@@shanetaylor6989 Great catch on that. I also recently learned about transferring resources to different storages as well. There are quite a few things that aren't explicitly said in this game.
Suggestion: It's important to have 10-15% of your population as carriers as a general rule, you can set the number of carriers at your campsite/headquarters. Another important tip is to set production limits on your buildings, so that you don't overwhelm your storage if you are doing other things. Managing what you have stored is important, the only things you should keep an excess of is medicines and things you intend to use for trade. By controlling those limits of production AND by arranging the appropriate storage places closer to either the places that produce them or use them, you save A LOT of time of your carriers moving goods around. Within each storage facility you can allow only certain resources to be stored there as well as request to have materials delivered there. As an example, if you build a tailor, your tailor needs fiber. So building a stockpile/general storage right next to the tailor while also excluding things that aren't in line with it and requesting fiber to be delivered to that particular storage you can ensure your tailor only needs to step outside the tailor building, take a few steps, then go right back into making more clothes. In the same line, the production of fiber used for tailoring should also be very near to your tailor. So when you build your hunting cabin, you should build your tailor near the hunting cabin as well as if you grow flax for fiber those fields should be near to your tailor. Other fields for food should be near to your cookhouse/mess hall for the same reason with the food stockpile/general storage excluding things that aren't food related. Doing a smart setup like this maximizes your use of carriers, increases production as your workers in each facility don't have to travel. In the early game, feel free to make as many stockpiles as you want, as they only cost 10 lumber and hold a decent amount. In the mid game you want to use general storage but in the beginning it is cheap enough to build them and it adds up to a lot of time/efficiency savings. It can also be worth it if establishing a "remote work site" like where you are mining metal/concrete to set up housing there, with an outhouse and a food stockpile that requests to have some food/meals delivered to it. This way your workers can sleep there, wash, eat etc and not have to walk all the way back into the town center. Make sure you set up a guard post or two as well though to ensure there is some protection if attacked so you don't lose valuable workers, buildings and materials. Make sure that you build your schools by central housing and food production, both to maximize your burners but also to ensure that any children you have go right from home straight to school and can eat easily then spend the rest of that time moving boxes around to help out.
You should make a video about the best layouts for organizing the colony, especially with roads! In early game, I didn't care about properly organizing or arrangements etc and in late game it's now super ugly and almost unmanageable 😭
I like this idea! The only issue is that there are some layouts that I do but specifically for microlayouts and not colony wide. Ultimately it depends on the map and that will dictate your layout (e.g. pollution, fertile soil, etc.) . However, I can definitely make a general guide for helping decide how to plan things out! Thanks for this idea :)
@@JaxRayne Yup, I played Sims City a lot when I was younger and realized the importance of where and how close certain buildings should be. And then I saw those pictures of guys having super "productive" looking colonies on xbox live, and I'm always amazed!
I have Surviving Aftermath since 8.IX.2022,and my bigest problems still is falling comets,and dead colonists.And i just want to have fun by building post apocalyptic city,without any stress.So how i can play casually?
I would recommend lowering the difficulty to 50%. Do your games seem similar to the one I have in this video? Falling comets aren’t usually a problem. But dead colonists are usually a result of something like disease or radiation sickness.
@@JaxRayne My game is on PS4,so it comes without modes.But today i have make longer gameplay,about 2:30 hours.But colonists,or workers,have died anyway.And i did make 50% difficulty,but game still kills my workers.This game is a piece of trash,but their is no cool civilization builder for PS4,so far.
@@Jasmin.M-hz5ty I'm sorry you're going through that. The game is first and foremost a survival game whereas the city building comes second. If you're looking for a chill city builder, might I recommend cities Skylines? I believe that's available for PS4.
To add to the "always have at least one carrier " on your campsite you can set a guaranteed amount of carriers.
Just incase someone doesnt know.
Wow I didn't know that was a thing! Sweet tip. I'll have to try that out myself.
@JaxRayne it's not super clear to be fair. It's the option carrier count, under allowed resources.
@@shanetaylor6989 Great catch on that. I also recently learned about transferring resources to different storages as well. There are quite a few things that aren't explicitly said in this game.
