Just leaving this comment to notify Pravus that the 2nd bad modifier isn't that bad. In fact it is completely preventable, since if a survivor has a house it will not suffer from that trait. It tells you how to prevent the modifier at the bottom of the description card.
This is called a conditional mystery, as opposed to a simple mystery like -4 resolve per hostility. Conditions include housing, complex food, and services.
Hailstorm can actually be extremely funny in the second half when you start getting more villagers than you really have jobs for if you manage to get the cannibalism cornerstone that gives you 30 meat every time someone leaves or dies. (There's one that gives amber as well, but I've generally done it with the meat.)
It also somewhat amazes me that he doesnt spam trade routes, that provision cornerstone (for every newcomer x3 provision) can make the game ez just by trade routes. then buy all shit traders sell cos u have loads of amber
2:15 - For the observant, Hailstorm is avoided just by having housing for your people. As such, it "SHOULD" be a zero factor. 4:20 - Huge salute for an incredibly shrewd play. Just because you are allowed to pick a blueprint, doesn't meant you have to. One MASSIVE way to minimize the impact of poor RNG in this game is to do orders and blueprints at the same time.
Tip: You can toggle on production buildings whether you want to burn cysts there or not (extra tab in each production building), some production building are good to let the blight build up on, as after a certain point the blight cysts provide bonuses (extra chance for 2x output, also the perk that generates amber from cysts). So let blight build up on buildings you want more/free resources from. In that sense all you need to be concerned with is making sure that at no point your hearth will reach 100%, since nothing bad will happen up to that point. Essentially, the blight itself is actually very useful and you probably don't want to burn all of it each storm.
I just found out that Kiln is like on of the most powerfull building. It gets you some brick production, it gives you access to one of the best fuel in the game, it can multiple your food, it gives you free resolve for Lizardmen and easiest complex food. Combined it with Cookhouse, oh god at creaming at the efficiency. Add Ranch and Grain production, I'm just gone. Also Ranch can also double your Reeds and Plant Fiber into leather. So is actually a pretty good alternative for fabric production.
Personally I like the Kiln, Lumbermil and workshop combo, getting the kiln is like you know you can win as it turns 1.15 min of fuel into 5+min of fuel, add one +1 to coal or 25% longer fuel burn and you are golden.
The problem I find with the Kiln is that you need to have a lot of wood production to fuel the conversion. Cuz you'll have 30 wood (with 3 workers) being consumed constantly.
@@Plague_Doc22 You really only need one or two workers, and the wood is wasted if used as fuel instead. You get 115 seconds of fire with 10 wood, the same wood if it's coal is 510 seconds, if you get a beaver to man the flame you add 20% already on top, with wood it only gives you like 22 seconds it's 102 for coal, so you would save the 10 wood here already. Add to that cooking can take 1 coal or 5 wood, so you can cook 2 times if you use wood or 5 times if you use coal, or 3 coal to make a burn instead of wood again. It's just so insanely efficient. Add to that the +1 and +2 to coal making and the 25% more burn time bonus and you can have coal that almost convert 1 to 1 in a game while lasting 45-70% longer easy. Not to mention at full infection it gets a 35% chance of 2x the output of coal, and that's just free fuel that you don't have to cut down.
@@Plague_Doc22 Just remember to disable wood on the fireplace so it only consumes your coal. If you have problem with wood production, always running 3+ wood worker is good idea. (I always run 6 lol) Also keep in mind of distance between the Woodcutter camp and your storage so they don't spent most of their time walking back and forth. Putting Harpy on fireplace is really good cause it gives everyone +5 carrying capacity.
@@-JustHuman- I'm not arguing it's more effecient. I'm saying you need a large amount of wood production at all time to keep it up. At lower levels this is very easy but at higher prestige it starts to hurt.
I picked up this game because of your videos. Veteran is no joke, but I am still learning the recipes and picking none synergistic corner stones and buildings. Thanks for all the content!
It took me a little bit to realize that impatience and hostility were two different meters. Keep at it. You will start to get a feel for different strategies and learning which ones are more likely to work out for you. At the moment, I have 3 different playthroughs going to try out three different builds with the citadel.
