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Come embark on a new settlement. Blightrot rework part 2 just dropped featuring all new water mechanics, more events, and balance changes.
>not rolling a blueprint for a building that makes planks
>harpies leaving your settlement in the first fucking year
>living matter
>running out of wood
>running out of food
>taking the +2 to reed production cornerstone and then never finding a reed field for the entire rest of the game
>can't afford to buy that thing you really need from the trader
>where the fuck is the fertile soil I've opened two glades already
>Fungal Guide cornerstone in the mushroom biome
>lazy workers immediately take a break instead of working on the glade event that will kill your entire settlement
>double food consumption
>goods worth 50% less
>double luxuries consumption
FUN
>>
How does corruption work if you're not using rainpunk? I got blightniggered.
>>
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If you've unlocked Harpies then you also now have the option to vote for the next species to be added to the game. Your options are
>frogs, must be Zhorg's species, "resilient and strong"
>bats, love brawling and luxury
>furbait
What will you choose anon?
>>
>>1325931
I picked bats, but furbait is going to win. I don't even know why they bothered.
>>
>>1325932
Tbh blightrot symbiosis sounds way cooler than "they love luxury and brawling"
>>
>>1325945
Sounds like they'll like blightrot while everyone else dies from curses.
>>
>>1325949
No probably they get bonuses from blightrot

Wonder what them living in the wilderness means. No shelter needed?
>>
>>1325931
Hope they add frogs.
>>
Really what I wanted was a race that likes stoneworking.
>>
I like to bring the 42 oil as one of my embark bonuses. Sometimes you can get fucked when the first glade you open is something that requires resources that you don't have and can't get early, but oil is always one of the options to deal with the event. Just abandoned a prestige 20 run because of a fishman cave in the first glade that I had no way of dealing with because I decided not to embark with oil this time. Force called traders twice but by the time I was able to buy the oil to deal with the cave its negative event had already gone off twice and there were so many fishman totems and my impatience was so high that it was pretty much game over.
>>
>>1325931
I'm torn between bats and frogs. Bats got the funky body augmentation going on (and are top cute) while the frog dudes just look cool. Foxes look like generic furbait which makes me fear that the rest of the community are going to latch onto them despite being objectively inferior to the other two choices.
>>
>>1325927
>new events can give you blight
>prestige 2+ gives you blight every 3 drizzle seasons
and i think thats it
>>
Need cute drawings of each species, especially human girl, harpy girl and batgirl.
>>
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>>1325931
THE BLIGHT IS TURNING THE FROGS GAY
>>
>>1325931
frogs = dwarves
bats = dark elves
fox = elves

bats
>>
>>1325931
Anon, those are all furbait.
>>
>>1325931
aren't the bats just harpies
>>
>>1325867
I actually thought that one was aids.. until I realized it didn't matter how many fields you had seemingly. When I had one field it sucked because fields meant I would get one every 70 seconds. But if I had 3 farms? Still only one per 70 seconds.
>>
>>1325867
>>1326467
just tear up the fields and rebuild them after.
>>
>>1326427
really, even the frogs?
>>
>>1326470
Too slow
>>
>>1326482
no, you can build a ridiculous amount of fields for the labor that goes into cleaning up a living matter
>>
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>>1326477
Probably.
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>>1326477
ESPECIALLY the frogs
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>>1326483
One living matter per storm isnt bad if you have multiple farms running. Trying to build them after the storm with a single builder? Not time time effecient and just becomes annoying to delete.
>>
>>1325962
Embark bonuses are incredibly important yeah. If I go to the marshlands (with harpies) I pick up the herbalist shack.
>>
>>1326429
Harpies are alchemists and weavers. Bats seem to be WHEN I FIRST LEARNED THE WEAKNESS OF MY FLESH.
>>
>>1326635
>a single builder
ah, a retard. carry on.
>>
>>1326698
Not him, but sometimes you don't have a choice.
>>
>>1326699
you allocate workers according to your current needs. need to rebuild some farms? have the lumberjacks help out. they're not on station after storm anyway. maybe draft a miner or carpenter. etc.

less efficient? of course. you're trying to deal with a penalty here. the question is, is it less painful than clearing up living matter, or not farming at all? and the answer is yes, it is less painful.
>>
and obviously on any plot that's small enough to get fully planted by clearance the farmers can just do it themselves
>>
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>have lots of flower, herbs, and shrooms
>bakers won't bake shit
>have tavern with lots of beer
>nobody goes there
>>
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I did it bros, I failed like 4 runs in a row before this but now I did it
>>
>>1326699
You always have a choice.
>delete farmfields
>wait for storm time to tick down to 69 seconds
>start rebuilding them with all the lumberjacks you had already put on pause because it IS THE STORM season
>>
>>1326696
>Bats seem to be WHEN I FIRST LEARNED THE WEAKNESS OF MY FLESH.
*bat-cipation intensifies*
>>
>>1326782
Congratulations! I too am on the road to 02 prestige.

>>1326745
Did you mess up the recipe and/or creation quota for the Bakery?
By the way, nobody goes to any building other than
>workplace
>storage
>hearth
Service need is satisfied at the Hearth. Of course that requires you to build a service building ENTIRELY within the influence radius of a Hearth. Surely you did that?
>>
>>1326884
No, people do visit taverns and temples briefly to receive their whatevers. It's a quick trip, but it happens.
>>
>>1326885
nope, that's the service workers restocking the inventory
>>
The higher in prestige I climb, the less I find myself enjoying the game. Probably because increased difficulty adds nothing while removing viable options.
>>
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>>1326927
For me the higher difficulty made me appreciate the game design more, up to a certain point. Like for instance having less choices of building blueprints sounds terrible, but once you play with it a while you start to appreciate how almost every building has 3 recipes and the odds of you not getting something you need are kinda low. However when traders start paying you 50% less and charging you 50% more is one of the first moments where I thought "ok this is getting less fun now". And then at even higher prestige levels, Impatience starts decreasing by half, you get charged money (or lives) to open glades, and losing villagers for any reason has double the impatience effect. That's when I really started to get pissed off, I lost like 4 games in a row because all the prestige modifiers started forcing me to play very optimally and carefully. When I play this game in the future I can definitely see myself lowering the prestige level down a bunch now that I got my P20 win.
>>
>>1326927
i only enjoy the higher prestiges because that's the only point where my choices actually matter

