider restarting on death to be specific enough to bind a ton of games to it, but I can't come up with anything better so I won't argue too passionately for it.
>but I can't come up with anything better
diesalot
>but I can't come up with anything better
Randomized
And
Playable
Eternally
I use the term "ReRPG" for a lot of things "Random element Role-Playing Game", but it doesn't really apply to Against the Storm, since its not an RPG.
A game with turn based simultaneous movement and at least some rpg like progression.
Roguelite is not a genre. It came about because people started calling any game where you restart when you die a roguelike and some people desperately tried to define a different genre for all those games instead of stating the obvious reality that those games do not belong to the same genre. They share one (1) mechanic. It's like if I told you that GTA 5 is a platformer because it has jumping and is consequently in the same genre as Doom, which also has jumping.
>roguelike
a game that is very similiar to rogue
>roguelite
a game with procgen world generation, permadeath and a lot of replay value
unironically this. i feel like people saying this game is a psyop. games where you do X anytime Y happens aren't strategy, they are skinner boxes. where's the fun?
>games where you do X anytime Y happens
that's about the furthest thing from this game, the core mechanic is letting you have freedom in how to reach your goals. have you even played it?
Good game but I'm mostly done with it at 80 hours. On prestige 17 and I just play on prestige 3 until I get an easy-mode modifier like watchtower to try for 18. Hopefully they add more variety in updates.
>Living Matter
what
rape in a can
So let's some up what makes this game great AND unique:
>spaghetti production chains
Honestly, it blows my mind that more games haven't done it this way: multiple buildings with various inputs and efficiencies can build the same products. Which feeds into
>unstable equilibrium is the entire game loop
RNG can be a b***h but it hasn't made me rage yet over being unfair. There was always a route to save the disaster.
I used to think it's mostly harmless till I upped the difficulty
By the way, turns out it is possible to be top scoring faction, you just have to up the difficulty AND blitz the map.
>you just have to up the difficulty AND blitz the map.
i saw some dude on reddit posting about his prestige 20 win where he cleared the map by year 6
i have no idea how people do this - i'm on prestige 15 and have never opened more than half the glades on a map, nor won a game in less than 9-10 years
>and have never opened more than half the glades on a map
I've won a Viceroy game by year 6 with only two dangerous glades opened and nothing else.
How? Everything lined up perfectly?
I'm only halfway up the meta unlocks.
Things didn't line up perfectly but just right enough
>first dangerous glade didn't wipe me out
>got blueprints for at least ** and * buildings for what I need
>chose orders I could actually fulfill, including timed ones
Then it was just a matter of buying out traders with the raw resources I had an excess. The prices were terrible but a perk is worth a bad deal. Also, I cheesed the storm by micromanaging favour boosts to resolve and sacrificing fuel I had stockpiled.
Pioneer is full of noob-traps. Avoid it and learn:
>Royal Woods is the worst map, zero biome-specific op synergies
>spamming hearths and storehouses next to production buildings in other glades is key
>pay attention to efficiency and alternative materials for producing what you need
>SACRIFICE everything, if it will keep the absolute bullshit storm debuffs from activating
You still get some bullshit like pic related
>1 minute of clearance left, humans finally hit the threshold for the last order
>storm hit, turns out I needed to hold them at 34 resolve for TWO minutes
>oh shit, time to sacrifice everything, reassign woodcutters to coal-miners AND favour humans
>barely manage to make it
It's a damn shame I missed beating a Viceroy map in less than 5 years by one goddamned minute. If I had seen I was that close, I would have dropped everything and just bum-rush opened caches to make it work on time.
Woods is the worst map, zero biome-specific op synergies
this is complete nonsense, it has great resources (bring a trapper) and +1 wood is absolutely huge
t. p20
>+1 wood is absolutely huge
There's a repeatable cornerstone for that.
no there isn't. why are you just making shit up?
there's +1 production from rooty ground, which has a significant downside, and woodcutter's prayer, which is indeed fantastic - good luck finding it when you need it
>woodcutter's prayer, which is indeed fantastic - good luck finding it when you need it
That's what reroll charges are for.
please post the odds of finding it at 2 picks per, and an apology for being such a fricking moron
I counted after reading his post earlier. There are about 73 perks
What is it that lets you increase the difficulty? Pioneer is about as difficult as I can handle without modifiers to build around. Is there some particular upgrade that makes it easier to get going or is it more that you increase choices for all selections? Or something else entirely?
When you unlock about 2/3 the city upgrades you can probably move up to viceroy. I find viceroy pretty easy and if I want to just have a straightforward win which just requires a little effort I play prestige 3 now. Just play where you find it comfortable, the bread etc rewards don't matter in the long run.
There are those perks that give you bonuses for opening glades; perhaps he used those.
>it is possible to be top scoring faction
You can also build on top of where whoever is leading is going to put their next town.
>Glades very rarely give me BPs
the "see into unopened glades" cornerstones are really good.
>2/3 the city upgrades
>viceroy
I swapped from the experimental branch to the normal one recently so lost all my citadel progress. I started going into Prestige straight away, it's actually easier in some ways as the blueprint and cornerstone pools aren't polluted with junk yet as
mentions
But yeah just play at whatever difficulty you want.
>You can also build on top of where whoever is leading is going to put their next town.
Absolutely devilish! However, it sounds like an exploit that will get fixed.
You do lose out on a trading partner, so there's a small trade off. Not like the faction scoring stuff matters much anyway. I do hope they do a bit more with the overworld and factions
It's not a big deal, they just settle elsewhere. Better is to settle next to them so you steal 2 of their tiles, maybe I'm wrong but I think this lowers their overall score significantly.
>It's not a big deal, they just settle elsewhere
no dude, they lose the entire settlement. try in on turn 0 and you'll see that they don't have a town at all after you win the map
>hexagons
oof you lost me.
>You ARE fulfilling the Queen's orders, right anon?
there's a cheevo to win without doing any
>rougelike
cosmetics are very important
>There's always a way
I don't see it. It's far too easy to end up in a scenario where you are missing one step in the process (small farm + bakery + rain mill but no herb garden or any fricking thing to do with insects on a forest map). Going for anything other than a majority population of white human male is a mistake.
It's realistic though, the harpy population really likes to b***h and the beta male lizards can't survive a little rain.
Also, the scorched queen is an absolute c**t.
harpies give me most of my rep, they're oh so grateful when you please them. sorry to hear you're a beta
>Spending his time pleasing pleasing the shrill feminists with cosmetics and clothing for them
>Calling others beta
Harpies are well suited to tame a cuck.
i take care of them and oh do they take care of me. what is it they say about pioneers going their own way, can't fail if you've already given up?
or is this more of a boys will be boys situation?
>It's far too easy to end up in a scenario where you are missing one step in the process
Order give blueprints.
Traders give blueprints.
Glades got ruins with buildings.
All three are repeatable and abusable.
AND you do not need the perfect efficiency buildings, 2 stars is enough most of the time. Even a single star ingredient can suffice if everything else is perfect.
If you cannot brute force a "lucky" win with all these factors under your control, then are you even trying?
Glades very rarely give me BPs.
I don't care about perfect efficiency I just want an option. Mostly my problems stem from choosing the complex food chain. Pies / biscuits or skewers / jerky is the most important selection to me so far, and farms are just so much more reliable.
I can brute force a win as long as I focus on humans and their Chad lifestyle. It's just too good to have ale coming from grain.
I'm also slowly learning that rushing danger glades is the best choices 4 times out of 5.
He's wrong on low difficulty but not on high. On high you only get 2 choices of 2 buildings each to start with and expecting traders to have BPs is itself about a 50/50 coinflip, much less having what you specifically want. The main problem is once you unlock everything the BP pool gets polluted with a dozen buildings which aren't especially useful, making 3 things at 2* that are intermediate products.
This game is not going anywhere unless they bring in combat.
Like most city-builders, I hate combat in my comfy but I would trust these devs to give it a try!
What are the appeal in these kind of games? Like Anno for instance, all you really do is place a bunch of production buildings and daisy chain them to make one final product. Where's the strategy or fun in that? I just can't get into them, they're neat on the surface but really boring
In both games the biggest aspect is managing population. Both anno and against need workers in buildings and you must supply your population with goods so there are drawbacks to simply boosting population.
Once you figure out the formula there's nothing left really. I did enjoy Anno for what it's worth just lost interest fast.
Yup. I dosent need to be amazing total-war tier in-depth, it just needs to exist. A good example of simplistic but satisfying combat are zeus/caesar3/rise of the middle kingdom. Combat itself is pretty simple nd automated, but building up your military infrastructure to deal with threats and conquer neighboring cities was a lot of fun, especialy on zeus.
Given the small population, instead of troops, it would be more organic to turn some of your pops into adventurers/heroes.I was thinking the other day how ATS reminds me of Majesty and it would be nice if instead of people just sitting in city buildings, they could be trained into heroes to fight against some negative events and clear lairs reducing hostility.
For small scale fantasy-builder combat, you cannot outdo Settlers 7. Yes, it's arcade and simplistic but NOT annoying!
not that the other guys's score actually matters. if anything you want them around for trading
The guys in the Ixion thread think that game is a puzzle game because muh limited options.
This game has a bunch of options but it feels way more like a puzzle game and is scarcely a citybuilder.
10 amber for every villager that leaves
-6 resolve for every 10 amber
just cancel the glade event? solves your amber problem, too
i lost 15 people in less that 3 seconds, not enough time to react or figure out what caused it
>FRICK THESE PEASANTS, I'M GETTING RICH
Stop, you gonna crash amber!
