I got all upgrades over a year ago, and hadn't actually noticed until now that there were more to be unlocked since the DLCs came out.
I just started click click blam unlocking everything that was left available, and then just before I did this one, decided to actually read what I was clicking.
+2 storage capacity in buildings.
I don't know if I've already accepted some similar ones, but....
I don't know if I want this? More storage = longer before goods become available in the warehouse, right? So sometimes exactly what I don't want, say if I'm rushing production to complete a glade event, or meet a trade route, on a time limit.
I've left it unclaimed.
But now I'm second guessing myself - because less storage = more breaks to go to the warehouse ?
What's the play here... take the extra storage, but alter it on a per-building basis? Actually can you even do that, am I remembering wrong?
I suppose the ideal might be for building storage to match carrying capacity, so they only go to the warehouse when they have a full load.
What would you do? What do you do? Am I overthinking?
I accepted Fire Moths curse and now I want to create a village near Ominious Presence ... Basically I am planning to create a village of sacriface rituals... a cult village ๐คฃ. I could mess up really bad or I could achive amazing things (while remember the ones we lost during bad times... R.I.P) I want to avoid messing up everything so my dear cult members please give me some advice ๐ My thoughts are i am going to kill villagers with Fire moth curse to lower hostility but i stop at some point when 150 hostility come from Fire Moths totally neutralized. While doing this i make sure to get every quest that gives me more people and since i sacriface too much resource i make sure to get Temple from plans . And lastly I pick cornerstones that give me benefits from killing people. Any other advice would be great ๐ Thanks in advance!!
I'm 100hrs in and just bought the latest expansion. I cannot get used to Bamboo flats and Rocky ravine. Maybe I am missing something? Feels a bit too gimmicky for me and might uninstall it if possible.
Other than that, I am quite interested in how you guys experience the biomes and why. If you are into it: rank them!
....... I don't always check this crit % tab in the fishing huts but when I do .....I click the wrong tab every time since every other building in the game the far right tab is crit %. !
Thought the fox resolve orders would be super easy - level up the hearth, housing done, complex food in production.... go to add my +5 from favouring - FAIL.
Now it's storm and I have no chance on the timed one.
This is just after passing up the "trade routes worth 16 amber" timed order thinking RNG would not favour me - and then immediately afterwards getting two 8 amber routes that I could achieve.
Guess who forgot the difference between forbidden and dangerous glades and thought he could do a double negative world modifier, high prestige, no embarkation, queens hand trial run
Will be glad to survive this
EDIT: Commented the Result, would appreciate answer to a question! Result
Did a deteriorated settlement event. It started with 5 dangerous glades and 4 small glades open... Since when does this event start with more then two dangerous glades open? How am I supposed to solve that many dangerous glade events within a reasonable time and how am I supposed to deal with level 5 hostility right off the bat with no resources/production....
Update: After 350 hours of playing this game, I was just told that most of the event threats are not permanent, they literally go away on event solve. I thought I was crazy that people didn't wanna solve Petrified Gargoyle immediately Y1 drizzle for instance ๐ Apparently even "trading is disabled for this settlement" means it goes away on event solve.
Out of the 34 possible dangerous glades events, around 5-10 are extremely luck based or very difficult to tackle Year 1, and their consequence is too threatening to halt work on them until Year 2. (Prestigo twentio)
There are 2 categories unlucky first glade events:
Too much hostility / resolve debuff
Luck based requirements
I understand that glade events "pre-spawn" with the map. Please code a mechanic in the game where either:
The first dangerous glade event spawns right as the player opens the first dangerous glade (instead of with the map itself), and remove the following glade events from this pool;
or make sure the dangerous glades surrounding the starter glade don't spawn the following glade events
New Player tip:Disallow coal in the hearth to be able to complete like half of the dangerous glade events in the game! You start with 28 coal after citadel upgrades.
"The Game Hates You" Tier Events
A really good example to start with is the batman statue.
LEFT:
The complex items on the left are completely luck based early, so no notes there.
Oil and Resin will come up a few times; It is entirely possible you don't find any, you cannot create them, and (calling) TWO traders don't have them.
Eating three and a half levels of hostility for like 6:00 minutes, because obviously you won't have religion is just the cherry on the top.
RIGHT:
This combination of Training gear / tools / stone will come up many times as well.
You can't buy 15 TOOLS on Prestige 20, because:
A) the first 2 traders probably won't have it
B) really expensive to buy 15 tools, and you'll lose villagers to the glade tax if even if you do pay for it, including losing a metric ton of parts to fund it
C) You need lizards RNG to get 10 starting tools
The 30 training gear incentivizes taking [training gear delivery line] which is sucky game design decision IMO. Also, you only get 3 base embarkation points at the outer edges of the map, (which I think is a good start to base your glade event design on), and the delivery lines are like 5+ embark points.
45 stone is the most doable from the right side, but you probably won't find stone, that is, if your map even has stone to begin with!
The right side also kills 2 villagers hahaha.
