Camps are all freely movable. So it's usually faster to build them close to the warehouse so the builders don't have to walk far, then move them out to whatever node you are collecting. If you build them in situ then the builders have to pick up the parts from a warehouse and then walk all the way out to whereever you put the camp before they can build it.
Re: deactivating every production manually out of habit - you can set the game to do that for you. In the settings, there's a section just for that, and you can set it so that every freshly-built workshop has all of its items unchecked by default. That means you have to tick them on manually, but it's a nice QoL feature.
Thanks! I've got 10 hours played but I'm learning so many little features from this series I'd missed playing on my own that really make the game more fun!
One of my very few complaints about this game is that the gameplay is so different at lower difficulty levels than higher difficulty levels. I am at prestige 7 currently, and when I started playing Viceroy, I had to unlearn a bunch of things that are bad to do at higher levels. For example, it's rarely worth the hostility increase to open a small glade unless you know something you need is in there (like fertile soil or a geyser). Another example, I used to hold out for the complex foods my people like, but now people eat so much food that I have to get any complex food I can make or they'll go through all the raw food quickly.
I'm just getting started on pioneer.. I've seen a few cornerstones that allow one to scout ahead iirc but never actually picked those up. Are there upgrades in the future that would reliably preview glade contents?
@@acquij There's only 2 ways that I know of, both are cornerstones. I don't remember the names, haven't played in a while, but they both have downsides. However, I found that the downsides are worth it at higher difficulties because you can't open as many glades, so getting a bad glade can ruin that run.
Thanks for the detailed guide! I‘ve already created I handful of settlements including the tutorial levels, but I’m finding many things I missed, and very useful tips!
I would like to see what is done when you can't built a farm or herb garden. I'm just starting out and on my 3rd or 4th attempt at my first settlement and had that happen and ended up having everyone leave because I couldn't maintain a steady food supply.
Im on my fourth settlement right know and im pretty sure its a lots cause. I selected my blueprints and quests too quickly. Your videos are teaching me a lot about the pace of the game and how to be more methodical with it. Thanks!
So one takeaway for me here is that I may be more bullish on placing down early collection buildings or really anything requiring parts?! I always seem to run into trouble with these at some point..
There's are settings in the options that disable all recipes and ingredients on production buildings by default. I have that settings turned on because, like you, I like to manually turn things on as I need or want them.
Camps are all freely movable. So it's usually faster to build them close to the warehouse so the builders don't have to walk far, then move them out to whatever node you are collecting. If you build them in situ then the builders have to pick up the parts from a warehouse and then walk all the way out to whereever you put the camp before they can build it.
That's a pretty smart idea, thanks for sharing!
Re: deactivating every production manually out of habit - you can set the game to do that for you. In the settings, there's a section just for that, and you can set it so that every freshly-built workshop has all of its items unchecked by default. That means you have to tick them on manually, but it's a nice QoL feature.
I am well aware of that fact, I just don't like to print those defaults in. Thanks nevertheless =)
Thanks! I've got 10 hours played but I'm learning so many little features from this series I'd missed playing on my own that really make the game more fun!
One of my very few complaints about this game is that the gameplay is so different at lower difficulty levels than higher difficulty levels. I am at prestige 7 currently, and when I started playing Viceroy, I had to unlearn a bunch of things that are bad to do at higher levels. For example, it's rarely worth the hostility increase to open a small glade unless you know something you need is in there (like fertile soil or a geyser). Another example, I used to hold out for the complex foods my people like, but now people eat so much food that I have to get any complex food I can make or they'll go through all the raw food quickly.
I'm just getting started on pioneer.. I've seen a few cornerstones that allow one to scout ahead iirc but never actually picked those up. Are there upgrades in the future that would reliably preview glade contents?
@@acquij There's only 2 ways that I know of, both are cornerstones. I don't remember the names, haven't played in a while, but they both have downsides. However, I found that the downsides are worth it at higher difficulties because you can't open as many glades, so getting a bad glade can ruin that run.
Thanks for the detailed guide! I‘ve already created I handful of settlements including the tutorial levels, but I’m finding many things I missed, and very useful tips!
Love the vids! I could be wrong, but I believe the Stonecutter camp can also handle Large deposits without a new blueprint
That's absolutely right, forgot about that detail during the video.
I would like to see what is done when you can't built a farm or herb garden. I'm just starting out and on my 3rd or 4th attempt at my first settlement and had that happen and ended up having everyone leave because I couldn't maintain a steady food supply.
Yaaaay! So happy that you posted today, was expecting it next week
Im on my fourth settlement right know and im pretty sure its a lots cause. I selected my blueprints and quests too quickly. Your videos are teaching me a lot about the pace of the game and how to be more methodical with it. Thanks!
So one takeaway for me here is that I may be more bullish on placing down early collection buildings or really anything requiring parts?! I always seem to run into trouble with these at some point..
There's are settings in the options that disable all recipes and ingredients on production buildings by default. I have that settings turned on because, like you, I like to manually turn things on as I need or want them.
When it starts raining heavily and all of their resolve drops, should I just shut down all of the outdoor workforces?
No, that doesn't effect it. Stopping woodcutters can lower hostility though.
So useful tips!
Awesome thanks!