I picked up the game about two months ago, and just a few days ago completed the Golden Seal on Viceroy difficulty - after several failed attempts. I think once you understand the mechanics behind Hostility and your people's Needs, it drastically improves your chances. I spent a long time just thinking that as long as I fulfilled "some" Needs, it didn't really matter that much which ones, food was food and shelter was shelter after all - but once I started to plan out what Needs to fulfill based on what species I had in my settlement it got so much easier.
I'm enjoying this series. I have to watch the videos 5 times each though because I put them on when I'm ready for a nap and am usually asleep before any gameplay :)
Was casually browsing, saw the first episode, got hooked. Have to check out your other videos, but you do remind me of Splattercat, except you aren’t trailing off and your commentary is spot on!
Was gonna say i follow Wanderbot , Splatter , Aavak etc..cause i love indies. He does have smthing similar to Splatter, but i like this dude a lot more!
My only recommendation so far is that it is ok to defer making decisions until you know what you have available. I generally won't pick my first buildings until I open a glade or two and then my first couple unlocks I'll pick after I open a big glade.
The game feels so much more relaxing and doable when you're playing it ! I can't handle these crazy resolve levels during the storm, I am clearly overlooking something 😂
Honestly, that is the thing I LOVE most about this game. It is that feeling that everything is hopeless and there is no way to win. You keep delaying and delaying the inevitable as much as you can. Then everything starts to click and you pull out an unexpected win. That is a rewarding feeling for me.
I like that I can play on Pioneer difficulty when I just want a relaxing City Builder, and Viceroy difficulty when I want an actual challenge (I only bought the game 2 months ago, so I'm not ready to experiment with Prestige difficulty yet).
For Pravus : I had to do another scarlet orchard run to see if the upgrades were constant. - Pro Tip : The second upgrade of the Archaeologist Office has two choices. One choice is Decryption which lowers hostility by 15 for each tablet you have. With the number of tablets you had, you could have dropped your hostility down to level 0 and possibly below. Next scarlet orchard run, I recommend trying it before it gets nerfed or removed. It is especially powerful if you get the cornerstone that gives you tablets for completing dangerous and forbidden glade events.
One tip: if you want to know if you can make something, go to the recipes tab and click on one of the things there to get an overview of all of the buildings that can make that thing. It's a very powerful tool.
If you have 30 oil, you have an 85% chance of solving a forbidden glade event. 16 coal solves about 75% of forbidden events, so I usually turn off coal in the hearth for the first year or two.
An added benefit of turning off coal early is that you sometimes get orders that require a bit of coal. Saving it allows you to finish those much earlier. As such, my first action on the start of a map is typically to pause and then drop to just wood for fuel.
This rouge like + civ system could fit a sci-fi, specifically Star Gate Universe. The stargate is in the town center, maybe, and the ship moves on regularly like the flooding cycle here.
if you sacrifice seamarrow to the hearth it'll make working on glade events go faster. Can be really handy for the ones where something bad happens very x seconds while working it, or if you want to make sure it ends in a given season.
@20:37 the storm is half the time or so. normally a season lasts 3'30, and I think the storm is 1'30 which is sadly not explicitly stated anywhere, you just have to pay attention. so in your case, you've got 600 seconds (10'00) until curses hit, 200 (3'20) for the clearance to end, and 90 (1'30) to endure the storm. that's 600-200-90=310 seconds (5'10) remaining and you'd need 270 (4'30) for the task -- which means you could've waited...
You and I play this game very differently. I do all I can not to gain reputation from my people, so I can explore the map more and instead hold down the hostility as much as I can, I like to run it down in the negative 100-150, so even a galdes negativity penalty does not raise it over level 1 in hostility. Then just before the queens impatience runs out I complete some orders to win.
Also tips. 1. You can see the amount of soil in the map before you set out, this may impact what you do. 2. you can see what is on the maps when picking blueprints, by clicking the sign to the left of the head at 12:36. 3. Always use the kiln, it's so efficient and stop burning your wood as it's 5 times better to use coal and only goes up with bonus.
