Can't count how many times I've been frustrated by seeing my Odd-jobbers plummet to negative only to realize that my mines just finished building, they should probably add a notice when a building finishes
Recently discovered this little gem of a gem for myself. Been watching your tutorials as a loose guide, thank you for them. Btw, great voice, the first 2-4 seconds of every video, that is =D Might want to keep it at tembre with the ladies, just saying, might work wonders. Anyway. You know what truly bugs me in this game? I'm barely starting out and I'm coming from a long and still lasting love with the Rim, iykwim. So I tend to make my buildings square. 13x13 seems to be magical, btw, but maybe I'm just obsessed with the number, idk. A single column in the middle and you're good for roof support, but I digress. What bugs me is - "Hm, how should I disperse the various benches and supporting toolbenches/storage? Like this? No, this sucks. This? Same, sucks. Hmmm... What if we divide the area in sectors and focus on each individually? OH HELL YES, THIS WORKS PERFECT! SCORE FOR PLAYER1 THIS IS AS EFFICIENT AS IT GETS1!11!!1one!!!!" God damn it, that's a swastika. Bloody hell... TL;DR If you can't figure out how to place your workbenches in a craftsman's shop, try a swastika. Works... surprisingly well =D I must have painted some sort of a target on my back with this comment, lol.
There is an advantage to stopping a food from a species other than fun. Let say that you dont have enough vegetables to feed species A and B at the same time and both likes vegetables . You have a backup plan (secondary prefered source food) for B. So you exclusively reserve the vegetable for A. Since B got a backup plan where A has not, you avoid citizens from species B to pickup some vegetables and go full on the other prefered food. So this way you fullfill "pref food" for both species. 🙂
How to mostly avoid that bug, never use a big blocker and I find that single line of ovens on the wall are usually better than the double lined ovens on the middle.
Thanks for this series - I was struggling with v65. You're doing yourself no favors building those long, internal walls for support. Pillars spaced 4-6 blocks apart will do, saving resources, giving you more flexibility with where to put your stations, and reducing your pathing issues. My strategy if I'm not making a giant structure is to put down one 6-wide structure to run the main workstations down the middle, attach another 6-wide structure as a wing for aux/storage, and hold shift to take out pieces of the dividing wall until I'm down to 1 or 2 pillars.
Love your videos, I do clash with how you build your industries though, I tend to make smaller buildings and use the small whatchacallit fetchers to keep the workers inside constantly producing and not wasting time fetching raw materials.
Totally understand that these tutorials will have other random things happening. This game is definitely far from do A then B then C etc. Loving this series btw!
Yeah I failed hard, 6+ attempts over 4 hours, didn't make it past 10 they all died or starved. I queued up 4-6 buildings and jobs at a time. Nothing got done. You have to do it one at a time. Once I "got it" I haven't lost a single person except for being mauled by hunting. Went from 10-55 very fast. Hope this comment helps someone. This game really does tackle that itch other games are missing.
I'm laughing at the idea that the last grave gets filled and out of nowhere a bunch of rioters popup and burn their own houses to the ground like "I'm gonna make sure I can't use the grave because I'm gonna die when its unavailable"
Yes there is! If people bump into another on a narrow road they receive a slowdown penalty. So wide roads make your people traverse through the city faster. 3 grid wide for main roads has proven sufficient for most scenarios where many people are walking
@Ic0nGaming huh didnt know that, after playing a bit I liked doing 4x4 for main roads so you can put a 2x2 light in the middle along with 2x2 decorations, but it might be better to do 6x6 main roads for the light and traffic, and then 3x3 for sides with small lights and decorations. And then for alleys do 2x2.
I’ve found that just chopping the wood down and making it grow naturally back over time is the superior choice to keeping people permanently chopping wood, do you find the opposite true or do you just not like microing wood?
All in all I feel like you are right. The permanent Woodcutters have the advantage that you have a precise number of daily earned wood to calculate with. If you just go free cutting trees you don't know how much you get. But at the end of the day nothing beats just a big bad cutting spree to fix up as much as necessary indeed. Micromanagement seems to be the only disadvantage so far.
Do woodcutters not replant the trees ie they respawn faster? Thatd be a nice benefit considering how costly it is to build and otherwise it wouldnt serve any advantage besides reducing micro
I *think* that covering an entire forest with woodcutters, all with 100% efficiency, will get you more wood eventually than cutting the whole forest down at once and then letting it regrow. At least, I hope that's the case - otherwise woodcutters need a buff.
Sounds like you need to use more efficient food sources. Early Game Pastures and Hunters are really good. Grain Farms + Bakeries are the next upgrade which yield MASSIVE amounts of food. Fisheries are really low on yield if you ain't got a race that excels at it.
Can't count how many times I've been frustrated by seeing my Odd-jobbers plummet to negative only to realize that my mines just finished building, they should probably add a notice when a building finishes
The game already has that. It shows a green hammer symbol when a building is finished, if you click on it it brings you to the finished building.
I ignore that so hard lols
For me that is my notification
@@quentinsennin6469not as obvious as rimworlds notif system
Recently discovered this little gem of a gem for myself. Been watching your tutorials as a loose guide, thank you for them. Btw, great voice, the first 2-4 seconds of every video, that is =D Might want to keep it at tembre with the ladies, just saying, might work wonders. Anyway.