That blue skin girl is hot
>chicken noises
>monkey screeching
>the sound of a rock falling into a well
>record scratch
>AWOOOOOOOOOOOOOOOOOOGA
>the small, faint noise of a cigarette bieng lit
Based game, although I've gotten to a point where I win every run at prestige 20. The last update made the game a lot easier I think, you always have food in glades instead of sometimes getting fricked by nodes that you cant gather from
ī
Any tips? Only at prestige 6 and i wanna skip to the part where im good, seems like im doing all the right things. Barely any people leave my settlements, get dangerous glades always, blueprint game good. Maybe need to reroll/pick cornerstones better
>Any tips?
build more blight posts, and turn off coal at your hearth at the start of a game, in case you need it for a glade event
Sure, I've got a bunch of tips.
>you can juggle species preference to increase mood for 2 species, because it rises much faster than it drops. same idea with sacrificing for a few seconds
>you can start oil and rush a dangerous glade right at the start which greatly accelerates your game
>95% of the time, open glades at the end of the storm so you can work them for the 8 minutes where high hostility isnt nearly as bad
>dont open small glades unless you really need the resources
>forbid raw food if you need it for cooking
>oil is really good if you have a large supply of meat or grain (usually from +1/+2 cornerstones and large nodes)
>if you cant beat a dangerous glade event right now, its fine to just wait and let it trigger once
>make sure you always upgrade hearth, you can get +2 resolve on first storm and +10% production speed when first villagers join if you started with 9+2 villagers.
>keep building hearths (-30 hostility each) and upgrading them
>complex food should be your first priority to make food last much longer
>tools production is really good
>harpy firekeeper is really good
>beavers can solo carry you with resolve if you get a steady supply of containers (leather or pottery is easiest usually). Wine + pickled food is 18 resolve alone
>build upgraded roads when you can
>trade routes > amber > buy cornerstones is a great way to improve your settlement
>if you have one order or blueprint choice and dont want to take it immediately, its good to wait
>build a second blightpost when you reach ~15 cysts
>always play around biome mechanics:
>on coral forest, max out hostility outside of storm for +productivity
>on royal woodlands, use the extra wood from trees for jerky (can rush field kitchen), incense, training gear, scrolls etc
>on maps with low wood (coral forest and marshlands), try to get oil or coal
>on cursed royal woodlands, you can start scroll or incense delivery line to please the ghosts
best strategy i found so far is to go for tools production in some manner,
use them to scour the glades for reputation points or trade them for perks and materials
>rain collections not next to the blight po-
wait where's your blight post bro?
>used Mist Piercers
You didn't beat the game.
It's balanced, I have no idea what most of these events even do so I'm stuck struggling to decide what to open.
Just lost my first game to the no orders/no trading Daily Expedition
>open up an early forbidden glade, what could go wrong?
>stormbird
>have absolutely NOTHING that can resolve the event
>pop open glades left and right trying to find grain so I can do the event
>jack and shit
>end up up getting two stacks of the debuff (which stacks every storm and never goes away)
>hit -48 resolve on all villagers and they all frick off
I got too wienery, lads. It was only Prestige 1 too.
trader?
>no orders/no trading Daily Expedition
well, that's what you get for opening a glade without a plan b
>no orders/no trading Daily Expedition
why did you do this to yourself
Am I missing something? Is there a reason to build another hub. I build production buildings outside of the hubs area and just reserve it for houses and decos. I've only started playing on vet and the corruption and blight doesn't seem to give me a reason to make another hub.
Each tier of hub adds global resolve, this is very important on higher difficulties.
Not quite. Each hub decreases hostility, first level hub decreases resolve, second increases workspeed, third increases chance for double production. All levels also increase the ancient hearth's bligh threshold.
They also look nice, since they tend to be more cramped than your starting area so you can do more interesting things with building layouts
Each hub you build decreases hostility and also stacks the buff of whatever level you upgrade it to. I don't even think you need to keep them fuelled to get the hostility reduction, just as long as they are built. However, I don't believe a house counts as housing if its hub has no fuel. You should try to build no more than 20 housing per hub in order to maximize your bonuses.
For me, it ends up working out the best when I build hubs as close together as possible because if you put one service building in each hub, workers working near one hub can quickly access a service from another hub. Also, if you build more hubs, you will have used more dangerous glade space for building instead of wasting your woodcutters on clearing area in your starting hub.
Some more tips for the start of the game when you don't have much to do:
>if you don't have a harpy, you can burn coal or marrow and juggle your firekeeper by only assigning him when you need to stoke the fire. the extra 2/3rds of a builder is better than anything but the harpy bonus
>juggle free-move camps by moving them close to storage when they are full and if they are far from any other storage
>if you put one service building in each hub, workers working near one hub can quickly access a service from another hub
someone in the last thread said that service building location is irrelevant, workers just go fulfill their service need at wherever the nearest hearth is to them
I've witnessed workers in a service building regularly walk to that building for SOME purpose, usually when I restore a ruin way off in the middle of nowhere, so there must be a reason. It's definitely not every single villager though, so I wonder if the consumption of service goods operates by different rules.
workers at the services need to restock the luxury good. no one else needs to go there.
Yeah, that's my impression. I've got beavers all over the place but their service building in only one hub yet all of them get satisfied despite not walking all the way there.
It's so your villagers working camps or ruins in far off dangerous glades don't have to walk all the way back to the main hearth just to take a break.
>and the corruption and blight doesn't seem to give me a reason to make another hub.
blightrot starts out as a nothingburger, but once you get up in prestige you'll hit 100% blightrot from just two cysts if you're not careful.
When the pieces all come together.
I want to say that this lizard lady in the loading screen is really cute and I want to help her.
I want to frick the fish she's carrying.
I kept thinking this was another type of harpy since the mouth looks like a beak.
>TFW no cute lizard fishmonger wife to hold her hand and look out the window as everyone fricking dies in the rain.
boy i sure hope the next trader has some sea marrow
These photofinishes are the worst.
I want to wait for it finished before jumping in, about how far away is it?
The game is much more finished and polished than 95% of actually released games. Just go for it if you think it looks interesting.
If anything, you will get more out of the game by getting into it now. I have 100+ hours in the game, enjoyed every minute of it and now I get to relearn it when it updates every 2 weeks.
Hmm, sounds good. I worry about getting burned out before full release, but if it's full enough I'll give it a go.
I never frick with species housing I just build a massive commie block of big shelters and focus on complex food production
Based. Commie blocks are comfy.
I can hear the crying babies and late night wall drilling from here.
no such thing comrade
night drilles and crying babies were send straight to gulag
that's not the gulag?
Species housing is nice to gain an extra immediate resolve point or two to keep it above zero or to meet a threshold for reputation or orders. It's becoming very hard to justify for me after the construction cost increase though.
Food and Services scales to population size or am I going crazy?
Housing is a flat +3 resolve if everyone is housed. So it's not worth the resources past year 4 and/or for large populations.
Yes, food and services are per capita. I'm not sure if it scales globally(like all or nothing), but if half your people aren't getting food/services you wont be getting their full resolve bonus from them.
Over on the top left, you can expand the species resolve and hover every item to see how many pops are covered by amenities and what the max resolve can be.
Housing is the easiest way to get them happier and you don’t need to sustain it, like constantly making jerky for instance.
resolve is an average of the individual resolve of each member of the species, they get food and services when they take a break, and get +/- resolve then
Mass housing is fine if you have 3 star building material production and a healthy supply of the raw resources. Harpies are pretty easy to house since there's not much competition for cloth and cloth ingredients.
The resolve gain certainly isn't worth steering towards a building material industry for its own sake, though
>Implying you can do racial housing at all without the 3 stars building mat recipes
you can make a lot of jerky for the labor involved in building a b**ver house
Hardly, I almost never pull smoke house and a reliable form for insects or meat.
Also should I be rolling for 3 star bricks, planks, and fabric for my initial blueprints?
learn to enjoy that field kitchen, you'll be using it a lot
beaver houses are fine if you've got an alternative fuel source. And you aren't mass producing barrels and tools.
>Also should I be rolling for 3 star bricks, planks, and fabric for my initial blueprints?
There is no 3 star brick recipe. But yeah you usually want at least two out of three, otherwise once you hit double building prices you will have a very slow start. The carpenter or lumber mill are great, the brick and cloth buildings it depends on how well their other products work with your existing or planned industry.
Weaver + harpies can get you some early harpy resolve which is nice, also not having to use wood at all to house harpies can be really useful.
You can do some fun things. Some of the buildings look like they should line uptessellate and don't though, so it's less layout autism and more layout aneurysm.
Is there layout autism in this game?
Can there be layout autism in a game where you rebuild over and over anyway
>Is there layout autism in this game?
your workers can noclip through most (all?) buildings so no, not much
>your workers can noclip through most (all?) buildings so no, not much
mind you they'll still take the long way around if they can
>Is there layout autism in this game?
No. You don't need to sweat over building placement because resources go from source to storage, and all products draw their starting materials from storage, so there's no obsessing over how to position all of your buildings to minimize resource porting time. Just put everything as close to the storages as possible.
>Is there layout autism in this game?
The best kind, the completely optional kind.
Placement matters in terms of distance between warehouse/hearth/production/building/resources but many building can be moved after placement or fully refund the build costs if you destroy them. So you can go crazy.
My cities are always slap-dash shanty towns because games end way too fast and you do not need to make pretty towns. It's not like Anno where you are practically obliged to follow the One True Optimal Layout™.
>+3 plank production
>THREE lumbermills
I was blitzing for the timed order that gave me the +planks.
Then turns out almost every trader was buying planks from me.
>3 wood into 5 planks while burning 3xOil permanently
One of my best runs ever.
That's the trap. If you're a no roads lad, you must really make it impossible to go the long way round. So roads everywhere, especially copper ones, is best.
>you must really make it impossible to go the long way round
>build decorations between main warehouse and hearth
>build in spiral pattern around them, shelters closer to hearth, production buildings closer to warehouse
I don't really see the problem.