This sounds interesting but roughly how long does a map take you in term of cycles? I let impatience build a little but probably never past like 7 and once I'm like 3-4 cycles in I don't think it'll get past five.
@@nohbdy99 It takes a few hours on Veteran, as it can be a slow start depending on what you get with the races, buildings and so on. But I go as far as I can like 13.90 impatient, and then turn in the last few points. It can be okay as I have gotten some extra stuff from it. Bread, cogs and a lot of Citadel points. I normally have a podcast on so I don't notice the time :P
My play is extremely different from Pravus as well. Personally, I typically only get 3 settlements/cycle. That is because I have become quite adept at finding ways to keep the hostility low or at least mitigating the resolve impacts at higher hostility levels. This allows me to check out every dangerous and forbidden glade, which typically allows me to pick up more citadel resources every map. That is one of the great things about the game. I am still learning, but I can see that there multiple ways to play the game as well as multiple different economies that can lead to success. That is the hallmark of an amazing game.
@@winoodlesnoodles1984 Jep, also people really don'r appreciate the "for every "X" produced good you get +1 to gathering "x"" as it really can give you insane levels of production. I did this with mushrooms and then added the +1 insect per 3 mushrooms collected, given that I got 20+ mushrooms per 1 gathered I had 20k+ in food stock to sell so fast I couldn't produce enough food packs.
Great videos. I would suggest doing 1 video with 0 edditing, the whole full run. I would love to see how it looks from start to finish with no cut-outs
Not sure why you prefer lumber mill over kiln You need fuel during all the game, in all games. It transform wood to coal at the best rate to produce the best efficient fuel. As a bonus,you can transform bricks at a better rate than crude workstation, saving early on clay and stone. Planks are great, no mistake about that :) But still, less interesting, i think
Pravus is still picking up the game. He is doing a good job at it, but there are some things that need to click yet. From what I can tell, he is either getting a lot of his strategy from Potato McWhiskey or they are on the same website(s) getting advice on the game. If you read through the comment section, it is clear that a lot of viewers have a bit more experience with the game. ALL of them favor the Kiln. While it is possible for that many people to be wrong, it is also possible to get struck by lightning twice and survive both times.
You know for that Hailstorm modifier, it's a moot point so long as everyone has housing, right? Housing is the easiest thing to ensure all of your villagers have, typically (if you have cornerstones that add more people to your caravans and find a lot of people in the wild you can outpace your house building room, but that's not really the norm). Seriously, housing negates a number of forest threats and gives Resolve. There is literally no reason for anyone to be homeless unless you've run out of available space. A tip for something that feels like a bug in the game: if you put items up for trade (buying or selling), and then buy a cornerstone before finishing the trade, it'll remove the last item added to the trade. I don't know why, but it does, and it's really annoying, so it's something you have to really be mindful of so that you don't shaft yourself out of goods by accident. Also, please actually read and understand what you're doing more. It makes the game so much less difficult.
Trading doesn't work exactly as you think it does Pravus. The cornerstones that you can buy in trading don't actually become part of the trade, they just take amber directly. That means that when you added it to the trade and just accepted after, you gave the trader a whole bunch of free money.
Highly recommended if you love a game with a bit of a pucker factor. The game can be full of "Oh Shit!" moments. This will happen a lot the first time you bump into a new event in a forbidden glade.
If you get a ranch you can build meat production on a map with no natural meat, but yeah, if you don't get a ranch early best to avoid it. At least lizards also like pie, so you can feed them something they'll like even without meat. Bakery would have been really good, harpies and beavers like biscuits, lizards like the pies, I think humans like both, so the Bakery is a rgeat food producer for satisfying complex food as everyone likes at least one of its products. Of course, none of that matters if you can't make the resources for it to function.
This might be a noob question but i did just start playing this game after watching your videos, but why are my rewards so much smaller then what i'm seeing in lets play videos? Was the rewards for completing a city lowered in an update? Your reward screen showed 60 food 14 artifacts and 14 machinery and i believe i got 14-5-1 for my reward.
