This game is so freaking good. I never play city builders but this one just hits all the right notes, I just got it a few days ago and already put 15 hours in. Had my first Veteran victory the other day, very satisfying
First opening dangerous glade before choosing cornerstone/blueprint is the best tip for viceroy. Its even better to first open glade then going for trade to avoid trading the ressource you need for a glade (provision for example). Best is to open 1 (max 2) small glades in year 1 then opening the dangerous in the last second of the first storm so you get a full drizzle period to solve it. Also before prestige 5-6, you dont really need a 2nd and certainly not a 3rd ancient hearth (it consume fuel, use one precious citizen and valuable ressource to build just to get a -30 hosti and less time walking). one discrit ancient with 3 or 4 small warehouses around the map and good street is far better and if you arent completely clueless, you can finish 90% settlement around year 5. I actually only once was forced to build 3 ancient to finish a settlement and thats was on prestige 15+ last tip for racial specials segment, its great to swap the fire keeper during one settlement depending on what you need (+1 resolve lizard, less hostility fox, less fuel consumption beaver, etc.) Like its stupid to have the fox keeping fire when you have only one glade open or keep the beaver when you got enough fuel for years
Only exception to the hearths would be if you have distant farms that never get fully planted/harvested. A hearth nearby, coupled with a small warehouse, will help a lot.
For my first several runs I was afraid to open danger glades because during the tutorial you open a glade that kills three of your citizens and I though that I'd be losing people left and right if I do this. After I lost those first few runs, unable to produce anything meaningful, I became more bold. So far I've had no killer glades and I love discovering those) Although forbidden glades to scare me up a little because they tend to eat a lot of resourses.
About opening danger glades: something that works very well for me is opening 2 danger glades right before year 2 starts and not choosing orders and blueprints before I've opened them. It gives a lot of information you can use for choices in the beginning of the game. For example: What resources are available and which production lines give those resources oportunities to? Do I need to pick a blueprint for large nodes? Are there any ruins I can use so I don't need to pick certain blueprints? Which orders can I easily complete or is there a certain reward in an order choice I might need?
I work very similar, except for not daring to go for two at once. Your general sentiment is very true though. As long as you don't know what you will be working with, drafting is often pretty hard or even impossible.
Another great video Ic0n! Something I wouldn't mind seeing, is a detailed rundown of the tech tree and knowing which upgrades are valued above others as I am currently a new player and working my up, I'm unsure of what to pick for a lot of it. SOme of them are obviously better than others, I think It would be good content for new players such as myself.
It's up to personal preference, but I'd say ressource points for your caravan are the best part of the tech tree, also the one upgrade on the left that gives you 5 planks as starting ressource ? I really slept on it, but these 5 planks might be the ones needed for a plank generating building that can boost you forward on those early years where you have so much need for complex building ressources. The right part of the tree generating more charges on nodes is a nice bonus as well. The specialized housing can be clutch if you notice in advance that your harpies or foxes won't make it in the next storm, some houses can save them if you build beforehand.
Thank you for the tips and tricks videos. Could I request a video explaining some tips on basic management of rainpunk and blightrot? I barely survived that tutorial mission 😂. I would like some gauge as to which buildings I should boost, how far I should dial their rain engines knobs, and how many fire sticks I should have on hand. Much appreciated!
Do you think small glades being nearly useless is something they might address in the future? I just bought the game and it seems like a strange balance issue. They could provide less hostility
They serve their purpose. They do give way less hostility already. And sometimes you just need a "little bit extra". Be it for an Order or just for a bit of expansion without added risk. They were in a lot worse state during Early Access. And there are unique rewards in small glades nowadays, like the treasure stags.
Small glades have their utilities when you have foxes (reduce hostility) or special events which reduce hostilities or easy orders (opening 4 glades). You need at least one small glade to start a settlement (better if you info about it like geyser or fields). in 90% of your games, you gonna open max 2 small glades and 3 to 5 dangerous.
What about rainpunk? These are the first difficulties you can use it right? I'm guessing it's not that important. Is there ever a reason to use rain engines?
Rain Engines are powerful, albeit very micro intensive, cause you can easily blow up people with that extra corruption buildup. You can either improve the productivity of a building or make people particularly happy working in a workshop with that Rain Engine running. Downsides are like I said Corruption and the fact that you need to collect that Rainwater somehow. Overall my gripes were either not enough water to begin with or not enough workers to get the water going. Geysers are kind of a must have for an effective usage of Rain Engines. It's possible without, but it binds a lot of workers. I managed to play up to Prestige 15 without having used them a single time. So it's not necessary, but it surely has it's uses and is a powerful tool. I'm just not able (yet) to add yet another layer of micromanagement into my game personally. Hope this helps!