>shelters closer to hearth
Villagers NEVER visit their houses. Free time is spent 100% at the closest hearth, even if the house is in a different hearth.
>le grids bad meme
Grids are used because they are mathematically the most efficient layout possible
That's hexagons
*spheres
You can't make a grid of spheres
smart autists i can stand. stupid autists, god you're tiresome.
But by implication you can stand me you tsundere b***h 😉
Grids are only efficient for simple systems where speed is a constant, grid or not grid. Like walking speed, hence why even the Romans used them.
Once you introduce variables speeds (AKA vehicles AND pedestrians AND bicycles AND other bullshit) and distances (not everybody needs to go the same distance) your complex system grinds down to a complete stop because of gridlock. It's mathematically impossible to introduce green waves in a grid system.
ugh can you imagine a game with the session variance, decisionmaking complexity and challenge of AtS but with transport tycoon style trains and vehicle systems for the logistics?!?!?
uuugh i'd coom
>transport logistics
Sounds like my idea of hell but even I have to admit that it would be a super challenging game.
If you stack buildings on top of each other so your workers can phase through them, you didn't beat the game. Genuinely.
I dont fricking care what the game type is called. I just like games like this and enter the gungeon and FTL where every game is different through procedural generation and drafting "perks"
It also helps that they're all incredibly stable compared to the current state of AAA gaming
Let me get this straight, its the SMALL glades you should try to avoid unless you're desperate for resources and you should tackle the dangerous ones instead?
That's right. Small glades don't give the same compensation that dangerous glades do for the hostility that is generated. If you don't need a small glade, don't open it, and use up whatever is in there before you move on to the next small glade. Trade it away if you have to.
It's good to open one sometimes if you need the resource nodes but otherwise it's not worth the hostility and amber to open them.
They really should give 10 hostility instead of 15
yup, they're overpriced and best avoided. never contain anything interesting either
>never contain anything interesting either
Sometimes villagers. Or you've already stocked on tools and just need caches to blitz the last resolve before the endstorm comes.
Roguelike is just a buzzword all the indie shitters latch on to since the first indie shitter decided to call his game that.
Buzzword or not, it's a surprisingly descriptive term since it gives you a decent idea of what you're getting (or what what to avoid).
It's also rather resilient in terms of semantics unlike most jargon that gets thrown around carelessly until it gets completely cucked out of its original meaning.
Help i suffer choice paralysis and this game has a lot of choices
m8 the very core of the game is picking the superior option out of a few alternatives. do that, pick the option that wins.
How many fields per farm? Is it worth putting a farm next to 4 fields for 1 worker?
depends on your production speed. at 1x you'll work something like 5-6 fields per worker.
>production speed
That's subject to the distance your workers have to travel to the warehouse and the hearth. If they're far away, even 4 workers wouldn't be enough for a 10 farm field.
Oh, each worker has a hard limit of 5 fields? i saw 10 get serviced then went Idling before the storm season came
nevermind that one was just a lazy bastard
would it still be economical to post one worker for just 4 fields? i guess the building cost is negligible
>would it still be economical to post one worker for just 4 fields?
Yes if you have a spare worker, fewer than 4 fields I wouldn't bother
>Oh, each worker has a hard limit of 5 fields?
There are no hard limits, everything is a function of time. Once you start adding perks to the mix, you can get ubermensch farmers that do 10+ fields solo.
Can i not spam complex food for export? I dont see them in the goods screen
not all traders want all items
you tellin me this turtle kappa lookin bastard doesnt want good food
>kappa
Why would he when he has delicious anus beads and cucumbers
if you have it unlocked, check trade routes. You'll need to produce provisions packs, too.
Im starting to feel like placing warehouses every "two glades" from the city center is good for logistics but is it worth also fitting an extra hearth everywhere i put a new warehouse?
As soon as you've cleared a dangerous glade that's far enough away from your main hub, you should slap down a hearth. But you'll probably want to put down more warehouses than hearths. If I have the tools, I'll even put them in small glades because they increase production by so very much.
entirely down to how many cogs you have. if you have plenty, consider placing a couple of extras in your main hub even.
and if you don't have any spare, well, what can you do? can't very well skimp on blight posts
I literally never make extra hearths or warehouses and I've almost unlocked every citadel upgrade
in practice i build one early second hearth and a late third one, both generally next to some reclaimed building, with the third one going up at 40 pop or so.
ideally i'd place as many as i have wildfire for, but a hearth that no one uses isn't very urgent. getting hearths to 20 pop for the extra production chance easily takes priority.
Oh shit, will villagers eat a complex food even though its not one of their favorites? What happens if i ban all raw foods but the only things for beavers to eat are pies and jerky?
yes, but only as a last resort. They will eat the pies and jerky in your example.
well thats good
i often cant assume common sense in these things and instead assumed they would starve themselves and get mad
There's nothing wrong with doing that since cooking complex food always creates more food than it consumes
I'm getting filtered on prestiege 9 (reduced trade) now that I can't sell my parts to the trader to rush dangerous glaives early. Will try again, but I'm going to have to rethink my starting items and maybe not just spam small farms,
What the frick just going from settler to pioneer is kicking my teeth in
this game is legit
how often are you expected to crash out vs finish a town while you learn this
you have to get a bunch of citadel perks to reasonably expect to win even at viceroy. just keep grinding.
you're not actually playing the real game until you get to max citadel perks and level 20 prestige
Git gud. Gonna try Viceroy next.
On pioneer you don't even need to bother with getting high resolve.
>choose the easiest orders to be able to finish them ASAP (but don't finish them ASAP)
>finish your oders only when you stand to gain something from them, either blueprint or victory
>avoid small glades, they're useless
>most dangerous glade events let you get away with planks, coal or resin (which you always have in forest biome)
>always choose reputation+amber when doing glade events (unless it gives you simple tools)
>use amber to buy simple tools, use those to clear caches/more forbidden glade events
>use queen's impatience and extra hearths to keep hostility down
>limit your wood production in storm season to keep your hostility below the bad things happening threshold
>most dangerous glade events let you get away with planks, coal or resin (which you always have in forest biome)
and those that don't generally aren't any worse than +1 impatience and losing a good you didn't have any of anyway
there is one that just fricks you if you open it year 1 though. can't remember exactly what it was.
You've been playing babymode biomes. Some glades will MURDER you (pic related). Then there's Living Matter which turns from a joke on Viceroy into
>gg no re
on Presitge
i outright mentioned the one exception, jfc. and a single lm is not a big deal, it's the events that spawn 3+ that hurt - and even then an early warbeast isn't that bad. let them go hungry.
i play p20 so don't try that talking down shit, very obnoxious
>he played on settler
Top kek I started the game on pioneer right after tutorial
>forest gives +3 mushroom
>keep rolling cornerstones that give +mushroom
>no mushrooms
i dont know how you people have the willpower to not alt-f4
Meta unlocks give you choices. And rerolls.
I guess this is a weird way to frame it bc its a citybuilder... but if you wanted to slowroll things and go citybuilder mode then all your victories should be resolve focused?
The obvious thing would be to eschew tools early bc you dont care about caches nearly as much?
caches are still good for the goods and especially cornerstones. But yeah if you want to play for as long as possible keep a human firekeeper and only get reputation from resolve. The first couple points can be hard to do though, need to get lucky with your initial blueprints andor ruins.
Having complex food in your caravan and rationing it to lizards or harpies can do it, if you have some other resolve source. Lizards are pretty easy since you can just build blight posts for them to chill out in.
you can mitigate living matter a tiny bit by having your harvesterscook make food until their building's internal storage is full, then take them off. Only food in your main storage gets eaten. Doesn't help while you're still working on it, but can maybe save you a villager or two leaving once it's over.
>internal storage
Brilliant!
Especially with the perks that increase it!
Is the Smoldering Queen a giant turtle? Is that why the humans wear something that looks like a turtleback?
>Is that why the humans wear something that looks like a turtleback?
traditional japanese mino
is that why i sometimes here "nan de?" when i click on them
wombay!
>Rooty ground
>Into sawmill blueprint
>into +2 planks
>into x2 export spec
6 lumber translates to 4 Packs...
and i have beavers and humans
neat
Some times runs start tense then turn absolutely perfect.
>Forsaken God's Temple
>Shattered Obelisk
Is there a more nightmarish combo?
Did you do it?
I beat it, it was amazingly fun
>Coral Forest so +double production chance per hostility
>beavers, set up tool production with lumbermill and toolshop (3stars each) by year 2 two
>could have blitz opened glades and ended the game before year 5 if I had noticed that I had produced over a HUNDRED tools by then
>no pause button but trader window pauses the game and every time a timed order pops up, which was often due to Forsaken God's temple so I could abuse it a bit.
First time I ever had a shortage of caches to open.
I strongly recommend the combo to everyone.
I nearly missed out on 1st spot but, damn, these are some mighty fine rewards!
nice
Are the influence rewards and competing factions from a city unlock? I completed my first cycle and didn't get this screen.
Yes, it's a meta upgrade that you need to unlock. Seems more of a hindrance than help honestly.
Timing is super important
>clear it so the food loss doesn't happen during the storm, on top of all the other resolve bullshit
>food stored in buildings (for the production of complex food or the gatherers) doesn't get destroyed so stockpile it there till the event is done and then make use of it
>call a trader as soon as the event is done and buyout the food, even if you have to pay impatience for it
Yeah, it's still the single biggest killer event. Well, that and the 600% hostility one with extra duration due to prestige...
Whatever you do, do NOT try to bruteforce gather food while you're clearing 2 or more living matters at a time, it's mathematically impossible so just tank the resolve by sacrificing at the hearth if necessary as that may be enough to prevent a doom-spiral.