You know what truly bugs me in this game? I'm barely starting out and I'm coming from a long and still lasting love with the Rim, iykwim. So I tend to make my buildings square. 13x13 seems to be magical, btw, but maybe I'm just obsessed with the number, idk. A single column in the middle and you're good for roof support, but I digress.
What bugs me is - "Hm, how should I disperse the various benches and supporting toolbenches/storage? Like this? No, this sucks. This? Same, sucks. Hmmm... What if we divide the area in sectors and focus on each individually? OH HELL YES, THIS WORKS PERFECT! SCORE FOR PLAYER1 THIS IS AS EFFICIENT AS IT GETS1!11!!1one!!!!"
God damn it, that's a swastika. Bloody hell...
TL;DR If you can't figure out how to place your workbenches in a craftsman's shop, try a swastika. Works... surprisingly well =D
I must have painted some sort of a target on my back with this comment, lol.
Also I love your voiceover in this, your pronunciation and slight accent makes you sound like christoph waltz which is just awesome
There is an advantage to stopping a food from a species other than fun.
Let say that you dont have enough vegetables to feed species A and B at the same time and both likes vegetables . You have a backup plan (secondary prefered source food) for B. So you exclusively reserve the vegetable for A. Since B got a backup plan where A has not, you avoid citizens from species B to pickup some vegetables and go full on the other prefered food. So this way you fullfill "pref food" for both species. 🙂
How to mostly avoid that bug, never use a big blocker and I find that single line of ovens on the wall are usually better than the double lined ovens on the middle.
Thanks for this series - I was struggling with v65. You're doing yourself no favors building those long, internal walls for support. Pillars spaced 4-6 blocks apart will do, saving resources, giving you more flexibility with where to put your stations, and reducing your pathing issues. My strategy if I'm not making a giant structure is to put down one 6-wide structure to run the main workstations down the middle, attach another 6-wide structure as a wing for aux/storage, and hold shift to take out pieces of the dividing wall until I'm down to 1 or 2 pillars.
Yeah, my internal organization isn't the best. Pillaring is surely better ^^
Love your videos, I do clash with how you build your industries though, I tend to make smaller buildings and use the small whatchacallit fetchers to keep the workers inside constantly producing and not wasting time fetching raw materials.
didn't even think of that, Think of the production!
First two days in a row! - Keep them coming Ic0n! Keeps me busy at work :D
Totally understand that these tutorials will have other random things happening. This game is definitely far from do A then B then C etc. Loving this series btw!
Yeah I failed hard, 6+ attempts over 4 hours, didn't make it past 10 they all died or starved.
I queued up 4-6 buildings and jobs at a time. Nothing got done.
You have to do it one at a time. Once I "got it" I haven't lost a single person except for being mauled by hunting. Went from 10-55 very fast.
Hope this comment helps someone.
This game really does tackle that itch other games are missing.
I'm laughing at the idea that the last grave gets filled and out of nowhere a bunch of rioters popup and burn their own houses to the ground like "I'm gonna make sure I can't use the grave because I'm gonna die when its unavailable"
Thanks for these! Helping a lot.
0.66 fixes the building problem
I promised to not start a single game, after the short tutorial until I finish all that series (I dont have enough patience to discover stuff)
nice guide, thx for this
I keep getting an extorter (i need help plz gimme ur stuff king) and i cant wait until im stable enough to make an army
Do you have any idea why you farms produce quite a lot more then my farms
So is there any benefit to making 2x2 roads rather than just 1x1? Other than asthetics. Or maybe do 1x1 between buildings and 2x2 for main roads?
Yes there is! If people bump into another on a narrow road they receive a slowdown penalty. So wide roads make your people traverse through the city faster. 3 grid wide for main roads has proven sufficient for most scenarios where many people are walking
@Ic0nGaming huh didnt know that, after playing a bit I liked doing 4x4 for main roads so you can put a 2x2 light in the middle along with 2x2 decorations, but it might be better to do 6x6 main roads for the light and traffic, and then 3x3 for sides with small lights and decorations. And then for alleys do 2x2.
I’ve found that just chopping the wood down and making it grow naturally back over time is the superior choice to keeping people permanently chopping wood, do you find the opposite true or do you just not like microing wood?
All in all I feel like you are right. The permanent Woodcutters have the advantage that you have a precise number of daily earned wood to calculate with. If you just go free cutting trees you don't know how much you get. But at the end of the day nothing beats just a big bad cutting spree to fix up as much as necessary indeed. Micromanagement seems to be the only disadvantage so far.
Do woodcutters not replant the trees ie they respawn faster? Thatd be a nice benefit considering how costly it is to build and otherwise it wouldnt serve any advantage besides reducing micro
I *think* that covering an entire forest with woodcutters, all with 100% efficiency, will get you more wood eventually than cutting the whole forest down at once and then letting it regrow. At least, I hope that's the case - otherwise woodcutters need a buff.
In my city everything is very coslty as I have 1 neighbour.
kinda sounds like corbett report
Man, my food consumption is always ALways 2x higher than my output. What am i doing wrong?
Sounds like you need to use more efficient food sources. Early Game Pastures and Hunters are really good. Grain Farms + Bakeries are the next upgrade which yield MASSIVE amounts of food. Fisheries are really low on yield if you ain't got a race that excels at it.
to long
I'm working on a compactified tutorial series but that will be made for the full release.