i usually play on p15 though, the last five have a bad challenge:annoyance ratio
>>
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>>1325931
Yeah, it looks rigged, as in it's like choosing between the childhood friend, the tomboy and the ugly bastard. Bats got an upgrade since the last time, huh. Captcha: YXTH0T
>>
>>1327041
I take it back, bring in the foxes!
>>
Is this game just base building and economy managing?
>>
>>1327422
clearcutting and birdkeeping simulator
>>
>>1327422
Yes. Glade events are kinda like quests.
No combat.
>>
>Need a market or a tavern
>need a market or a tavern
>need a market or a tavern
the powers that be decided to fuck my settlement.
>>
>>1327422
Someone compared it to Warcraft, and I think that's right on.
>>
Okay, I officially hate harpies. Bratty little shits.
>>
>>1327682
They actually arent so bad the more I play but their buildings usually are kind of mediocre until you get the planks/flour/waterskin one. That one is a banger if you dont have beavers. Their low resolve threshhold for rep and new engine system makes it possible to gigapump their resolve too.
>>
>>1327689
On my last run they were chimping out for no reason despite having all needs met. I eventually just let them all leave and built a nice lizard human town. Fuck em.
>>
>>1327693
Lizard/harpies in same town is a pretty bad combo. Both can be hard to please. Along with humans means youll need a good complex food chain asap with ranch to secure long term.
>>
I'm still on the fence for this game. Shill me on it and convince me to buy it. Is it worth doing multiple playthroughs and runs? Anything to be excited for in future updates? I have a huge mental block for early access games.
>>
>>1327697
just keep the lizards warm and feed them some jerky and they're no trouble
>>
>>1327719
Yes. I personally HATE rogue-likes because you often feel like nothing you do matters because everything is reset, but in this the plot justifies the whole concept. You're building outposts for a main city that can survive a giant superstorm, and you get better shit for your colonies as you upgrade the main settlement.
>>
>>1327719
i really don't give a shit if you play this or not
>>
>>1327682
Harpies are superb just for their firekeeper bonus. Double carrying capacity is just broken.
>>
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>struggling along in the marsh, starved for parts and good cornerstones but making progress
>Forget my high hostility forest masteries
>Get to hostility 5 and check
>5% chance to have villagers die every 15 seconds
>Dead villagers spawn living matter
>Sac fucking everything to keep hostility low
>Run out of coal and wood on last 20 seconds
>Surely it won't be that bad
>Lose 25 percent of settlement in one tick
>6 living matter at once
>They reward parts
And then the queen was impatient and we all died
>>
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>>1327636
The True Powers can help... for a price.
>>
>>1327697
>Lizard/harpies in same town is a pretty bad combo.
Almost the same food and fighting, what more do you need?

Beavers are the odd ones out, sharing almost nothing with anyone.
>>
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>>1327719
>I have a huge mental block for early access games.
Game's full of content and extremely polished. There's no EA jank or a feeling of
>something's obviously missing/just a placeholder
Devs just keep improving the game mostly based on player requests and they do it on clockwork two week schedule. Also, if you get the game now you have the opportunity to vote for best race, pic related.
>>
>>1327808
Did you turn off lumberjacks?
>>
>>1327894
Beavers dont chimp out hard in the storm like lizards and have higher resolve initially than harpies which allows you to use more *lighter treatment to keep people happy. If you get both harpies and you dont get a good skewer/jerky building in your first three its a downhill journey.
>>
>>1327682
Early to mid game Harpies can be a very unpleasant experience because of how low their base resolve is, literally year 1 storm and they already want to leave. However, their resolve thresholds are comparatively lower than all other species so once you provide them with a service and some complex food they can sit there pumping out reputation for a long time. I hated them at first but I really appreciate their lower thresholds now.
>>
>>1327893
i always feel like i'm cheating when i use these
>>
>>1327955
The real difficulty is unlocking all the bonuses in the smoldering city. Once that happens and you dont need those resources... Things can become smoother. Too many people right now? BLOOD FOR THE BLOOD GOD
>>
I have terrible luck. No Drizzle water geyser yet.
>>
>>1327955
They're practically required to beat the final prestige levels.
>>
>>1329072
i didn't need them
>>
I actually had a painless prestige 11. Firekeepers armor seems almost nessecary if you are going to blight up. The one that reduces hostility per couple blight burned is also based since you get 10 every three years on top of what your industry produces.
>>
>>1329816
I got fucked over by the (new?) mystery that caused cysts burning duration to last 5s longer. I underestimated how big of a difference it would make on prestige 10+ and then ran into a glade mystery spawning additional cysts every 45 seconds. So many deaths that storm.
>>
https://steamcommunity.com/games/1336490/announcements/detail/3659773057738486669 hm, they really want you to lose villagers during storms eh. For some reason it feels that the game slowly becoming less fun with little steps. I mean juggling with species favor is not exactly fun but I'm became too reliant on it. Now I can't juggle them and now I'm gonna lose villages. That's great ?
>>
>>1330373
Hilarious. it used to be
>after small camps update
>you didn't beat the game
now it's going in the opposite direction. All P20 wins should be revoked.