>Each tree in coral forest has decent chances to cough up cloth mats, meat, stone, incense, or fricking dew bars
the frick is the catch of this place?
the general resource distribution is kinda ass, trappers hit 3/3 but foragers and herbalists are both 1/3 and largely wasted.
the broadleafs also suck ass unless you've got a ranch, and they're the by far most common tree.
or press, i suppose.
is a glorious cloth textile mill empire not attractive enough
who are you, richard roberts? building materials are pretty much worthless outside of the amount you need for construction
Bricks are yeah, but fabric into clothes and planks into tools, training gear and barrels. If you have too many of any given construction material you may as well make construction packs to maximise trade routes.
The catch is since your woodcutters can only cart one kind of good back to storage at a time they spend a lot more time doing logistics than cutting trees. You don't feel it until later prestige difficulties. Having guaranteed dew bars without a production chain is incredible tho yeah
>clothes
sells for jack shit, only need to cover consumption
>planks into tools, training gear, barrels
planks are never the limiting factor
>construction packs
now this is peak wasting labor time, the absolute pinnacle
>sells for jack shit
spotted the commie that can't into capitalism
2 fabric turns into 10 cloth even before perks. It's easy to get 1 fabric into 16 clothes as the perks are common which would be a license to print amber if it wasn't for the long production time. Your profit is in selling large volumes of clothes.
>oh yeah it's very profitable except for the labor cost
>calls other stupid commies
if i get to pick two perks to sell shit for amber, let me tell you, i'm not getting extra clothing production. only an utter idiot would.
>if i get to pick two perks
Money earns you money to buy out the merchants every time they come out. Have fun staying poor.
Beavers = Dorfs
Birbs = Elves
Lizards = Orcs (muh honor version)
Next race should be some sort of gobbie or gnome analog. maybe a squirrel?
a cat
Spotted the incel weeb that can't but help self-insert his toxoplasmosis into every single facet of his life
Fish are next
I see people suggesting fish on the steam forums and i got confused, because i got the impression its the fish people that either cause the rain or actively worship it coming
>t. salty dog fricking canadian
>Fish are next
Mermaids, to balance out the fishmen.
It already leaked out that it's a platypus or whatever that thing on the right is.
The one on the right is the crow from tutorial and the platypus on the left is in the immigrant screen. Going by this logic, might as well be frog people like one of the traders.
harpy a cute
HARPY AND HUMAN CUTE!
>4 manlet races out of 6
Giraffes confirmed! The Queen demands it!
someone in the last thread said it would be a race that would have the traits luxury, trade, carnivore, cleanliness
does sound like cats to me
>carnivore
they can't eat jerky though. 3 races already eat jerky. but maybe it's beneath their taste
ive got 2 cats, they dont eat jerky
When was the last time any of you even bothered making pickled food?
I pickled carrots and daikon a few months ago for making banh mi, shit was cash
Bahn Mi sandwiches??
aye
any time i have a source of waterskins or pottery, shit's fricking great
Whenever I have both beavers and lizards. Containers are very easy to come by even without producing them normally.
Is this game fun? I'm not great at city builders.
It's more of a colony builder, if you get the difference
It's a survival rogue-like.
You play as a viceroy and try to not get executed for failure.
Had fun with it for a few games, but got bored with perk grind. Best pirate and try it out yourself.
Why does this soiboi-furry garbage keeps getting shilled here?
I swear the OP pics are always the same and the OP text always some LE QUIRKY ad text written in the same style
Meds
any game with b**v*rs gets threads like this
go back to jacking off to dammed rivers you sick frick
I will b***h
Cry me a river
...why do birds like working with clothes if they cant even wear them?
They like threading the needle, if you know what I mean...
They like making nests in them.
16 eurodollaridoos is a bit steep for what it seems to be, especially for an early access title
Is this really worth the price of half a factorio while on discount? Twice a discounted rain world? 3 times more than a discounted hollow knight? All of those not suffering from the disease of early access
Shill your game to me anons, I did try the demo a few months ago but it seemed really shallow
It's one of those rare """Early Access""" games that already has enough features to be considered a full game. If development were to stop literally right as I type this sentence it would still be more than worth the price, assuming this type of game is up your alley. Though I did not play the demo, so I can't tell you what the difference between it and the full game is.
As always, pirate it if you're unsure.
>especially for an early access title
It's been out on EGS for over a year.
It's got a ton of content.
It's getting updates like clockwork every 2 weeks.
It's polished, without gamebreaking bugs and a ton of features, including quality of life.
The only legit complaint is if you just want to play it when it's absolutely finished but then you miss out on influencing development. Latest update was over 80% of features requested by the community.
This game is early access done right. Also, why compare against Factorio and not Rimworld? For 50% of the price of baseline Rimworld, you're getting more content than Rimworld + 2 expansions. Unlike Rimworld, all the content is actually stuff people wanted, not some brainfart by the dev.
>why compare against Factorio and not Rimworld?
Because the rimworld dev is a lazy c**t who charges way too much for his lazy work, he's not a good example of an indie game done right and certainly not an example of good value since his game costs like 70 euros nowadays (even 30 was already pushing it)
Thanks for your opinions, I guess I'll buy it with such glowing reviews
Another complaint is the game balance.
Small glades are worthless, forbidden glades can just end your run no matter how well prepared you are, and barely have any more rewards than dangerous glades.
Trading is also broken as frick. You can buy out whole caravans without too much effort in the mid to late game.
Then there's the cornerstones. While I understand that there should be situational ones, good ones, and not as good ones, right now there's nigh useless ones and a few that trivialize the game like mist piercers or woodcutter's blessing - or, combined with the trader frickery, the one that gives you rep based on value of goods sold.
Prestige means those op items are barely enough.
Agreed with small glades being worthless, they add too much hostility for frickall resources.
None, both platforms get the same content the same day.
>You can buy out whole caravans without too much effort in the mid to late game.
prestigelets...
I got 84 hours out of it. I'll play it again when they add some more content, which they are doing. There's a diminishing return on the difficulty cap in my opinion, but reaching the upper prestige levels was fun. If you like games like 'the settlers' or the difficulty increase like 'say the spire' you'll probably like it. I think it's good value for money and they seem like affable indie devs.
Its a full game, really.
Its a full game in early access like Satisfactory is in early access still
any reason to buy on steam over gog version?
Just got the game yesterday, really enjoying it. A few questions:
-How do I get the other upgrade resources for the citadel? (besides the foodstuffs)
-Villagers will eat both of their preferred food if available to them. If you aren't at their resolve threshold for rep, and you can stay above 0 resolve, is it a good idea to limit their food to only 1?
-Do the trees in coral forest have less wood? I was hurting for wood the entire game I played on that biome.
-There are monuments in the maps that give modifiers to your settlements when you deploy there. Some will give Food stuff or Machinery or Artifacts as a reward for beating the settlement. Sometimes said resources can be found inside caches or events/orders in higher difficulties.
-If they eat multiple types of food, they get a resolve bonus out of each of them and will keep having that bonus up as much as they can. The higher their resolve, the faster your reputation bar will go up.
-Coral trees have less lumber but have different resources in exchange according to their different tree types. Some can give crystalized dew or incense for example, which you can use really early on to tackle Forbidden glades.
I've been playing this game for a little while and probably some other anon can shed more light into the 2nd answer, but I'm happy to hear that you enjoy the game.
>Sometimes said resources can be found inside caches or events/orders in higher difficulties.
you can safely sell these btw, they're worth a lot of amber and you'll have plenty once you start climbing in difficulty
>The higher their resolve, the faster your reputation bar will go up.
as long as they're over the threshold you'll get reputation, but the rate depends (entirely? mostly?) on how large the population is - ten happy harpies at 15/15 resolve will give reputation much faster than one harpy at 25/15
and every time you get a full point of rep from a race their resolve requirements go up. harpies have the lowest both base requirement and increase size, while lizards have by far the largest, getting more than a few rep out of them is hard. humans and beavers are inbetween but have a much higher initial threshold so you're not really getting anything out of them without setting up a luxury chain
tl;dr harpies give a lot of resolve, lizards get spoiled and decadent, and humans and beavers are for lategame gains
if you've ended up getting spread out some copper roads can be a worthwhile investment. especially if you've got excess labor during the storm
though lizards do have the advantage that if they're a minority population it's not unreasonable to have all of them working somewhere warm for +5 resolve
Does the game average that? If I have 3 lizards in warm and 2 in not warm I get ~3 resolve? Or is it an all or none deal.
each pop has his own individual resolve, which then gets averaged
Forbidding a complex food you have in your storages gives the races who want to eat it a -1 resolve penalty. If that's not a problem, then yes, you can do it and instead save up for a sudden burst of resolve later.
What's the exact formula for getting rep from high resolve? Why is favoring one faction which should be net negative overall seems to boost or barely affect rep gained?
3 star production material buildings are overkill. 2* bricks/planks/fabrics fine. Simple tools is the most common road block to progression early on. Like why the frick do they give you a mine and tons of copper on maps when hardly any recipes use the raw ore and you havent unlocked the smelter yet?
Why is this thread still alive? This game, is it such a good game?
Better.
>tl;dr harpies give a lot of resolve, lizards get spoiled and decadent, and humans and beavers are for lategame gains
Damn, I never noticed that! Only that harpies and lizardmen are easy to please.
I am praying the 5th race is something interesting, not elves or even notelves.
>Better
Wdym? What it's like? I am starving for good strategy games.
Elaborate on that matter please.
there's not any more strategy to it han any other city builder, like Anno, Settlers, Ceasar etc.
It feels fresh because it's not trying to copy any of those and still plays well - good UX design and not having to agonize over changing your layout with each new unlocked building makes it so much more pleasant to play than a lot of similar games.