Suggestion: It's important to have 10-15% of your population as carriers as a general rule, you can set the number of carriers at your campsite/headquarters.
Another important tip is to set production limits on your buildings, so that you don't overwhelm your storage if you are doing other things. Managing what you have stored is important, the only things you should keep an excess of is medicines and things you intend to use for trade.
By controlling those limits of production AND by arranging the appropriate storage places closer to either the places that produce them or use them, you save A LOT of time of your carriers moving goods around.
Within each storage facility you can allow only certain resources to be stored there as well as request to have materials delivered there.
As an example, if you build a tailor, your tailor needs fiber. So building a stockpile/general storage right next to the tailor while also excluding things that aren't in line with it and requesting fiber to be delivered to that particular storage you can ensure your tailor only needs to step outside the tailor building, take a few steps, then go right back into making more clothes.
In the same line, the production of fiber used for tailoring should also be very near to your tailor. So when you build your hunting cabin, you should build your tailor near the hunting cabin as well as if you grow flax for fiber those fields should be near to your tailor. Other fields for food should be near to your cookhouse/mess hall for the same reason with the food stockpile/general storage excluding things that aren't food related.
Doing a smart setup like this maximizes your use of carriers, increases production as your workers in each facility don't have to travel.
In the early game, feel free to make as many stockpiles as you want, as they only cost 10 lumber and hold a decent amount. In the mid game you want to use general storage but in the beginning it is cheap enough to build them and it adds up to a lot of time/efficiency savings.
It can also be worth it if establishing a "remote work site" like where you are mining metal/concrete to set up housing there, with an outhouse and a food stockpile that requests to have some food/meals delivered to it. This way your workers can sleep there, wash, eat etc and not have to walk all the way back into the town center. Make sure you set up a guard post or two as well though to ensure there is some protection if attacked so you don't lose valuable workers, buildings and materials.
Make sure that you build your schools by central housing and food production, both to maximize your burners but also to ensure that any children you have go right from home straight to school and can eat easily then spend the rest of that time moving boxes around to help out.
All of these are great tips!
Thanks for the tips, I'm new to this game and these will be really helpful.
I’m happy to hear :) You got this!
You should make a video about the best layouts for organizing the colony, especially with roads! In early game, I didn't care about properly organizing or arrangements etc and in late game it's now super ugly and almost unmanageable 😭
I like this idea! The only issue is that there are some layouts that I do but specifically for microlayouts and not colony wide. Ultimately it depends on the map and that will dictate your layout (e.g. pollution, fertile soil, etc.) . However, I can definitely make a general guide for helping decide how to plan things out! Thanks for this idea :)
@@JaxRayne Yup, I played Sims City a lot when I was younger and realized the importance of where and how close certain buildings should be. And then I saw those pictures of guys having super "productive" looking colonies on xbox live, and I'm always amazed!
I have Surviving Aftermath since 8.IX.2022,and my bigest problems still is falling comets,and dead colonists.And i just want to have fun by building post apocalyptic city,without any stress.So how i can play casually?
I would recommend lowering the difficulty to 50%. Do your games seem similar to the one I have in this video? Falling comets aren’t usually a problem. But dead colonists are usually a result of something like disease or radiation sickness.
@@JaxRayne My game is on PS4,so it comes without modes.But today i have make longer gameplay,about 2:30 hours.But colonists,or workers,have died anyway.And i did make 50% difficulty,but game still kills my workers.This game is a piece of trash,but their is no cool civilization builder for PS4,so far.
@@Jasmin.M-hz5ty I'm sorry you're going through that. The game is first and foremost a survival game whereas the city building comes second. If you're looking for a chill city builder, might I recommend cities Skylines? I believe that's available for PS4.
Sometimes I switch between 3, 5 or even 10 carriers. Do you guys think that 10 is too much?
Depends on the colony size. I think overall those numbers are fine as long as your colony isn’t suffering for it.
I wish we could sell research points. It would be a great way of earning those precious silver coins!
A fantastic idea and I am for it!