Favour-juggling was annoying enough on its own, I see no reason for this punishment.
>>
>>1330373
I wonder if it'll even be possible to not lose anyone on storms 1 and 2 if you have both lizzers and harpies.
You sure won't be cutting any wood during a storm ever, that's for sure.
>>
>>1330373
They tend to change the experimental branch quite a lot based on feedback. I don't think the favouring cooldown is meant as a difficulty increase (though it is), they just don't want people to have to micromanage it because it wasn't fun.
The logistics change is nice, I've wanted that for ages.
>>1330415
Sacrificing is going to be more important, so if one or two woodcutters don't actually push you over to a higher hostility level you'll probably want to keep them on during storm to keep fuel supplies up.
>>
>>1330429
Yeah I guess we're going from favor juggling into sacrifice juggling. Sac just long enough to get hostility down and resolve up, then stop and wait for resolve to hit 0, repeat until storm's done. And also to 3 or even 4 cutter camps to have enough wood to burn.
>>
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>>1330415
>>1330429
>>1330431
It doesn't really solves anything, besides you having harpies. They should rebalance or overhaul the whole system. I believe that people's whining about CD will put this change to a shelf, but how can you make a punishing mechanic that makes villages leave, that is also is not fucking obnoxious to deal with
>>
>>1330429
>they just don't want people to have to micromanage it because it wasn't fun.
Then they should make resolve easier, not cripple you.
>>
I've only completed the first two 'quests/missions' and hit level 2, and like this a lot. I'm a townbuilding babby so I like how it gives me general guidelines of what to do and doesn't feel too difficult (yet). When does it all go astray? And what are some obvious things I should know?
>>
>>1331335
Learn to trade if you haven't already.
>>
>>1331368
Sure.
Can you tell me where my fabric/planks/x material is going if I'm not actively building/creating anything, etc.? Where does it disappear to?
>>
>>1331401
Are you making packs of building materials out of them? You should disable everything if you build a makeshift post unless you specifically need it.
>>
>>1331420
Its a good practice to do this with everything as well
>>
>>1331335
>And what are some obvious things I should know?
Unlock the trade meta upgrade.
Almost everything has multiple different recipes to produce it.
***= most efficient
no star = least efficient
>>
When is a good time to hit my first dangerous glade?
>>
I am starting to think forbidden glades are retarded unless you are down bad and gambling to try and get something. I got the storm bird. -4 per hostility level on top of what you get normally from the storm. Literally impossible to not get a queens agitation loss unless you have a kiln/ton of coal. I was even running 3 sacs of bones to speed it up and within 30 seconds of storm I had gotten 40% of my agitation bar.
>>
>>1331580
I usually pop my first dangerous glade in the drizzle after the first year but I also bring coal/oil with me which is an extremely common dangerous glade input.
>>
Im having way more trouble than I was expecting recently. Guess I am supposed to really slam down the makeshift kitchen near the start. By the time I stabilised and was self sustaining on prestige 15 I was slammed by the yearly hostility without a source of coal to reduce it and lost to cloudburst (which triggers on too low hostility, 3, should be like 4-5 at least). Even with two people working fulltime with a 2* I wasn't able to sustain enough clothes to even have a surplus.
>>
>>1331688
>Guess I am supposed to really slam down the makeshift kitchen near the start.
you need some kind of advanced food. ideally this isn't 0* jerkey, but needs must
>>
>>1331582
To be honest forbidden glades should offer hints as to what they contain, given the danger. Because unless you know what you are getting into, there is ZERO reason to pop them.
>>
>>1331705
The cornerstones that allow you to spy in glades if you get it early is ungodly good. Sacrifice a half an agitation bar to see if dangerous/forbidden even worth popping. Marshes atleast incentivize you to pop forbiddens with essentially limitless gathernodes.
>>
>>1331688
were you forbidding consumption of the clothes? I do agree cloudburst is a bit too punishing, mostly as you don't get any clothes production at all most runs.
Ditto the early timed order you get for clothing people. The timed orders really ought to be based on what is actually achievable. Orders in general, in fact. One game I got the "accept lost villagers into your town" order and later got Mist Piercers, there were no lost villagers on the map.
>>1331714
Yeah they're game changing, though it's annoying that you either need to memorise what glade events require what resources or look it up. Any sort of mechanic that begs for metagaming is bad, in my opinon.
I don't pop forbidden glades unless it's marshes or I have a glade vision cornerstone anymore.
The giant mole and stormbird having training gear as a resource option makes me laugh, I imagine the vils bobbing the creature on the head until it leaves\is tamed.
>>
>poking through https://steamcommunity.com/sharedfiles/filedetails/?id=2910831094
holy crackers that's a lot of stuff to remember
>>
>>1331958
just play the game, zoomzoom
>>
>>1331582
There's glade events and then there's the storm bird that's way worse than anything else in the game.
But you're right, forbidden glades aren't worth opening. That's because they barely have any more rewards than dangerous glades while being a good deal more hazardous with a chance to end your run (stormbird).
>>
>>1331580
First drizzle of first year.
It's either something that only costs labour or you've come prepared with embarked goods.
>>
>Only forbidden glades found in this region
do you even dare?
>>
>>1332630
hell yes, guaranteed good time
>>
Didn't see a single plank, brick, or fabric building until cycle 10. I pulled through, but what a shitfest that was
>>
>>1332632
Welp. I got fucked. First glade destroyed my coal. Decided to take queen rep to get more BP's fromt he wildfire. Fucked up picking Deserted Caverns as cornerstore right after not realizing the implications of not having many ways currently to solve forbidden glades. Next glades?
>tools
>incense
>oil
>scrolls
this all could have been avoided. Dammit.
>>
>>1331714
I'm not talking about seeing into forbidden glades, I'm talking about forbidden glades in general giving some organic hint as to what they contain; so with experience you learn how to prepare for them and make them worth it.
>>
>>1332703
>Fucked up picking Deserted Caverns
i wouldn't go so far as to call it a trap option, but it's certainly a dangerous early pick. rewarding, but dangerous.
>>
>>1332713
It was a trap option for me because it meant that I had no traders and since wildfire event burned through all my coal (of course it would choose to burn coal first instead of wood), I was left with zero ways to complete forbidden glade events. I probably could have survived though like I said if I had taken the oil instead of the amber + rep.
>>
When should my dumb ass pop into lolPioneer difficulty? I've played maybe 5 games past the tutorial in Settler.
>>
>>1333384
Unless you're a certified retard you shouldn't be picking anything below veteran. Getting unlock that lets you upgrade hearth to level 3 is good enough entry for viceroy. Even without any upgrades it's really hard to lose on anything below viceroy.
>>
>>1332630
Done it on Viceroy. Was okay.
>>
>>1333384
Veteran = start immediately after unlocking trade. It's the first real difficulty because it has all ingame mechanics enabled.
Viceroy = start when you stop dying in Veteran.
Prestige = start when you unlock kitchen.
>>
>>1333408
Sure. I was just curious since I'm still a low level. I haven't even dealt with blight yet.
Also is the entirety of every game trying to constantly expand into new glades and discover new resources/constantly clearing out wooded areas? Because I feel like it's a thing I'm constantly having to monitor 24/7.
>>
>>1333568
>Also is the entirety of every game trying to constantly expand into new glades and discover new resources/constantly clearing out wooded areas? Because I feel like it's a thing I'm constantly having to monitor 24/7.
Yes, chopping and opening glades is core of the game. Highly recommended to set woodcutters to only open marked glades by default in options, so you just place woodcutters near trees and only need to mark a few trees to open glades when you are ready.
>>
I almost have 100 hours already since buying this during the holiday sale.
>>
>three hunger mysteries
>with rotten rain
I think the game was trying to save me by giving an early bp for a greenhouse. Though not sure if that avoids rotten rain. If it does, that would have been a 10/10. I will have to check next time I play. I had gotten greedy and took the BP for small farm and got an early fertile field.. but didn't check mysteries to see how doomed I was.
>>
>>1333789
>If it does
it does
>>
>>1333798
I was probably still screwed regardless by hunger. Could barely keep everyone fed with three upgraded forages camps, two small farms, an upgraded trapper camp, and a small herbalist camp due to all the hunger mysteries. Also didn't get a drizzle geyser. But not sure how much it would have used either.
>>
>>1333568
>Also is the entirety of every game trying to constantly expand into new glades and discover new resources/constantly clearing out wooded areas? Because I feel like it's a thing I'm constantly having to monitor 24/7.
I've done a prestige game where I only opened one Forbidden Glade. Sometimes the RNG blesses you just right.
>>
I've been getting stuck on Prestige 16 with double duration storm. Even had a blessed Greenhouse + fungal guide +granary and was mass producing hundreds of bags of crops between traders. Guess I went on too long as it approached year ten and hostility got so high that I couldn't burn enough coal to keep hostility from causing a cascade of perishes. I don't even see the point of luxurys once they consume twice as many. You will never be able to keep up with providing them unless you bank them and then use them during the storm.
>>
>>1334785
Forbid the luxuries until they push you above the rep gain threshold. You should be winning around year 7 or 8 at the latest if you don't get royally fucked by RNG. Producing luxuries is usually a waste of time and the effort would be better spent on something that helps you win, like tools. I almost always buy my luxuries, unless I happen to make the ingredients for some other reason and happen to have a building to make some in.
>>
i make luxuries and win from reputation just fine. more important is deciding HOW you want to win and committing to it - what cornerstones do you see that function as a wincon? pick them early, and pick others that synergise with them