Its pretty good
at the same time comfy and can be qute challenging if you want as you choose your own difficulty
Also how the FRICK are you supposed to deal with living matter? Wiping out my food supply and starving my pops every year seems ridiculous. Also FRICK the broken cage of the warbeast event.
cheese it
click the glade event over and over until you spam enough living matter to have room to force every single villager except the hearthkeeper onto it
you cant go below 0 food so a few or a lot of living matter doesnt matter
but while everyone is working on an event no one actually loses resolve from hunger except for one guy which you can tank the resolve hit from
you can reboot right away from zero food by removing raw food from your food production buildings in
and also prioritizing transporting any food rewards in the glade event
>but while everyone is working on an event no one actually loses resolve from hunger except for one guy which you can tank the resolve hit from
Amazing!
>but while everyone is working on an event no one actually loses resolve from hunger
They also do not consume any other goods or services. I'm not certain they can even be killed by the events themselves triggering.
Arbeit macht frei...
the threat that kills 5 people at random reminded me of this
imagine that they can't find anyone to kill because they're all busy cleaning up some goo.
kino
Warehouses are really important and roads. I've really stopped popping dangerous glades until I have enough for a warehouse and a small hearth there. Warehouses + paved roads drastically cut down on the time to delivery.
if you've got a nice +yield cornerstone just feeding the damn thing works pretty well
I am currently playing on veteran but I rarely feel like corruption/blight play a nig role in my decision making. It seems the more important choices are figuring out a basic supply chain and producing simple tools to pop caches and to win before I run out of something (food usually) and the whole system breaks.
Blight is more of a buff than a hindrance till you start hitting prestige. Even on Viceroy it is super easy to manage.
You will regret skipping the tutorial.
Viceroy is giving me more of a challenge. Was too easy to rush orders. But now I just want to grind city levels so I can unlock more buildings.
>You will regret skipping the tutorial.
NTA but real strategists dive right into the deep end blindfolded! jus sayin'
its a damn shame that VHard is locked until the low-tier difficulty is completed!
Just beat my first map on viceroy after restarting once when I figured out there was some resources I simply didn't have access to at all (copper, those blue bricks, tools being the biggest offenders) which means I was on my way to losing due to picking shit I couldn't use
I got level 2, discovered there's a billion upgrades in the citadel, discovered deeds, and unlocked prestige 1
I am now hesitating to bump up the difficulty to prestige for my second game, prolly will now that I have access to sparkdew and therefore blue bricks and therefore tools, wish me luck nerds
I don't regret skipping the tutorial, I bet it is supremely boring and teaches only obvious things
Prestige 1 was easier than I thought, granted it seems royal woodlands is an easy biome, especially since I have to use the kiln for coal
Having access to tools through sparkdew made reputation gain near the end much easier so the +4 reputation needed from prestige didn't matter much, it was a b***h with no tools in my first game it felt like it took forever
Got like 10 deeds at once which is funny
Also unlocked religion and education I believe, the mine and the first trader too apparently, now surely I have access to all the mechanics/resources?
I just burn blightrot cysts every single storm because I'm not sure how much corruption is too much and I'm scared to find out
Onwards to prestige 2 I guess, game's pretty fun thanks for shilling it to me and thanks for reading my blog post whoever actually did
>consumption control
Holy shit why is this not default, finally those dumbasses will stop eating raw ingredients when I'm trying to make pie and skewers
>it seems royal woodlands is an easy biome
We've been over this, it's the noob trap because there are no crazy combos you can do with its mechanics.
Well at least it made my only option for coal easier, my first game was on marshlands and I kept running out of wood (lizards were happy with all that meat tho) because my kiln kept gobbling it all
Now that I have the mine coal shouldn't be an issue, next up is something called coral forest iirc because that's the biome near that levitation modifier that gives amulets I need for upgrades
But first, gotta do this week's elite deep dive
I find generally two woodcutters to do well enough with planks + coal need. However, have been times even then I struggled keeping up with demand.
other way around, poser, extra wood is invaluable when times are tough
Nice, doing viceroy/P1 for your first two games is impressive. I'm haven't tried prestige yet and I'm like level 8.
Alright just bought the game and obviously skipped the tutorial, what's a good difficulty to start playing on? Pioneer? Veteran?
always play on the highest difficulty
Yeah I just picked viceroy when I saw the highest is locked since I'm assuming it's locked behind it
Beat Viceroy once to unlock prestige difficulties.
If i can't rely on RNG to give me the three-building production chain for a certain complex food then how do i properly strategize around it? Like, clothes or service building chains you can survive without ever establishing it but complex food is foundational imo bc you *need* food and also is resource efficient anyway
I saw discussion saying that the Plantation was actually the best farming building bc you can eat berries right away so you dont get assfricked by bad rng by picking Small Farm and then waiting for a flour building *and* a bakery that never come
is it standard to select like two or three different Large Camp blueprints to make damn sure you have food?
yes. i try to bring a camp and a soil building every run.
at least until you start to need early amber...
>i can't rely on RNG
You are supposed to brute-force it
>buy blueprints from traders
>unlock rerolls through meta unlocks
>find ruins in glades
>settle for inefficient buildings and compensate with +production perks
>timed order rewards
>cornerstone that lets you handpick your blueprint
There are so many ways to break the game.Also, game is easy mode after the small camps update made them essential buildings. The Field Kitchen is also a lifesaver essential building you need to meta unlock.
Sure, you can get a lot of buildings through traders eventually, but being one of the most obtuse chains still makes it one of the worst/last to go for.
And I don't know what level of city is field kitchen on, but why is it so far up if after 2 full cycles on viceroy I don't see it anywhere close to what I can get.
FK is invaluable for prestige runs. you don't need it every game, but when you need it you REALLY need it
Level 13, devs have a sense of humour.
Now, I'm not denying that flour is a nightmarish chain. Even brute-forcing it, you aren't guaranteed a working chain, much less an efficient one. But it's not that impossible. Although, even when you get it working it has no special bonuses to make it worth it. Other than humans are the most numerous race so if you ever get it working, you'd be drowning in resolve between the complex food and the tavern.
My personal pet peeve is anything that requires pots/barrels/waterskins. If there weren't perks to gift you these intermediaries, I would NEVER touch them as the production buildings for them are mostly inefficient AND do not have any racial bonuses. Flour chains at least have racial bonuses at every stage.
Frick flour in general. Have to rng grain nodes or fertile soil near start, need to rng farm, have to have additional resources for cooking.
While jerky only needs meat/insects, wood and 1 cooking building. Even starting supply of meat can last you for a while if you save it for cooking.
Basic flour production and grain farm should really be basic buildings or embark bonuses in the first levels of unlock tree, otherwise the more shit you unlock just makes it harder and harder to employ it.
flour rocks, pielets seething & malding
a 0-star flour recipie would just be a noob trap, not worth the labor
>in the swamp
>trees produce mushrooms
>get a +2 mushroom production perk very early
>find fertile soil in 1st glade opened
>get small farm
>get the mushrooms for grain produced perk soon after
Dude, shrooms, lmao.
They can be used as ingredients for surprisingly many things.
>'shroom flour
>in the swamp
>get +wheat production per 25 harvests
>find a protowheat
i ended the game with 3000 wheat stored
>-4 resolve dangerous glade, -8 for forbidden
didn't think I was going to survive that one bros. Didn't see a living matter behind a building and it replicated which ruined my food supply and about was game ogre for me
>Didn't see a living matter behind a building and it replicated
I have a new paranoia. Neat.
I have beaten a viceroy map with a single forbidden glade opened. Nothing else.
For some reason i can't remember the last time i didn't roll humans as one of the three species
Is that actually impossible?
no, you can get a beaver/harp/lizard town
which is a fricking b***h if you have something driving up impatience, i'll add. that human firekeeper bonus is important.
Maybe it is at higher prestige. At viceroy, the must have keeper is a harpy for the carry bonus.
I remember playing a month ago and during the storm seasons the danger gauge would increase, but now it doesn't. It this a recent change or not always happens?
It's a factor of hostility. If you have no lumberjacks working, it's normal to be low.
summon a trader, unload your trash for tools
>impatience bar almost filled
>can't seem to fulfill tasks or get tools to open caches for like 10 minutes
>out of food
this is the most I've been stressed out in a long time
I hate harpies so fricking much
Why? They have by far the best firekepeer bonus and give you boatloads of rep if you please them a little bit. They're not hard to please either.
Pleasing them is the problem
I run into situations where everything falls apart early on if I have harpies in abundance. Second storm even I am micromanaging fuel to keep them from leaving.
just make some jerky
Been trying to learn maps now and take in account resource availability but still struggling to get complex food going early enough.
Yeah I dont have their house automatically. That would be very effecient if starting with resources to make cloth and you get a fabric building.
>Yeah I dont have their house automatically.
It's a meta unlock, go and get it.
Working on it but these crazy b***hes keep crashing my settlements with no survivors
They're the pickiest and definitely need housing and +resolve workplace even the first year. If you're unlucky with the first dangerous glade, even the first storm can wreck you.
I guess that's the drawback of having low reputation threshold.
NTA but I never really had that problem that some favoring can't fix, since beavers and humans have 30 threshold, I always end up prioritizing on bringing up resolve of harpies or lizards first, but if you had 3 of such races that would certainly be a problem.
>Second storm even I am micromanaging fuel to keep them from leaving
are you cutting wood during the storm? if so, don't
Yeah the games got quite a lot of complexity in micromanagement. Love it. Based poorchads shilling it during steamsale.
About that exploding machine thing, I really thought "everything" meant only the buildings in radius. Well, it does what it says, blew up a passage to next glade through the trees too. Somehow 2 people working on it didn't seem to die.
Did the new glades opened with the explosion count as opened by you, meaning extra hostility? Or are they "free"?
Villagers working on events are for all intents and purposes outside the game.
Glade triggered as usual. I guess those working on event were teleported to hearth, I just wasn't sure if they could disappear without any notification.
