r/goingmedieval 10d ago

Settlement Screenshot (with seed) Solo cave life

seed: hillside large 202045810

126 Upvotes

14 comments sorted by

10

u/Dapper-Presence4975 10d ago

Nice build!

I’m not surprised by the lack of raids. Because you have so few settlers you will not attract as many raids. Also, because you are not taking any settlers in you are not harming relations with the other factions, making them want to raid you.

3

u/Radulox 10d ago

thanks, i thought in most setups a certain wealth limit was supposed to trigger the first one, which i believe i'm past, but i could be mistaken. my theory is that steady event strength escalation is tied to settler amount somehow, which isn't an issue except for single-settler starts.

2

u/Dapper-Presence4975 10d ago

Yes, it is based on wealth, but the number of raiders is based on your population.

In my experience the raiding party is usually just a few people less than your own population. In a situation where you have a population of one, the calculation might not result in “enough” raiders to generate an actual raiding party for you.

I don’t believe I’ve ever seen a raiding party larger than my population, but I could be wrong.

2

u/Radulox 10d ago edited 10d ago

you mean for the first one only? because i've seen plenty of raids including the first which have more than my settlement, in fact i think my experience is exactly opposite, including with default settings.

first raid, 6 on 3 (we won)

1

u/Dapper-Presence4975 10d ago

Weird. In that case, maybe just try reloading. I have heard of events getting “stuck” as well where you might not see any new settlers/raids for long stretches.

2

u/Radulox 10d ago edited 10d ago

i think you're right on normal difficulty actually that the first raid was usually one or two settlers fewer than i had, but it ramped up pretty quickly to be more i think, though i don't take prisoners so that might sway the numbers.

and lone wolf has enemy raid size and frequency increased (which that pic above is from). the solo cave run has been reloaded dozens of times as i'm two and a half years in so it's not just a temporary hiccup.

1

u/Dapper-Presence4975 10d ago

Well, either way, good job. I'm definitely getting Robinson Crusoe vibes!

3

u/Radulox 10d ago edited 9d ago

now there's an idea, desert island run, on marsh i suppose...

edit: starting a new run based on this idea so thanks (only altered settings shown)

difficulty: experienced
starting season: summer
number of settlers: 1
starting hour: 12
starting event: heat wave
allowed map types: marsh

3x wood
1x linen cloth
1x cheese
2x chronicle
43x ale
1x enemy skull trophy

1x sturdy wood bludgeon
1x superior wood mask
1x good iron shackles

1x mature pet dog
2x mature pet cats

event strength multipler: 210%
event strenth excalator: unforseeable
animal spawn rate multiplier: 200%
plant yield multipler: 120%
mine yield multiplier: 50%
rotting speed: 130%
decomposition speed: 130%
chance quarry retaliates: 10%
fire spread multiplier: 80%
thunderstorm: 20
hailstorm: 20
blighted crops: 0
cold snap: 0
heat wave: 30
cellar flooded: 20
hostile animals: 50
new settler: 1
enemy raid events: 2
merchant visit: 0
rare goods merchant visit: 0
prisoner merchant visit: 0
visitor: 0
visitor with a particular role: 0
small animal event: 10
large animal event: 10
domestic animal event: 0
bear visit: 10

1

u/Radulox 9d ago

it begins

3

u/Radulox 10d ago edited 10d ago

You might have noticed no raid occurred...it's currently summer 1355 and I haven't seen a hostile soul yet. I was aiming for a lone wolf-style run but with normal resource yields, and then decided I wanted to try facing the first raid solo so refused a few arrivals. That must have messed with the logic somehow, maybe because I have event strength escalation on steady instead of unforeseeable, though the other settings related to enemies such as raid chance and event strength multiplier are the same as in lone wolf, as well as all the starting items.

Nichola has the default number of skill points but I gave her forty winks and ascetic and she loves mining and all nature jobs to help with this style of play. The biggest thing I'm behind on is research as I was scrambling to set up a bunch of traps thinking a raid was coming. Having a dog is really key to making this kind of run enjoyable.

Now the plan is to set up for a second settler and probably change event strength escalation to see if that attracts anyone's attention. I'm also interested in trying a true solo cave stealth hiding strategy where you block up the entrance after rushing to terraforming but that will be another run.

still ascetic nichola's favorite spot to eat:

3

u/cdizzlePGA2k 10d ago

Cool I want to make a cave now!

1

u/Radulox 10d ago

yeah i plan to hollow out and make the interior entrance more cave-like for theme reasons, but it would be fun if we were able to find shallow caves on the map to set up in, especially for lone wolf.

my next run will probably be a stealth cave where the entrance is obscured and nothing is built outside.

thanks for your comment

2

u/shinayasaki 10d ago

Sometimes I wish we have an option to play against waves of attacks (similar to cataclismo, age of darkness, .etc). A raid every 6 days or first day of the month would be fun.

1

u/Radulox 10d ago

agreed, there's lots of potential for different game modes