by default every option sucks, tools included.
>>
>>1334829
You can forbid luxuries? Interesting.
>>1334854
I had gotten firekeepers armor (Which seems nessecary if you're going to blight up -- otherwise every third year you need to stop all blight production) since even 4 blightroots can kill you. If you product 10-12 and then have the ten spawn on top of that every third year? Instant death. But I really needed either the cornerstone for protected trade or the one for popping the roots to reduce my hostility. The hostility just kept ramping and I couldn't keep it together by the end.
>>
>>1334865
FKA is great, but it's for making you lose slower - you need to win faster, too.
>>
>>1334874
How much hostility do you get per year (aside from villagers)? I wonder if baptism by fire or the protected trade could manage self sustaining.
>>
Also I am not sure the rain engine woodcutting speed is working. Usually when you get +40% woodcutting you see forests evaporate. I got rain engines early on and was running lots of stuff. Enough that four automatons and a rain collector could barely keep up. I was still always low on wood. Didnt see a stacking buff present either.
>>
>>1334893
>Usually when you get +40% woodcutting you see forests evaporate
that's not my experience - most of a woodcutter's time is spent hauling, not chopping
>>
>>1334895
Either way I should have been looking at +100% or something speed. It still felt normal speed. The cornerstone for cooking but not using drizzle water also seems bad.
>>
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I really like the game but I feel like it's been declining in quality for the last few patches. Since the camps update to be precise.
Every new feature is horrendously balanced, which I suppose is fine if it gets fixed. but it's really been piling up. I think the devs need to take a step back and just focus on balance for a few patches instead of adding new things.
The game also gets easier with every single patch, which I find very frustrating as you trivially win 100% of your runs at prestige 20 by just playing it sort of safe and sort of smart. Any good synergy or perk or cornerstone is just a bonus that makes your run instantly won, but you don't need it at all.
>Scarlet orchard is ridiculously easy since they reworked the archeologist
>Resource scarcity is a non-issue since the camps update, since you are guaranteed to get a lot of stuff from every node even with 0 upgraded camps
>Overall efficiency is much higher with the new rainpunk engines giving you +25% prodcrit on everything
The only exception to this inverse difficulty creep is the set of new blightrot events, which are ridiculously difficult. Completely out of line for how hard dangerous glade event should be. But of course this is just the other side of this trend of lack of polish and balance.
The game has also been literally unplayable on patch day for multiple patches in a row, which I find a bit concerning. Feels like their plan is to just do 0 QA, ship a broken build on thursday and then fix is by friday.
Even the quality of the music has dropped, I wish I could disable like 80% of the new tracks.


For reference I have 150 hours in the game and like 50 prestige 20 wins, so I think I have a decent grasp of balance. Thanks for reading my rant.
I hope the devs pick up their shit and go back to making the game as beautifully polished as it was when it first came out on steam.
>>
>>1335887
The devs are trying to do too large changes in too little time. Even now they're trying to remove favor juggling, but there is nowhere near enough time to address the larger issues with resolve like it only having three states which leads to resolve bombing being the strat. Why let the humans use coats if it only gets them from 15 to 20 rep so you end up wasting all the coats and gain nothing out of it?

I hope they'll fix all that stuff in time for 1.0
>>
>>1336649
Yeah, and they're also working on the 5th species. I do kinda wonder why resolve is such a binary system instead of giving bonuses to move speed / work speed / prodcrit so there's an actual reason to give your villagers resolve above 0 but below the reputation cutoff. Did you know that villagers will eat one of each desired complex food when taking a break? It's like the coat thing but even worse.