Anyone made BIG cities after beating the initial settlement?
When should you build additional hearths? Is one storage in each dangerous glade overkill?
Depends I think how quickly you get a servive building Youll actually build. If you are on 22+ population with no service building planned soon yet start a second hearth.
What do service buildings have to do with that?
>When should you build additional hearths?
When you need to lower forest hostility and have a worker to spare. Theoretically you could juggle firekeepers but I find that way too tedious.
>Is one storage in each dangerous glade overkill?
As long as you can afford it, go for it.
As soon as you find a good place near resources you are going to use, usually it requires a bit of space clearing first. Warehouses per glade seems the way to go, you can always salvage them if they are not needed or you need extra part
i like to build a storage facility in a glade if its got good space and has items I will need to pick. Dramatically reduces travel time if the storage is right outside the glade event.
The t3 hearth requires 20 people and a service building. If I have 22 people I could have a t2 hearth and a tier 1 proxy hearth instead of just a crowded t2
just build as many as you have stones to afford and space to fit.
make sure to bring them to t3 asap for that double yield bonus, it increases net productivity a lot more than 10%.
Which race in against the storm are you?
>beaver chads ww@?
>get the Safe Haven cornerstone
>THREE TIMES
>get the cornerstone for -10 hostility for every 3 burned cysts or however many it is
>enjoy a game of no hostility
Comfy.
RNG is so mean. I had a game where I was getting copper ore in like every glade but I couldn't roll a bar blueprint to save my life
i make sure to separate the races, build a harpy community around one hearth, a lizardtown around another, and a be*ver ghetto by the third, with production buildings to match
Beavers do love them some hennesy. Harpy brothel in the humietown
>Woodcutter: DO NOT OPEN G:LADE
>harpy new hire
>opens glade in middle of summer
>its fishmen
>totems keep popping up
>Storm hits
>Storm murders 7 villagers because its mad
i hate women
>moron fricks up
>blames women
i'm from kazakhstan and i still think this is your fault
>Warbeast moved to Forbidden Glades
Thank you Jesus
As it should be. Also they are going to be revamping blightrot, I have a feeling it's going to become 10x more cancer. Better get your prestige ranks while you can.
After a bunch of cycles I just now realized you can move your warehouse at the start when game gave me this moronic spawn.
Oh it's because of the levitating stone. I'm so going to teleport warehouses to newly discovered glades
>. Also they are going to be revamping blightrot, I have a feeling it's going to become 10x more cancer. Better get your prestige ranks while you can.
Blight is more of a buff right now. Max it out on your key production buildings (toolmaker/complex food/services consumable) and enjoy the stacking production bonus.
on Prestige 2 one full corrupted lumber mill, rain collector and 1st step blight on crude workstation has put me over 100% before 2nd storm. I didn't even have pop for next level hearth. Wildly different from most viceroy games where I didn't bother building blight post until I'm about to win if at all. It's still easy to manage in current form.
Even with that burning cysts perk for -10 hostility still ramps up pretty slow, protected trade is a lot better. It's really hard to manage hostility on prestige games without it, you get so much just from population and time.
One of the prestiges drastically increases corruption rate so you can't really have more than one building fully corrupted or people die every storm.
at full prestige if you get the -200 heart resistance mod you die to two cysts. prestige blightrot does not frick around.
The modifer to cause living matter to spawn on fields during storm season is cancer
NTA but fricking hell I know, I swear I've gotten it every run since that last patch. RIP food every storm.
It wouldn't be as bad if they had the common decency to repair the field after finishing out the slime.
Now not only I lose food to that frick, but also because i lost muh one vegetable tile because I forgot to fix it.
just delete the fields and rebuild them in spring. works great.
Is there are will there be a function to show idle/low productivity workers inside buildings? I had it so many times that production completely dried up because the smokehouse workers can't get any damn meat
You get an exclamation point if workers cannot produce anything in their building because of whatever reason.
or drizzle. whatever
>first glade opened
>fallen harpy scientist
>-12 HARPY resolve
>2 living matter spawn
do I just restart? I feel like in eight minutes the living matter will pop during the next storm and cause a hunger chain. If I try and pop it now I lose 3 of my starting harpies.
Rush shelters. Harpy base resolve (5) + shelters (3) + species favor (5) = 15 resolve which is enough to tank the hit from the event, then try to compete it before the living matter spawns. You will need to keep hostility at 0 or less for this to work (though you can also build decorations for the first hub upgrade, which will give you 2 more points to work with and can let you push hostility to 1).
>15 resolve
Frick me I meant 13 resolve. It's still enough to tank the hit. It's midnight and I need to go to bed.
thank you game dev-san
Does the direction/placement of homes matter outside as long as they are in range of a hearth? I find myself just clustering homes together on the outskirts of hearths since it doesn't seem like people actually go to them at all so road access doesn't seem to matter. Similar with the trader minus the hearth requirement.
They do not path to homes, so technically home placement does not matter. I have defaulted to making fences around the hedge of the hearth
Is attacking the trader ever worth?
How much annoyance does it give the queen? I could see attacking them if you needed tools to pop open caches to finish maybe?
if you;re close to finishing you tend to be able to go the rest of the way by yourself fine, it's more right at the start when you're struggling to get enough rep for you first few blueprints where it's worthwhile.
Basically hailmary to save your run instead of abandoning?
>living matter
like a slime girl? can i frick it?
Next race would be difficult to balance
in against the storm living matter fricks you
I remembered wrong, it was scarlet orchard not coral forest, the modifier near coral forest looks a bit too much for me yet (forbidden glades only)
Prestige 2 was a success, thought I'd lose at first but hunger turned out not to be too much of an issue like it usually is in most colony type games so I eventually managed to stabilize by making everyone eat biscuits with a combination of all 3 of the secondary ingredients juggled desperately to keep the biscuits going
Losing 3 buildings to lightning every storm was annoying but other than that pretty smooth sailing to the end after the hunger issues
I apparently unlocked harpies, neat, and a smelter to actually use the copper (still had to set up sparkdew tools in endgame to get the last rep, that archeologist skeleton thing helped a lot giving 3 whole rep points), also a ton of deeds again and a bunch more shit thanks to their exp
I'm feeling the diluted blueprint pool, it was hard to get ANY food going (cont.)
(cont.) because the game refused to offer me any flour producing building, farm or the building to harvest berries
First thing I picked up in the citadel afterwards is the blueprint reroll, trading seems extremely strong so I guess I'll start caring about amber now and use it to reroll blueprints
The game actually tells you when you have too many blightrot cysts, as prestige 2 kindly showed me by making blightrot worse, so I'm no longer worried about leaving it on a building or two, I shall use this newfound power next game
Prestige 3 tomorrow, I'm having fun, can't wait to see which difficulty setting will humble me
First game on viceroy was a pain because of all the limitations I had but prestige is fun so far, try it out anon
I just cut a ton of wood with 2 woodcutter huts, even during storms if I can afford it, I don't know how to get to the next glade in time for the next year and how to have enough wood/coal to sacrifice during storms otherwise
Prestige 3 worried me at the start because I got a negative modifier that straight up kills people, thankfully I got the cornerstone that gives -10 hostility per 3 cysts burned and all the other modifiers buffed blightrot so I farmed cysts to keep it low (ended with 6, rushing glades open for the last order, 7 would have killed people)
I fricked up hard by taking 3 cornerstones that buff cosmetics and multiple recipes to make pigments, only to realize I needed an oil recipe and a bathhouse I never got but trading saved my ass by allowing me to make enough complex foods to buff human and harpy resolve just enough for the victory combined with religion and education (I made packs and sold my billion pigments)
Coral forest is nice, I was able to make a lot of tools just by cutting trees for blue bricks
I like harpies, they frick blightrot cysts extra hard and don't seem as annoying to please as lizards though their resolve seems to go down faster
Prestige 4 here I come
The fact there are backup strategies you can try even when you invest way too much into a production chain RNG does not complete is what makes the game a favourite of mine.
Play differently. Plenty of tips get posted in these threads, some are borderline exploits.
>prestige 6 villagers have 50% chance to eat double food
>first glade opened is living matter, all food gone
>only one food node that I can gather from
>cannibalism perk comes up
>have harpies who have really low base resolve
Looks like the bird brains are on the menu today.
It was quite fun for a time but once I hit something like Prestige 7 I quickly lost interest. And it feels like I've seen everything the game has to offer. It's just going to get more annoying from here on out. But I got a good deal of fun out of this game. Definite recommend.
I feel much the same and I only reached prestige 4 before dropping it. Now I just play a comfy game every now and then, usually on P2 or just Viceroy.
There's enough thrill of discovery to keep going, slowly.
Games too hard, I kept getting filtered at vice roy and stopped playing a while ago.
Do the devs browse this thread? Please optimize your crap, even Half Life 2 runs much better while looking more beautiful.
Yes we do, there's a FPS limiter in game for people playing on toasters, it works like a charm.
inb4
>I NEED 240fps for a city-builder with pause
t. dev
not really but the FPS limiter is real and works
My computer is a real toaster, the game runs sub 30 FPS and only with zoom at max, otherwise it goes to 7fps.
consider getting something built the last decade, decade-and-a-half
I really underestimated how OP trading is. Getting 4 perks/buildings every time one comes is insane for how cheap in amber they are. I was just drowning in 13 wheat per harvest and multiple stacks of planting/harvesting speed up
Higher Prestige nerfs it to a must-have crutch.
>hazlets
wait wrong game
>prestigelets
p20 trade isn't a crutch but a nasty expense to get neccessities
Where did this thread and these shills come from all of a sudden? More glowies working hard for that 0.025 USD, eh lads?