@@Ic0nGaming Wow, thanks! I heard that if you get the right geyser early, and you don't get blueprints for complex foods or building materials, it's a good strategy to use a rain engine on the field kitchen or the crude workshop. Or maybe even throw a couple foxes in a rain collector if you have them so spare. I don't have the field kitchen or foxes yet, but I'm just trying to think ahead.
@@scully4life I'm still wrapping my head around things Rainpunk myself, as it has been severely reworked. I'll definitely make a video about the whole topic once I'm done =)
these are too generic, its almost beginner tips. what complex food is worth the most value to choose? what cornerstone isnt compatible with one another? how much does "X resource/minute" cornerstone actually generate for sustaining production? how much does a farm actually produce per year? how do you compare cornerstone with one another? how much villager do you actually need? that is the tips we need
Hey there! You got some good questions which you cannot simply answer as quick answers. How much food does a farm produce? Depends on the people, the cornerstones, the Storm Factors. How to Compare Cornerstones? Depends on the Map and the Difficulty Level. Which Complex Food is Best? Depends on your current citizen composition. The How many villagers is probably the only question to give a more standard answer to: Early as many as you can and later as many as you can feed. This game has a crazy amount of variables making it nigh impossible to give a "one size fits all" answer you desire. And considering these tips are being too generic: Veteran/Viceroy is the entry point for the games more challenging difficulty. Basically kinda like the end of the extended tutorial. Prestige is the actual big challenge so it's only natural that these tips here are more baseline.
Hey I found the consumption menu is really good at answering this question. As much of your picks are going to be situational. Say the choice between biscuits and pie. both might hit 2 of 3 but you harpies need the boost. You would choose pie. It's also good to look at the start so you know which goods cover the most before you make any picks.
@@brgessnerThat's a smart pointer I didn't come up with myself. You are right, the consumption menu gives a really good readable table of things to care about. Thanks for sharing!
This game is so freaking good. I never play city builders but this one just hits all the right notes, I just got it a few days ago and already put 15 hours in. Had my first Veteran victory the other day, very satisfying
Jeah me too i was more on pause and make my brain think out everything than playing :D GG
First opening dangerous glade before choosing cornerstone/blueprint is the best tip for viceroy. Its even better to first open glade then going for trade to avoid trading the ressource you need for a glade (provision for example). Best is to open 1 (max 2) small glades in year 1 then opening the dangerous in the last second of the first storm so you get a full drizzle period to solve it.
Also before prestige 5-6, you dont really need a 2nd and certainly not a 3rd ancient hearth (it consume fuel, use one precious citizen and valuable ressource to build just to get a -30 hosti and less time walking). one discrit ancient with 3 or 4 small warehouses around the map and good street is far better and if you arent completely clueless, you can finish 90% settlement around year 5. I actually only once was forced to build 3 ancient to finish a settlement and thats was on prestige 15+
last tip for racial specials segment, its great to swap the fire keeper during one settlement depending on what you need (+1 resolve lizard, less hostility fox, less fuel consumption beaver, etc.) Like its stupid to have the fox keeping fire when you have only one glade open or keep the beaver when you got enough fuel for years
Thanks for these tips! I've been doing 2-3 hearths every time thinking it was what I was supposed to do lol
Only exception to the hearths would be if you have distant farms that never get fully planted/harvested. A hearth nearby, coupled with a small warehouse, will help a lot.
For my first several runs I was afraid to open danger glades because during the tutorial you open a glade that kills three of your citizens and I though that I'd be losing people left and right if I do this. After I lost those first few runs, unable to produce anything meaningful, I became more bold. So far I've had no killer glades and I love discovering those) Although forbidden glades to scare me up a little because they tend to eat a lot of resourses.
About opening danger glades: something that works very well for me is opening 2 danger glades right before year 2 starts and not choosing orders and blueprints before I've opened them. It gives a lot of information you can use for choices in the beginning of the game. For example: What resources are available and which production lines give those resources oportunities to? Do I need to pick a blueprint for large nodes? Are there any ruins I can use so I don't need to pick certain blueprints? Which orders can I easily complete or is there a certain reward in an order choice I might need?
I work very similar, except for not daring to go for two at once. Your general sentiment is very true though. As long as you don't know what you will be working with, drafting is often pretty hard or even impossible.
I was a little stunned by the difficulty increase at viceroy. The morale penalties are brutal.
Also thought of Archaelogy as a victory path (or added path) in some biomes
Good thing you mentioned that, that's definitely an option in Scarlet Orchard =)
Another great video Ic0n! Something I wouldn't mind seeing, is a detailed rundown of the tech tree and knowing which upgrades are valued above others as I am currently a new player and working my up, I'm unsure of what to pick for a lot of it. SOme of them are obviously better than others, I think It would be good content for new players such as myself.
It's up to personal preference, but I'd say ressource points for your caravan are the best part of the tech tree, also the one upgrade on the left that gives you 5 planks as starting ressource ? I really slept on it, but these 5 planks might be the ones needed for a plank generating building that can boost you forward on those early years where you have so much need for complex building ressources.