Well, I am hopeful that they will get it together. The devs are really smart, it's just a matter of what they focus on.
>>
>>1336687
>Did you know that villagers will eat one of each desired complex food when taking a break? It's like the coat thing but even worse.
Wow that's awful.
>>
>>1336687
Ah no wonder I sometimes feel like I never have enough food. I think rainpunk is mostly fine. Some tweaking to some could be in order but pretty happy with state of it. I do wish the game would give me a warning of years that I am going to get blightbombed. Resolve definitely needs balancing. Id also like coral forest and royal woodlands to not be so boring.
>>
i'd like coral forest to not be so ugly
>>
>>1336981
i'd like to not be so ugly in general to be honest desu
>>
What's this game is like?
>>
>>1337097
Frostpunk but without the hamfisted morality.
>>
>>1337436
also with actually interesting gameplay
>>
>>1337097
Roguelike aspects are well designed and fun to engage with. Core gameplay can leave much to be desired involving resolve currently and devs are targeting the wrong aspect. They want to reduce micro from favor juggling.. But at the core resolve you have only three states
>negative, bad
>above zero, good
>arbitrary threshhold above zero, great
So getting harpies to 13 wont matter.. But if you get them to 15 thats great since it will give you reputation. But you shouldn't waste resources to keep them anymore positive than +1 unless you are going to get them to their threshhold which is stupid. Especially not multiple types of food since they will eat one of every type when they rest.
>>
>>1338702
Reducing favor juggling micro is a fine thing to do and will improve the game, but I'm afraid it'll come at the cost of needing some other kind of microing. Such as needing to assign all your harpies or lizards to rainpunked buildings and switching on the resolve boost for those.
But we'll see. I'll wait for the update before passing judgment.
>>
>>1338746
Yeah thats how I am seeing rainpunk right now. I like the flexability but its too powerful also force excessive micro too.
>>
>foxes win the poll
yiff in hell furfags
>>
>>1325931

Cute cyborg bats that can be saved by my care and love.
>>
>>1340324
It's over.
>>
>now have to contend with furfags in addition to b*av*rfags
it's over
>>
>Chicken or Egg? removed from the game
nooooOOOOOO
>>
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>With 11,197 votes (~57% of total votes), Foxes won against Frogs (~31%) and Bats (~12%).
Democracy was a mistake.
>>
>Woodpecker Technique - no longer gives 1 Insect for every 2 trees. Now gives 2 Insects for every tree cut during the Storm.
why
>>
>>1340588
Wanted it to have a downside
>>
>>1340286
the other options were shit, frankly
>>
>>1340588
oh hey it's utterly worthless
>>
>>1340286
Foxes gonna be sone retarded shit like hates housing that will be more micro. Frogs were the right choice. Bats were too edgy.
>>
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>>1340588
>goes from being an always take to being a never take unless the other choice won't help you at all
Great change thanks.
>>
>>1340607
Lots of cornerstones are pure positives.
>>1340612
Yeah it's garbage, almost never chopping during storm.
>>
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>>1340579
implying bats and frogs are not "furries"
>>
>>1340579
I hate furries so much holy shit
>>
>>1337097
Do you know the point in a colony builder where you've built every building and the game starts to get unfun because there's nothing left to do but spam the same functional block of buildings? Well that's when you win a round of Against the Storm... but you don't get the same buildings or environment every time, so it keeps each game fresh.
>>
>>1340579
Foxes got all the furry votes, frogs the anti-furry (and anti-women?) votes, bats got everything else.
>>
>>1343816
NTA but I'm having a tough time imagining it not getting stale even with randomisation. Having to build your production and logistics back up again every time sounds tedious.
>>
>>1344760
> Having to build your production and logistics back up again every time sounds tedious.
That's, like, the point of the game,
>>
>>1344383
Frogs would have offered an alternative to beavers that does more physical labour and engineering. Humans also probably need an alternative. Perhapd not for farming though, probably brewing. Though I guess its not super common to need brewing since you typically have complex resource requirements for brewing to pay off a lot of time. Scribes being one of the most diverse and useful brewing building early on.

Also: please make the warning bold dor woodcutter prayer and other capstones that dump your warehouse of certain goods.
>>
>>1345328
Yes, I'm saying the game sounds tedious.
>>
>>1340579
This entire vote was over the minute they decided to include anything with the word "fox" in it.
>>
>>1345907
Going to be annoying little shits like the harpies.
>>
>>1345856
filtered
>>
Whats everyones starter for each biome? I feel like a farm is needed on everything but marshlands and that my other prep is coal/oil with preference for oil. Clan hall has to be busted on marshlands tho. Get to a forbidden glade and just pile on the camps. Bonus points if you get the cornerstone prayet for bonus to camp yield.
>>
>>1345978
Filtered by furries
>>
>>1345981
Blueprints are nice but having the guaranteed resources to clear your first dangerous/forbidden glade is even more important. Then I just round it off with extra population.
>>
>>1344383
must be nice to be unaware of the utter degeneracy of bara-furs
>>
>Cursed Woodlands
>Have 8 beavers starving!
>also everyone else must be starving too
>>
>>1345981
oil or coal, whichever is cheaper so I can do an early glade event. Then I'll take a farm or a supply line luxury depending on cost and what the biome is like.
>>
>>1347088
I am finding that building an early rain collector to be important by clearance season so you can get 35 clearance water for certain glade events. Then also work it for storm since some events use storm water (if I recall)
>>
>>1345981
Coal or Oil plus an upgraded gathering camp depending on the biome and pop types. I find farm buildings to be a bit overrated. They're good but not absolutely mandatory like many people make them out to be. I regularly play prestige 10+ games without ever building a single farm.
>Clan hall has to be busted on marshlands tho
Clan Hall is busted period, really.
>>
>>1347455
I find camps to be hit or miss. Certain biomes favour them though but I havent worked out the exact list. One biome I know has a lot of forgeable goods while in the marshlands you definitely want harpies and herbalist camp.
>>
Just had a blessed run from based beavers
>humans, beavers, harpies
>get granary early on
>get metal bar-cosmetics-wine building
>take order needs guildhouse
>get it finally
>+10 to beavers from the wine
>capstone providing +resolve per amount of wine
>monastary + brewery
>mines, geysers pumps, smithy, tinkerer
My beavers were giving resolve during the last storm. I definitely would like a warning during +10 blight years. Or just give +3 or something every year. Lost 6 villagers from +10 blight while producing a bunch suprising me.
>>
The game is much simpler once you start focusing on just some food chains instead of trying to get them all and starving since villagers are fat
>>
>>1325925
really don't like how the game gets worse after every level up.
>hey here's 5 more non-essential buildings for cosmetics and dye so it get that much harder for you to find planks and simple tools buildings
>>1326411
>frogs = dwarves
but beavers are already drwarves.
>>
>tfw I just play on Viceroy and make some cool towns
I think the higher prestige levels would just stress me out too much.
>>
>>1350688
I never get a good fuel to make a second town early. Always end up relying on chopped wood seemingly. Or no good hearth locations. The logistics update so far hasnt changed how I play.
>>
>>1351528
chopped wood is fine as long as you got beavers. lets you support a second hearth without issue unless you have a plank building that gets production bonuses. under those production bonuses you can't achieve an equilibrium of wood produced by 6 beavers and wood consumed by planks + 2 hearths. aside from that, kiln is by far the best fuel building from my experience. it also makes any fuel based wood recipes go crazy, because you're increasing their efficiency by 1000% or some retarded number.
>>
>>1351528
>Or no good hearth locations.
Game spawn is literally set to never offer you a perfect location. You always either have to clear the event or to chop some wood first to open up the optimal spot.
>>
>>1325925
Oh shit is this a more fantasy-oriented citybuilder? Seem right up my alley.