I got shilled the game on Ganker and I've already put 35 hours into it in a couple weeks. I will probably burn out on it in another 30 hours or so but that's not bad for a $20 game tbdesu
it's a fun game but i put in 60 hours in like a week and a half and burned out but i got my money's worth. maybe i'll play more later cause they keep updating
I am starting to expect every nearby forbidden glade to have a dark portal and I am very upset
Just beat Prestige 2. Blightrot finally felt like it was doing something which was nice. Although I am not sure how much positioning might matter with it. The workers go from the post to the buildings to burn them right? But if I build hydrants nearby they don't need to go back to the post after every building then so the posts location doesn't matter as much as and I can try and locate it between hearths?
Yes, that is why you build hydrants, same with warehouses: reduce the travel time..
What gave the devs the idea to use
>hydro = water
for the flamethrower ammunition, the world will never know.
>Although I am not sure how much positioning might matter with it
quite a bit, finishing a night at 90%+ blightrot is common. and hydrants aren't free.
I never feel like the 3* building material buildings are worth it. I guess sawmill is alright if you can harvest a ton of wood with beavers without too many negatives from storm. Still means you need a flourmill or tinkerer to process them. I rather just get a carpenter to get planks and simple tools early on
Planks is a must-have, too many recipes use them.
Yeah -- on higher prestige I am experiencing that. Perhaps getting +plank bonus you can search for longer. Guess it also depends on what fuel you are going for. Mines if you have beavers and coal, kiln with lizards, or press with harpies ideally.
Re-roll prestige didnt hurt as bad as I was expecting. The build material one is rough though. Wildfire essences & parts especially. With orders have a good chance getting them though easier ones.
>I guess sawmill is alright if you can harvest a ton of wood with beavers without too many negatives from storm
sawmill is good when you're short on wood, not when you have an excess
Top 3 buildings:
1. Workshop
2. Kiln
3. Ranch
>3. Ranch
Really? Just don't start with lizards on maps without meat or insects.
Thots on new update?
Ranch is incredibly good if you have farms. Leather makes effecient fabric too and you can get stacking meat yield cornerstone
You still need a good supply of fiber or reeds and without lizards or stacking meat bonus I wouldn't bother. Other 2 are always good and I almost always get Butcher.
The new update looks very interesting, but I think I'll let it simmer for 2 weeks so I'll get the whole package in one go.
UH OH STINKY
Well I lost a bunch of villagers but I had a shitload of bone marrow so I was max sacrificing the whole time this would have been extremely bad without sacrificing marrow I think
>""small"" miasma cloud
Good thing the effects while clearing the event are mostly harmless.
This made me wonder if you get an automatic game over if literally everyone is dead/gone or if the settlement just sits there until the next immigration wave
If you have no villagers left it's an immediate game over
Whats everyones favorite map? I haven't ever build the archeologist on scarlet orchard. Is it worth?
I think archeology is always worth if you want to win faster, gives a ton of rep.
>I haven't ever build the archeologist on scarlet orchard. Is it worth?
It's fun-tastic! Crazy, stacking bonuses. Easiest biome for P20.
>first perk is Safe Haven
>first glade has the hostility reducing totem in it
Fastest win I've had for a long time. Despite only rolling a farm of any kind in year 5 when I'd embarked near the +60% fertile soil map item. I ended up chopping trees for plant fiber that I then fed into a ranch for meat.
Also, I think the new water mechanics just aren't worth bothering with. Pipes are way too expensive since you can just use your metal to make tools and win.
Safe haven, the wood prayer, stormwalker tax those make for banger starters.
Oh I had the woodcutter's prayer perk too. And Trade Hub. Then I got a trader who buys wood when I had about 1600 stockpiled from just 2 woodcutter's camps filled with beavers. That game was kinda insane, apart the starvation.
>Pipes are way too expensive since you can just use your metal to make tools and win.
It's a huge problem they are produced from the same buildings with the same resources. It's only worth building enough pipes to boost your tool-production chain. Otherwise, I like the more interacivity of the new system, it just needs balancing. Maybe dropping the pipes as input entirely and leaving the micromanagement to flow and cyst control?
First time playing the cursed biome, it's fun. Made me kill a trader for the first time.
>Pipes are way too expensive since you can just use your metal to make tools and win.
At least you start the game with some free pipes that can at least get you one geyser + engine for one building. Very rarely I sometimes make pipes for a second building if I have a pipe recipe somewhere (usually to make a tool-producing building more efficient since the engine also gives bonus production yield chance) but it's not worth going for more than that and absolutely not worth building pipes in the Crude Workstation under any circumstance.
I generally try to build decorations to make my existing layout prettier but with so much that you have to do in this game it's not something I devote a huge chunk of time for. I do try to avoid the "just plop down 8 barrels in a square somewhere" thing, that's just not right.
>villagers just fricking stand around doing nothing instead of working
This is probably the 3rd time I've failed this Speedy Real Estate order because my villagers just stop working to go stand at the hearth instead of taking the last 5 pieces of wood to the house and building it.
Thankfully I found a living matter immediately in the next glade so their punishment will be no food for several weeks.
It is not fricking worth it to build the race specific housing in this game once you reach the prestige level where all buildings become 50% more expensive. It's not really even worth it before that point either. Who has 180 planks and 40~ bricks and fabric to spare on building special houses for their fricking beavers, humans and lizards? It's not realistic especially when you have so many other more important things to spend those resources on. And all you get for this insane investment is a meagre +3 to resolve, when ANY single complex food gives you +5, and upgrading one hearth to an encampment gives you +2. They even hold one less villager than a shelter does. Why don't they house like 4 or 5 people? This mechanic makes no sense. I have never built these houses except in very rare cases where I have an order to do it.
I've found them situationally useful even with the increased construction cost, I sometimes build one or two early game if I have a small amount of harpies or lizards and want them to survive the first storm, or also late game if I get some obscene combination of perks or cornerstones that allow me to get fat stacks of construction material. Beaver houses in particular can go frick themselves though, I don't know why they made them twice as expensive as the other ones.
like most things at high prestige, they require a cornerstone or two to be a good investment. at 3+ housing, or with some kind of construction discount like +2 brick production they become a much better proposition
there's also the fact that sometimes every single point of resolve really matters, and you have to build those houses and run that field kitchen no matter how inefficient it is
I'm halfway there bros, I just finished the game that I was complaining about in this post I still haven't washed out but there are 10 more ball busting difficulty modifiers ahead of me that I don't even know about yet
Be honest, do you design pretty cities or plop down aesthetics anywhere there's a free pace for the bonus?
Prestige 15 is kicking my ass bros
I dont know yet know what I am doing with pipes so I just ignored them. Conveniently my first two dangerous glades also didnt have any. I will say though Archeology did turn out to be based. Simple tool production line to start popping caches can be blueprint intensive while archeology essentially needed a surplus of stuff I already produce.
Im scared of prestige 6 food consumption increase.
>Im scared of prestige 6 food consumption increase.
you should be
Even with multiple complex foods running I still feel like its always on verge of complex food starvation.
I'm warming up to small glades a bit. They're still not entirely worth it but at least the recent camps update made it so you can at least always harvest what you find in them. I think if they were to bump the hostility penalty down from -15 to -10 then they would be in a good place.
Thank god there's that modifier that eliminates hostility from opening glades. Then I go crazy on opening them.
I just hit Prestige 19 and wish to redact this statement.
If you haven't really used trade routes mechanic before you better get used to it because once you hit the prestige where your goods are worth 50% less to traders it's bye bye easy money
Btw it's not just that your goods are worth less to traders but your money is worth less as well (I guess amber is technically a good) 24 amber after this prestige buys you a lot less than 24 amber before
trade routes are great if you are not in a dire position
I always forget to check the trader enough for new deals.
>Hey instead of more content and unique challenges here's a scaling """difficulty""" system that adds nothing to the game, not even replay value, just makes it more tedious
wow...um, fun?
I quite like how it's done. Prestige debuffs are severe and can prompt you to adjust playstyle quite a bit, but doing them entirely optional. If you want more unique missions - dailies have some stuff I never encountered in game like inability to pause and overall usually have a very unique set of modifiers.
>dailies have some stuff I never encountered in game like inability to pause
That's in the regular game.
>mfw I got both no pause button and more timed orders modifier
Yeah, I quit once I realised this which happened very early on. Instead of crippling the player why not add more content to the game itself? Like variable terrain, more population types, a lot more food types and luxury items as well, more difficult production chains, special orders, special perks etc.
Its the same shit.
thanks for the bump midwit, go play frostpunk if you prefer wrote build orders only.
>Bump
Oh, you poor newbie...
Yeah, its just a very lazy way of doing things.
>get bonus people
>but now my settlement is drowning in people
>cant produce enough though to keep people happy
>people leave during storm
I might get a queen irritation loss.
>he fell for the eternal growth psyop
literally how
as long as you're not using nostar recipes, you can keep going. Unless there's a living matter.
What causes impatience to go down?
Gaining reputation.
Ah that makes sense, thanks!
>I made a trade heavy settlement last time, this time I'll try something different
>blueprints are garbage, trash, and junk
>no food
>in the marshland, trader brings the +1 insect for every 2 mushrooms produced
>insects into jerky
>get offered prosperous settlement (+global resolve per 40 amber's worth sold)
>get offered prosperous settlement again
>well ok then
Happy merchant truly is the greatest ally.
and that is why bandit camp modifier is awful
no trade = death 90% of the time
>no trade and no fertility modifies on the same tiles
>AI piles up on them
Should I stomp them?
good luck if you try
i've beaten high-prestige no-trade runs several times. not a big deal.
>avoid this game because I dislike roguelikes
>see cute harpy girl
>instant buy
I am not disappointed.
AAAAAAAIIIIIIIEEEEEEEEEEEEE
Looks fine to me.