For starting not only place road around the city always check whos in the charge of the fireplace. IF you have harpy go for it as it is early best option & only later i change it to human & then most often back to harpy when/if i got "queen under control". +5 global to how much everyone can take makes it really efficient for early economy ;) & it stacks with marketplace or other "boons" that you can have :) I usually go with stone at start & if i have a deposit of stone or see marrow on starting glade then i always build stone roads +25% move speed ,damn good. Even better if you can have cooper roads I even buy all cooper from traders if i see they have it as it is really chap & 40% to move speed is goodlike on main roads, roads to storehouses[ i build them close to crucial places or if i find a building for rebuild & it is far away enough to justify] & most importantly close to any farming areas that are clustered enough]. GL!
Not sure why you prefer lumber mill over kiln You need fuel during all the game, in all games. It transform wood to coal at the best rate to produce the best efficient fuel. As a bonus,you can transform bricks at a better rate than crude workstation, saving early on clay and stone. Planks are great, no mistake about that :) But still, less interesting, i think
Just leaving this comment to notify Pravus that the 2nd bad modifier isn't that bad. In fact it is completely preventable, since if a survivor has a house it will not suffer from that trait. It tells you how to prevent the modifier at the bottom of the description card.
This is called a conditional mystery, as opposed to a simple mystery like -4 resolve per hostility. Conditions include housing, complex food, and services.
Hailstorm can actually be extremely funny in the second half when you start getting more villagers than you really have jobs for if you manage to get the cannibalism cornerstone that gives you 30 meat every time someone leaves or dies. (There's one that gives amber as well, but I've generally done it with the meat.)
It also somewhat amazes me that he doesnt spam trade routes, that provision cornerstone (for every newcomer x3 provision) can make the game ez just by trade routes.
then buy all shit traders sell cos u have loads of amber
2:15 - For the observant, Hailstorm is avoided just by having housing for your people. As such, it "SHOULD" be a zero factor.
4:20 - Huge salute for an incredibly shrewd play. Just because you are allowed to pick a blueprint, doesn't meant you have to. One MASSIVE way to minimize the impact of poor RNG in this game is to do orders and blueprints at the same time.
8:42 "At least now we have the kiln up and running, so if we wanna toss some people in here, we can do that, make some jerky."
Well, that got dark.
Thank you! I missed that.
🤣
Tip: You can toggle on production buildings whether you want to burn cysts there or not (extra tab in each production building), some production building are good to let the blight build up on, as after a certain point the blight cysts provide bonuses (extra chance for 2x output, also the perk that generates amber from cysts). So let blight build up on buildings you want more/free resources from. In that sense all you need to be concerned with is making sure that at no point your hearth will reach 100%, since nothing bad will happen up to that point. Essentially, the blight itself is actually very useful and you probably don't want to burn all of it each storm.
I just found out that Kiln is like on of the most powerfull building. It gets you some brick production, it gives you access to one of the best fuel in the game, it can multiple your food, it gives you free resolve for Lizardmen and easiest complex food. Combined it with Cookhouse, oh god at creaming at the efficiency. Add Ranch and Grain production, I'm just gone.
Also Ranch can also double your Reeds and Plant Fiber into leather. So is actually a pretty good alternative for fabric production.
Personally I like the Kiln, Lumbermil and workshop combo, getting the kiln is like you know you can win as it turns 1.15 min of fuel into 5+min of fuel, add one +1 to coal or 25% longer fuel burn and you are golden.
The problem I find with the Kiln is that you need to have a lot of wood production to fuel the conversion. Cuz you'll have 30 wood (with 3 workers) being consumed constantly.
@@Plague_Doc22 You really only need one or two workers, and the wood is wasted if used as fuel instead.
You get 115 seconds of fire with 10 wood, the same wood if it's coal is 510 seconds, if you get a beaver to man the flame you add 20% already on top, with wood it only gives you like 22 seconds it's 102 for coal, so you would save the 10 wood here already. Add to that cooking can take 1 coal or 5 wood, so you can cook 2 times if you use wood or 5 times if you use coal, or 3 coal to make a burn instead of wood again. It's just so insanely efficient.