>>1325931
I can already tell just from a glance the foxes are going to win unfortunately. Do the devs intend to ever add the others or are they just cool ideas now thrown into the sewer?
>>
>>1326912
so they DO visit them LOL
>>
>>1352094
I think the devs wanted to do the foxes in the first place and added two more options that were guaranteed to lose to make it seem like it was the decision of the community.
>>
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>>1325931
i am going to buy this just so i can vote for the furries
I have no clue what this game is about aside that its fantasy frostpunk
>>
>>1352154
it's not fantasy frostpunk
>>
>>1352196
What is it then?
>inb4 why would i tell you about video game on video game board
>>
>>1352210
it is fantasy Frostpunk but done well
>no morality
>truly random elements
>tons of QoL features
>still being updated
>>
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>>1352303
FP is really good though. Its more railroaded but its still great to play.
>>
>>1325931
Could be cool if foxes actually had a positive interaction with Blightrot. Hope the other two will be added as well!
>>
>>1352476
as long as it isn't another low threshold low resilience species like harpies they'll be fine.
>>
>>1353014
It will be most likely based on how they were presented unless something gets in the way during planning.
>>
>>1353270
ffs even beavers get fucked on higher difficulties if you don't roll a hostility decreasing cornerstone because they're low resilience. we don't need another low resilience low threshold species with stupidly specific production bonuses. they damn well better have the woodworking production bonus. at least then that might excuse their low threshold.
>>
How fast are you guys heading out to do dangerous glades? I feel I am a little too cautious in the beginning, focussing on building up food/securing some tools just in case I can't solve the danger.
>>
I struggled a bit with veteran.
How much harder is viceroy?
>>
>>1353599
I don't fuck with dangerous glades until I get tools/fabric/planks and have a trader active so I can buy anything I'm missing. I tend to open my first one right around the beginning of year 3/end of year 2.
>>
>>1352154
furries already won
>>
>>1353599
early year 2 at the latest
>>
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Anyone know where this effect comes from?
I don't have any active glade events and it's not part of the modifiers or mysteries
>>
>>1354402
some of the larger buildings that can be rebuilt/salvaged like the temple and monastery have their own events. this is one of those.
>>
>>1353599
Literally the moment I start the game. 90% of glade events can be solved with either coal or oil from embarkation bonuses, and most other ones can be solved with other stuff on hand (or don't need anything but labor). In the very rare case you get a dangerous event that requires stuff you don't have and can't quickly produce, you can just build a trading post and quick call a trader and they'll stock one of the dozen things you can use.

>>1354402
Read your cornerstones, preferably before you pick them next time.
>>
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>>1354413
>Read your cornerstones
Oh yup that was it
>>
>>1353599
Year one.
I also never open normal glades, the hostility just isn't worth it.
>>
>Your fucked up moments that completely ruined your decent run, resulting in an inevitable game over
>>
>>1355382
no such thing, no single blunder is unrecoverable

t. regularly win drunk after a series of terrible decisions
>>
What killed the hype?
>>
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>>1325931
>>
>>1356989
The recent changes have made the game a lot easier. I'm waiting before playing more since the balance is just way out of whack and there's little challenge.
>>
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>>1356989
>>
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Look at this smug faggot.
>>
>>1357740
>tfw about to NTR some poor loser
>>
>>1357724
God I wish I could lay on the grass and sleep carefree.
>>
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Veteran seems kinda easy now and im only on my second cycle. Is normal? Is Viceroy the only difficult difficulty?
>>
>>1358885
Yes. Past viceroy there's prestige levels.
>>
>>1358885
20 level of prestige.
>>
>>1358885
>>1358912
>>1359069
prestiges get kinda retarded after a bit. they also don't give you any more citadel resources than viceroy, but you do get more score out of them for faction competition purposes.
>>
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>cant favor a race if they are the only race
>if there is even one person from another race you can favor the one with the majority
>implying people get off and feel better about bullying the minority
>>
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>>1361059
>>implying people get off and feel better about bullying the minority
>>
>>1353310
Resolve or resilience?
>>
>>1362595
Does the game even have a resilience mechanic?
>>
>>1362812
Yes, resilience is how fast resolve moves. Not many things affect it. Mostly glade events.
>>
>>1363175
Thanks. Didn't know that.
>>
>>1362595
I meant both. harpies are a low base resolve species with low resilience and it seemed like the foxes were going to be another one of those from what that anon said.
>>
>>1325931
I'd vote for the bat. Love cyborg races.
>>
>>1340579
>>1343269
>>1342974
>>1344383
>>1345907
>muh furry
foxes won because they are the most aesthetic species, if fact they are happen to be furry bait because of said aesthetic, but 100% most non-furries also picked fox
>>
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>>1363745
>if fact they are happen to be
>>
>>1363461
why would you think an anon's opinion has any bearing on what the devs intend? It's much more sensible to expect them to make a new race meaningfully different than the others.
>>1363745
They were all furry desu. Frogs looking bara fr
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>>1363786
>It's much more sensible to expect them to make a new race meaningfully different than the others
>he believes the devs to be sensible
>>
>>1326931
>>1325925
I though it was a warcraft clone and my heart skipped a beat