I've lost 6 pop and it's only half way through storm
I am not getting enough water tbh lads. I guess they wanted people opening up more glades rapidly or something. Even after opening 3 dangerous glades, a forbidden, and two small I had one water and it wasn't the type any of my buildings needed.
Yeah I don't know why they have 3 different types of water. Some games I play I never even find one type of water. Haven't really been using the system at all honestly even when I do have the necessary water.
100% a rogue-like diceroll problem. The only solution is to either give freebies guaranteed or to simplify the concept.
I think they need some exploration RNG mitigation. An explorer's building that takes a season or year but will tell you what's in a glade before you pop it. They kind of have it with the archaeology office and a couple of cornerstones already.
The waterpipes system is good in general and I prefer it to how blightrot worked before, the player has more interesting decisions to make. For instance using it to increase resolve is a fun interaction between previously only loosely-related subsystems. I like that you can just cease all the engines if you're getting more corruption than your blight fighters can handle, though I wish they added a new filter view to easily see what buildings are using water.
> I don't know why they have 3 different types of water.
I can sort of see why from a balance perspective, but I think it'd be better if there was one water source and you had to run a distillery to make it into one of the three different types, or something like that.
I think rather than RNG mitigation (which just opens up a Steam Community/Discord rabbit hole of "STOP TRYING TO MAKE THE GAME EASY, IT'S ROGUELIKE"), the water starts out neutral and you get two choices to reroute the flow or whatever. So there is RNG, you may not get the exact one you want, but you won't get totally fricked by a 1/3 bad luck roll.
Distillary might work better. It would make harpies a little better in that regard. Water might need to be maybe 10-15% more common. Or as you said some exploratory building for it.
I did end up needing it on my last run to help boost plank production & coal production but it was really late in that I got the water. Clearance water seems like the WORST to get though since its mostly the trade/trash buildings that get it.
They're just too rare as is. I will say even with just two buildings on max engine and multiple hubs my hearth did get to 70% corruption so maybe working as intended.
Next patch changes rainmakers to produce whatever water you choose. Doesn't seem balanced with natural geysers still needing workers but they'll fix it eventually.
>P1
I'm entering the big leagues!
> Doesn't seem balanced with natural geysers still needing workers but they'll fix it eventually.
the patch is also adding an automaton you can build to work the geyser.
>automaton
We Frostpunk(Rain) now.
Total newbie here. How the frick do I win in Royal Woodlands? I can in in Coral Forest because of all the extra resource drops, but Royal Woodlands may as well be the Royal Desert. Can't get shit for Tools.
Start increasing the difficulty to grind levels to unlock recipes. Theres one that uses farmland and grows resin/crystallized dew. Otherwise most likely need a backyard.
Win through resolve, not tools. Make complex food whenever you can to get resolve. Upgrade your hubs to level 2. Pick the service buildings even if you can't produce the luxury goods - they're not worth producing most of the time anyways, it's best buy them from merchants.
service buildings are worth it just to get your hubs up to T3 for the productivity boost anyway
Absolutely. Many of them are worth having just for the passive buff they give when they're fully crewed.
I dislike the mushroom forest. Just spent an entire game running at around 100 wood or less in my storage for most of the game. I actually ran out of wood near the end and had to start demolishing buildings and turning off all my production that used wood to keep the hearths burning, and then I find some coal deposits inside a glade so I set up a mine but I had basically won by that point anyway. It seems like I just never have any fricking wood in that biome which I guess is a map generation thing, the glades in the mushroom biome seem to be bigger on average so they take up more space on the map which means less space for trees which means no FRICKING WOOD.
The low wood biomes have coal deposits, you want to get those going as soon as you can.
That's still RNG mitigation
I opened 4 (or was it 5?) large glades that game and I only found the coal in the very last glade that I opened. That entire run was fricked up and I only barely got away with it. Now it's prestige 16 time.
Did you have a lot of shrooms?
I'm moronic. How does rainpunk work? Am I too low leveled?
You build an extractor building on one of the geysers (costs pipes), man it with a worker, then go to the new tab on a production building with the same water type and use more pipes to connect the building (just click connect, you don't actually have to build out pipe infrastructure). Then you get a couple sliders to improve production in a few different ways
>just click connect, you don't actually have to build out pipe infrastructure
I have the feeling that will not last. Pipes are already ingame assets anyway.
In unrelated news, walls are my new jam! I will try to build a fully walled city next time.
I really can't see that happening. There isn't a lot of room for buildings as is and the game already abstracts out some things common in the genre (workers never actually rest in their homes for example)
giving the player reason to spread out their workshops more would be a good thing, half the reason it's so crowded is that you don't have any reason not to just cram everything in next to the warehouse
I did that once, it was comfy indeed. This town had 13 stacks of Wealth from the Guild, and reduced 525 points of hostility through Armoured Trade.
The issue with clipping is you need to ensure you keep things blocked off, or they'll walk around the long way. I'm not sure exactly what the criteria for clipping is but it seems the pathfinder disincentives it.
I like the roads for aesthetics anyway, and if you end up with enough stone or copper to make the upgraded roads its well worth it.
I typically do a industrial highway-line from the starting main warehouse along with a connection to the hearth since villages go from work-warehouse-hub. On the warehouse side of the street I typically put the 3/4 size buildings while the two wide buildings I place on the other side with a row of houses butted up against it. So far has worked out really well and keeps the resource cost low for roads. Which typically only leaves farms as potential bottlenecks
High prestige people, do you build cities with reasonable roads or abuse the noclip of workers?
p20, I just use dirt roads. Stone/Copper roads take too damn long to build and I never have the manpower to spare.
p20, i do the opposite, only build dirt roads if there's some particular reason (idle labor, some penalty mod, extremely high traffic area) but make sure to build advanced roads whenever i have some spare resources
>just found out you can favor pops to increase their rep and win that way
AND I STILL CAN'T FIGURE OUT HOW TO PUT RAINPUNK TECH ON PRODUCTION BUILDINGS
Open building.
Look at top tabs, it's the rightmost.
I see nothing. Like the bakery. It claims it uses drizzle water, but it has three tabs: the production tab, ingredients tab, and what seems to be an upgrade tab with no options.
Did you install pipes into the building? It's a button that then opens the tab. By default, you start with enough pipes for 1 geyser and 1 building.
I don't get pipes. I think I'm too low leveled.
This is a bit of a problem with the game. Yeah, it's fair that it's a rogue-like and you get new shit as you go, but as a new player I am utterly confused by mechanics I only partially have access to.
I think you need to play on at least veteran because it's tied to blight rot mechanics
Nope. Just found out. It's a Scorched City upgrade.
Why the frick give you rainpunk collectors if you can't use them?
Probably just an early access oversight. They split the full feature into 2 patches so it's going to change again on Thursday
What do the stars signify?
How fast a building produces/gathers something?
Or is there more to it?
general quality of the recipie. x -> 1* is usually a very large jump, while the others are more incremental.
Thanks, I just finished my first settlement and I just realized another moronic thing was that I was destroying and rebuilding my buildings like woodcutters instead of using the relocate function like a moron lmao.
More stars just use fewer inputs. Like the other guy said 1 star is a big boost but each extra one is usually just one less of an input each upgrade
>see an acidic soil map tile and decide to settle next to it to get the deed and achievement finished
>there's a single tile of Coral Forest so embark on that
>Beavers, lizards, and harpies
>get +1 meat production from an order
>get +2 crystallized dew production from a trader
>got fricking +4 packed goods production in total from various orders and cornerstones
>all the money I could ever want from trade routes
>unlimited production of training gear and tools thanks to getting 3 crystal dew from mussel trees
>unlimited production of jerky (got a +5 bonus to jerky from a timed order that was literally just "chop down 60 trees")
>since I had unlimited free meat all bugs could go into making pigment for scrolls
>got Zhorg's secret ingredient cornerstone which gives you 10 free skewers for each 10 pickles, start producing barrels and pickles
Literally a free win. My only troubles were not producing enough planks fast enough, which was rectified once I got the Workshop blueprint lmao. Prestige 17 completed, almost made it to 20...
Getting good orders is so damn important to get bps rolling from early resolve.
Wish there was a way to make the trader's arrival more noticeable.
I often miss them quite a lot.
check the options, you can autopause when they arrive. Would also recommend autopausing at the start of storm so you can pull woodcutters and sacrifice if needed to dodge nasty effects.
>using ezmodo options
YOU DID NOT BEAT THE GAME
i started on viceroy
took me 2 games to figure out how the wincon works and win
gonna move on to prestige asap
Prestige gives a ton of experience to level faster and get more options.
If you keep playing after the win, can you still get shit like artifacts for meta progression?
No.
>Marshland
>Get great food modifers/production buildings
>just lacking Bricks, whatever
>EXCEPT NO ADVANCE FUEL BUILDING
>3 hostility burns 200% more fuel on top
>Spend all game perpetually out of wood
>Pop a forbidden glade in desperation
>fishermen lightnouse
>ends my run with +600 hostility and a stacking debuff that makes it impossible to delay
Coal mines, anon. Coal mines.
I was going slow popping glades because my fuel crisis haplened suddenly. I was going for a bunch of blueprints because I had good resolve. I built a third woodcutter in a rush before getting back to back kiln-grill. In that time though my third woodcutter popped the forbidden and set off a lose condition danger
I voted for bats
You did good. It's not as good as sphinx but at least the devs didn't give an elf option. Although, foxes are such coomerbait, I fear for the future...
The batgirl had way more sex appeal imo
Bats have human features and they are also steampunk inspired
I haven't been able to beat a game past couple days. Getting stuck on prestige 8.
I did it! I lost half my settlement first before I could bounce back. I think in the future no matter what the other choices are I am getting an effecient fuel building immediately even if its not even that good or I lack the race bonus. Twice had my flame almost go out.
>rotten rain
I didn't wanna win anyway
I've made a new thread if any of you guys are still interested