The right part of the tree generating more charges on nodes is a nice bonus as well. The specialized housing can be clutch if you notice in advance that your harpies or foxes won't make it in the next storm, some houses can save them if you build beforehand.
I'm about to step into Veteran soon, this will be really helpful. Thank you!
Thank you very much. Im just a few hours in this game and I love it. Your guides are pure gold you are doing a great job! Please do more of this.
As a beginner that just upped to veteran these vids are gold. High quality super stuff, thank you Ic0n
Thank you for the tips and tricks videos. Could I request a video explaining some tips on basic management of rainpunk and blightrot? I barely survived that tutorial mission 😂. I would like some gauge as to which buildings I should boost, how far I should dial their rain engines knobs, and how many fire sticks I should have on hand. Much appreciated!
I've also noticed you need more resources needed to finish Events compared to easier difficulties, so be careful of that.
I never get high resolve. I just do orders and blast tools. Only at veteran , but works so far for me
Thanks a lot for the Tips and Tricks? How do you switch the resource nodes icon on and off?
Holding down "b"
Can you start a new series with brand new profile on hardest difficulty ?
Great stuff, thank you for the video.
Do you think small glades being nearly useless is something they might address in the future? I just bought the game and it seems like a strange balance issue. They could provide less hostility
They serve their purpose. They do give way less hostility already. And sometimes you just need a "little bit extra". Be it for an Order or just for a bit of expansion without added risk. They were in a lot worse state during Early Access. And there are unique rewards in small glades nowadays, like the treasure stags.
Small glades have their utilities when you have foxes (reduce hostility) or special events which reduce hostilities or easy orders (opening 4 glades). You need at least one small glade to start a settlement (better if you info about it like geyser or fields). in 90% of your games, you gonna open max 2 small glades and 3 to 5 dangerous.
What about rainpunk? These are the first difficulties you can use it right? I'm guessing it's not that important. Is there ever a reason to use rain engines?
Rain Engines are powerful, albeit very micro intensive, cause you can easily blow up people with that extra corruption buildup.
You can either improve the productivity of a building or make people particularly happy working in a workshop with that Rain Engine running. Downsides are like I said Corruption and the fact that you need to collect that Rainwater somehow.
Overall my gripes were either not enough water to begin with or not enough workers to get the water going. Geysers are kind of a must have for an effective usage of Rain Engines. It's possible without, but it binds a lot of workers.
I managed to play up to Prestige 15 without having used them a single time. So it's not necessary, but it surely has it's uses and is a powerful tool. I'm just not able (yet) to add yet another layer of micromanagement into my game personally.
Hope this helps!
@@Ic0nGaming Wow, thanks! I heard that if you get the right geyser early, and you don't get blueprints for complex foods or building materials, it's a good strategy to use a rain engine on the field kitchen or the crude workshop. Or maybe even throw a couple foxes in a rain collector if you have them so spare. I don't have the field kitchen or foxes yet, but I'm just trying to think ahead.
@@scully4life I'm still wrapping my head around things Rainpunk myself, as it has been severely reworked. I'll definitely make a video about the whole topic once I'm done =)
great video. thanks a lot!
these are too generic, its almost beginner tips. what complex food is worth the most value to choose? what cornerstone isnt compatible with one another? how much does "X resource/minute" cornerstone actually generate for sustaining production? how much does a farm actually produce per year? how do you compare cornerstone with one another? how much villager do you actually need? that is the tips we need
Hey there! You got some good questions which you cannot simply answer as quick answers. How much food does a farm produce? Depends on the people, the cornerstones, the Storm Factors. How to Compare Cornerstones? Depends on the Map and the Difficulty Level. Which Complex Food is Best? Depends on your current citizen composition.
The How many villagers is probably the only question to give a more standard answer to: Early as many as you can and later as many as you can feed.
This game has a crazy amount of variables making it nigh impossible to give a "one size fits all" answer you desire.
And considering these tips are being too generic: Veteran/Viceroy is the entry point for the games more challenging difficulty. Basically kinda like the end of the extended tutorial. Prestige is the actual big challenge so it's only natural that these tips here are more baseline.
You got schooled
Hey I found the consumption menu is really good at answering this question. As much of your picks are going to be situational. Say the choice between biscuits and pie. both might hit 2 of 3 but you harpies need the boost. You would choose pie. It's also good to look at the start so you know which goods cover the most before you make any picks.
@@brgessnerThat's a smart pointer I didn't come up with myself. You are right, the consumption menu gives a really good readable table of things to care about. Thanks for sharing!
Your giving a bunch of "expert" tips and you haven't even put a dirt road in front of your main heart. Stopped watching right there.
Huh, funny how a tiny bit of extra road was all it took for the outrage.