I miss that aesthetic so much
>>
>>1363789
Its probably the closest visual interpretation of WC3 with modern fidelity.
>>
got to -50% traders prestige
i can't fucking beat it anons, what should i do
>>
>>1364368
rely on trade less. Consider robbing the first one if you don't have a clear path into your first few prestige points. Aim for a just few production chains to optimise your resource usage, as you have less slack available to fill in gaps.
Get lucky. Git gud
>>
>>1365102
If you rob the trader make sure you keep a human on firekeeper. Otherwise you might spiral out from frustration before you get resolve pumping.
>>
>>1364368
Rev up those trade routes.
>>
>>1363836
>>1363789
It's a pale imitation of Reforged, which has breathed new life into WC3.
>>
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>>1365238
Why do you feel the need to shitpost? Why are you so obsessed with going on the internet and making retarded claims just to bait people? What compels you to do this?
Are you that much of a vapid loser attention whore that unnamed strangers on the internet replying to you gives you that immense satisfaction?
>>
>>1364368
running out of crutches anon, time to git gud
>>
What do you think the next upgrade over t3 hub is going to be?
>>
>>1366265
do we really need another one? getting 2 tier 3 hearths is already enough of a rarity. most of the time you'll finish the game before you get a second tier 3 hearth unless you're stalling for deeds.
>>
>>1366308
>he doesnt want to build a ghetto for harpies
>>
> bought the real game in the sale after playing the demo for months
> run out of fuel on every other biome since everything I've learned is calibrated on the Royal Woodlands' wood chopping bonus
Fuck musselsprout trees
>>
>>1369361
There's a demo and I didn't realize? Gonna try this asap.
>>
>>1366333
ghetto? it's a fucking spa resort
>>
I feel like Marshlands got its roll generation changed. Forbidden glades are now very far from each other. Sometimes getting ones where you can cut through small ones and get there but overall they are further apart than last time I played. Which is a problem if you pop a forbidden but don't have the right harvesting building for that one.
>>
>cursed royal woodlands
>red spirit
>attack the trader!
Fuck I dont know which one I want to attack. Got the beaver one now which could be good for all the building materials but I dont have much in the way for increasing resolve to deal with queen impatience. Might just pull the trigger anyway since he gives tools which I can open a cache and hopefully roll a flour building.
>>
>Win 100% of my games.
>hit +50% consumption
>0% win rate
>>
>>1369361
just use 2 woodcutter camps. it's not that complicated.
>>1369569
I almost always take small farm to start with so I can abuse things like ranch with it. always end up with a shitzillion food as a result.
>>
>>1369576
2 woodcutters is really the only way to start. Sometimes you need the wood. Half the time its more sbout the speed setting up a glade.
>small farm
Fuck that though. Too often I get stuck without a chain to use the grain. I always take oil though and then decide based on the map my next step. Honestly contemplating taking incense on cursed royal woodlands since it completes some glade + ghost events.
>>
>>1369601
nah incense isn't really worth unless you go herb garden instead of small farm. even if you're on cursed royal woods all the spirits can be calmed with clearance water.
>>
>>1369791
Yeah.. I guess theres that too which simplifies things a lot. A year one rain collector now comes in clutch.
Just had an assumed cursed but ended blessed marshlands
>expand into dangerous, not much
>year 3 open up forbidden
>its a large boy I can farm with lizards
>but the event gives blightcysts
>i also receive 10 from third year
>started off year with blood contract
>6 villagers die before I get blight under control
>everythings snapped back now and progress being made
>>
I did not know I had to unlock deeds in the menu. I was wondering where the walls were. Too bad you don't need hardly any harmony stuff.
>>
>>1325925
Fun game, I've sunk about 80 gametime hours in 3 weeks, tackling Viceroy 4 right now. It's starting to feel the same each run. As I am leveling up, there seems to be an abundance of three 2-star buildings being introduced which defeats the difficulty and decision-making part of the game. Missing a specific resource or product that you need should be supplemented by trade or quest reward. Most of my runs end with all 3 races having enough of their needs filled to have tons of blue resolve for all. Not sure if the timeline of the game needs to be slowed down, or if these 3x 2star buildings need to just be deleted from the game, but making every resource/product available to manufacture makes the runs feel the same.