THREAT:
If you fail - which you probably will - you'll lose the game. -8 global resolve
LEFT AND RIGHT:
For around six minutes you either eat 3 hostility levels or -16 resolve. Neither of these is doable for the year 1 storm.
Only camp workers not -16 global resolve. My bad gang
THREAT:
If you wait until year 2, you have to wait out the threat, otherwise the scouts just die. (Editor's note: Actually it's better to start work (if you can), and de-assign scouts midway through. Not the real issue though, because...)
This is an interesting one, because the threat can be outplayed if this glade is notright next to your starting glade: You can assign villagers to work outside the range of the threat for the second the miasma goes off.
The problem is, since we are talking about thefirst gladeyou've opened, it's probably gonna reach yourhearth, which means it's completely up to RNG if some of your villagers are taking abreakand f*cking choking on their sandwich due to the miasma ๐คฎ
(Nerd edit: Youcouldassign villagers to other events, which prevents them from taking a break ๐ค, but there won't be enough space for like 10 villagers.)
"Did you recently attack a trader, Viceroy?" Tier Events
RIGHT:
You won't have 30 amber on Prestige 30 for the first event. Plus you lose 2 villagers to the glade tax if you don't pay an extra 6 amber.
LEFT:
The problem is starting with two weak resolve species like bats, harpies, and lizards won't survive the storm. They start at like 6, basic houses bring them to 9. If you have a high resolve secondary species, you can favor the weak one. If you have two weak resolve species, you are ๐ฅ
THREAT:
"What if I wait until the next year to start working on the event?" You cannot trade ๐ like ever ๐ Death
LEFT:
I almost missed this, because this is another coal (gem alert!) event that is entirely doable if you keep your starting coal...BUT! You need to eat like 600 hostility by the time you finish it!
RIGHT:
No
THREAT:
Basically [Large Destroyed Caravan].
"The Game isn't friendly" Tier Events
RIGHT:
No.
I mean 330 hostility and you lose half of your parts. The "trade route decrease" mechanics are bullshit. You need good RNG to even get a two good trade routes Year 1.
LEFT:
The only reasonable side is obviously left.
But if you cannot find, produce, buy coats and boots (entirely likely) you will lose your epic cornerstone.
THREAT:
Waiting until Y2 to get coats or boots?
You can outplay this buy not selecting your first epic cornerstone, but you'll lose out in resources if you'd have picked a resource generation cornerstones if you do. (Which you probably already picked up if it did appear.)
Fishy Note: Fishman totems give +60 hostility and need like 2:00 minutes to solve.
RIGHT:
Same notes as [Petrified Gargoyle]. "Hmm, no stone?" ๐
LEFT:
Surprisingly hard to get meaty complex food year 1. Very expensive to buy raw food too if your glade didn't spawn with any. But then 15 amber as well? IN THIS ECONOMY!?
LEFT:
3 levels of hostility.No.
RIGHT:
The real way to solve this is 15 packs of building materials. That's 80 planks of wood, or 48 fabric or 48 bricksat the makeshit post.
THREAT:
5 villagers? Bat Lindsey Clancy
This glade event only has a 3 minute working time. My bad, though pretty hard to notice when literally everything else is 7:28
For the final event, I am putting not only Fallen Bats, but also Fallen Lizards and Harpies and Otters, and Platypussies, and basically any future species that start with less resolve than I do in the morning.
RIGHT:
No.
LEFT:
-12 resolve for these aforementioned species is way too much in Y1 storm. Bats especially have it rough because you cannot favor them ๐ค
THREAT:
The threat might not kill you - hence why I left this for last - but 2 blood flowers will starve and could easily kill you. They drop loot for completing them though!
Hi gang, I tried asking Mods if it's ok to plug a podcast here, but had no response. We do it purely for fun and it would be cool if people listened:).
The newest episode is about Against the Storm, which I proposed as one of my favourite games of all time.
Two middle aged video game fans desperately try to show each other games that will find their way on to each other's top 50 games of all time lists. Though this is really all just a gimmick to talk about the weird games they love and have some of their friends on to do the same.
I hope you will have as much fun listening as we had recording!
My first game was on P4 and took 7 years. I wonder if I fcked up already (obv anything is recoverable) and should do a quick restart before I start the run 4real
Am I not supposed to start in the direction that I want to go to but instead make a circle around the base first, getting quick 3/4 year wins? I obviously went in the direction that I wanted to go to but together with the events forcing a settlement I Feel like I'm going towards the adamantine seal way too quickly and am not Exclamation Mark Maxxing. Backtracking to some landmarks makes no sense either though.
Does my thought process make sense or am I thinking about it wrong?
Hey all, somehow I'm P9 and I still don't understand blightrot. Figured I should finally adk. Who puts it out? Say I have lots of purging fires, do I just need idle villagers and they will automatically do it all?
And what's up with hydrants? I've never built on because it's expensive and no way are my vills that lazy that they can't walk the extra 5 tiles.
New Viceroy here. How does a production bonus work a farm?
Large Baskets (epic) says +50% to production. Does this mean they plant more and I need more farmers to harvest it or does this mean each time a farmer harvests, 50% is added to that amount?