Another thing: housing is way too simple. Most other city builders had a desirability rating which really made it feel like you were building a city. Some areas were ghetto with fewer food and luxury routes while other spots were ritzy as they had access to everything. Here you just construct the better houses once you have a maintainable supply of construction materials. So, there are really only three levels: unhoused, basic housed, and luxury housed. If housing were a scale instead, there is way mor oppurtunity for This seems like an "easier" developer feature. You can apply this same train of thought to resolve as well, but that is probably more difficult to fine tune as resolve is the superset to (or affected by) everything you do. Also, having this 3-tiered housing system eliminates any desire to make a pretty city. Just place industry near Hearth/warehouse, and housing can literally be anywhere in the Hearth radius and facing in whatever direction. Road access is not even necessary. Though I guess it fits the "new village/outpost" theme, it doesn't feel very true to the city builder genre.
>>
>>1370056
As you punp difficulty the problems will mount. One of them reduces bp choice to two. Trade goods 50% less. Glade event time increased to take a while year. Storm as long as clearance. Etc. Id say the slightly more frustrating thing is not knowing your third race immediately.
>>
>>1370056
I have to agree, being flooded with the 2* buildings has made playing less interesting. I think the 3* + 1* + 1* ones make for much more interesting choices since you often want to even pick another 3* building just to get a better recipe for one of the 1* items. Meanwhile, going from two to three stars is meh.
>>
>>1371380
>Meanwhile, going from two to three stars is meh.
It's more of a choice to get a buff for specific workers than recipe efficiency. 2*x3 don't usually have racial buffs.
>>
>-5 copper per hostility or we burn 3 random buildings down
>1 coat per village or -6 resolve
>same time
I think the polacks want to end this blessed run. Though I think queen agitation will do it first. I have all the building blocks to run a resolve victory but may not have the time.
>>1371380
One star buildings are fine. 3* just offers extra gravy on top.
>>
>>1371380
the big problem is getting saturated with fertile soil requiring buildings and shit like the enhanced rainpunk engine. dilutes good production choices.
>>1371430
>2*x3 don't usually have racial buffs
every other 2x3 has racial buffs; the fuck do you mean? half of them buff lizards/harpies.
>>
> First viceroy game
> Down to -50 resolve at storm time
Thank god I took the thing that gives you 10 amber when a villager leaves or dies.
At least I learned the trick of firing all my woodcutters for one season. I'M LEARNING
>>
>>1372558
Sounds like you had some other problem. But your ability to chop during storm is based on your extra resolve to the storm. Basically frees them up for other jobs. Like if you have beavers storms are great times to move them from chopping to work the mines. Id say theres not enough worth though to micro resource allowances. I am on prestige 20 and I dont fuck with allowing/disallowing premium goods I do turn off some basic foods if they are important to orders/chains
>>
>>1372655
NTA but after lurking this thread for a bit, I played my second viceroy game and won for the first time quite handily on that difficulty. The most useful advice from the thread was definitely starting with oil and open only dangerous or higher glades. I didn't realize a lot of my hostility problems were just hostility from small glades. Whoopsie.
>>
>>1372658
Small glades are best when you need the space next to hearths. Or when you know whats in them by cornerstones or to fill orders.
>>
>>1372655
>Sounds like you had some other problem
I had some sort of Lightning Rod glade event that increased hostility by 600 points while working lol, it pushed me up to Lv14 when the storm hit.
Incidentally that's the game where I discovered that if you win via reputation from a glade event, the glade even that you just finished counts towards your "Finish a game with X glade events still active" Dice With Death deeds. Which is stupid but there you go
>>
>>1325925
cool
>>
> It's "update made the game literally unplayable again" Day
aaaaaaaa I wanna abuse harpiesssssss
>>
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>twitch integration
HOW ABOUT YOU JUST MAKE A GOOD GAME YOU STUPID FUCKING CLOWNS
>>
>>1372684
>>1372658
Small glades are worth the bother of opening them on maps with the modifier that negates the hostility.
>>
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>>1374329
>maps with the modifier that negates the hostility
What fucking modifier removes small glade hostility?
>>
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DEEPEST LORE
>>
>>1374414
Royal Watchtower? There's not one specifically for small glade, only for ALL glades.

You can also sometimes combo cornerstones for infinite hostility reduction.

>>1375419
I am wondering if the devs will ever step up their lore game.
>>
>>1375419
So the queen is a blight spawn?
>>
Been playing the game for a cool 24 hours, pretty content to play on lower difficulties. Is the Rainwater/punk tech actually becoming important at the higher levels? It seems such a huge investment and I am unsure if it is ever worth it?
>>
>>1376836
>Is the Rainwater/punk tech actually becoming important at the higher levels? It seems such a huge investment and I am unsure if it is ever worth it?
the only really big investment is the pipes and those are irrelevant outside maps where you don't have mines so you might as well make use of them. around the midgame the resolve bonus you get off rainpunk in the higher difficulties is very important to maintain resolve in storm. in viceroy and up looming darkness is -4 per hostility on top of the standard -2 per hostility. also, everything makes you deal with more hostility points in general so storm is giga fucked and you take any resolve bonuses you can get.
>>
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>>1374229
These days whether your game is good or not is secondary to whether it's a good stream game. We're in the worst timeline.
>>
I am enjoying this game, but so far on P1 the winning strategy seems to be
>get a steady supply of coal (kiln or mine)
>survive the storms, micromanage resolve/sacrifice coal if hostility is too high
>do whatever until you stumble across some money-making method
>just buy whatever complex food or services you need
>everyone is happy, resolve goes zoom


you always hit a threshold somewhere around year 10 where you can just let the game play itself until you win
>>
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Where is your queen now?
>>1379973
>you always hit a threshold somewhere around year 10
even in this giga demented run I just made I won in year 9 lmao. Normal runs should be won around year 7-8 even on p1.
>>
P19 is such a ballbuster
Small glades shouldn't even be in the game at that point
>>
>>1380040
yeah you should avoid royal woods like the plague on p19. I've found that it's always saturated with small glades that surround your starting zone. the amber embark bonus is almost mandatory on p19 unless you get lucky and find one of the starting caravan selections with initial amber. worst case scenario you can also be liberal about selling parts.
>>
>>1379973
>year 10
What are you doing? P5 and I have even reached year 9. The winning strategy is to play bold, hostility starts stacking too much otherwise.
>>
>>1380775
You're not wrong I guess, but maybe you are forced to win quick because you play bold? I've always been more of a tall player, so I'm content opening just one or two dangerous glades and run a tight ship with a smaller crew. Even if it gets to double digit years I never have trouble with resolve - and even if I lose someone the game just shits out newcomers

Honestly, the one thing I have trouble with is getting vessels for my ales and pickled goods - there's just never enough clay. And luxuries seem to have such a long chain of production I feel they aren't worth bothering with

I'm climbing up prestige every cycle and so far haven't lost a game
>>
>>1380828
>And luxuries seem to have such a long chain of production I feel they aren't worth bothering with
>ale is just vessel + wheat/root
>wine is just vessel + berry/reed/shroom
>training gear is just planks + rock/copper/dew
>incense is just fuel + herb/resin/root/insect
the only really demanding luxury goods are scrolls and cosmetics. even then, if you have wine you have scrolls by extension since the other half can just be wood. cosmetics are also really easy to get a hold of in royal woods. you get resin from trees there so you really only need a reliable oil source.
>>
Should there be a win condition for actually playing the long game if the player chooses to do so? I know that being aggressive is the easiest and the Hostility gets comically bad very quickly, but I'd like if there was some way to solve a mission by going big and actually making a huge city.
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>>1381113
Wdym? There's always a win condition. It's just you are likely to win or lose due to impatience before you reach a huge city stage.
I think just adding +5-10 to both blue and red bars would make for a decent extended mode. And maybe more orders that unlock after more years or 100+ pop, that reduce hostility instead of other rewards.
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>Order asks for having a certain service fulfilled x amount of times
>The reward is a building that produces said service item
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>>1379973
>P1
how cute
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>>1381361
bootstraps, bithc
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>>1381361
Buy tech then make your own.
It worked for China.



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