Add to that the +1 and +2 to coal making and the 25% more burn time bonus and you can have coal that almost convert 1 to 1 in a game while lasting 45-70% longer easy.
Not to mention at full infection it gets a 35% chance of 2x the output of coal, and that's just free fuel that you don't have to cut down.
@@Plague_Doc22 Just remember to disable wood on the fireplace so it only consumes your coal. If you have problem with wood production, always running 3+ wood worker is good idea. (I always run 6 lol)
Also keep in mind of distance between the Woodcutter camp and your storage so they don't spent most of their time walking back and forth. Putting Harpy on fireplace is really good cause it gives everyone +5 carrying capacity.
@@-JustHuman- I'm not arguing it's more effecient. I'm saying you need a large amount of wood production at all time to keep it up. At lower levels this is very easy but at higher prestige it starts to hurt.
14:03 Who else thought that was Pravus doing a funny edit?
I picked up this game because of your videos. Veteran is no joke, but I am still learning the recipes and picking none synergistic corner stones and buildings.
Thanks for all the content!
It took me a little bit to realize that impatience and hostility were two different meters. Keep at it. You will start to get a feel for different strategies and learning which ones are more likely to work out for you. At the moment, I have 3 different playthroughs going to try out three different builds with the citadel.
I picked up the game about two months ago, and just a few days ago completed the Golden Seal on Viceroy difficulty - after several failed attempts. I think once you understand the mechanics behind Hostility and your people's Needs, it drastically improves your chances.
I spent a long time just thinking that as long as I fulfilled "some" Needs, it didn't really matter that much which ones, food was food and shelter was shelter after all - but once I started to plan out what Needs to fulfill based on what species I had in my settlement it got so much easier.
I'm enjoying this series. I have to watch the videos 5 times each though because I put them on when I'm ready for a nap and am usually asleep before any gameplay :)
Was casually browsing, saw the first episode, got hooked. Have to check out your other videos, but you do remind me of Splattercat, except you aren’t trailing off and your commentary is spot on!
Was gonna say i follow Wanderbot , Splatter , Aavak etc..cause i love indies. He does have smthing similar to Splatter, but i like this dude a lot more!
My only recommendation so far is that it is ok to defer making decisions until you know what you have available. I generally won't pick my first buildings until I open a glade or two and then my first couple unlocks I'll pick after I open a big glade.
The game feels so much more relaxing and doable when you're playing it ! I can't handle these crazy resolve levels during the storm, I am clearly overlooking something 😂
Also the best thing about the game is that, increasing difficulty doesnt just make it hard, it also adds a nee feature (like this blightrot)
Honestly, that is the thing I LOVE most about this game. It is that feeling that everything is hopeless and there is no way to win. You keep delaying and delaying the inevitable as much as you can. Then everything starts to click and you pull out an unexpected win. That is a rewarding feeling for me.
I like that I can play on Pioneer difficulty when I just want a relaxing City Builder, and Viceroy difficulty when I want an actual challenge (I only bought the game 2 months ago, so I'm not ready to experiment with Prestige difficulty yet).
Finally another ATS video, I hope you keep continuing this series.
When Pravus voice breaks he sounds like Morty :D 1:50 you can hear it! Thank you for the content, love it!
For Pravus : I had to do another scarlet orchard run to see if the upgrades were constant.
- Pro Tip : The second upgrade of the Archaeologist Office has two choices. One choice is Decryption which lowers hostility by 15 for each tablet you have. With the number of tablets you had, you could have dropped your hostility down to level 0 and possibly below. Next scarlet orchard run, I recommend trying it before it gets nerfed or removed. It is especially powerful if you get the cornerstone that gives you tablets for completing dangerous and forbidden glade events.
One tip: if you want to know if you can make something, go to the recipes tab and click on one of the things there to get an overview of all of the buildings that can make that thing. It's a very powerful tool.
If you have 30 oil, you have an 85% chance of solving a forbidden glade event. 16 coal solves about 75% of forbidden events, so I usually turn off coal in the hearth for the first year or two.
An added benefit of turning off coal early is that you sometimes get orders that require a bit of coal. Saving it allows you to finish those much earlier. As such, my first action on the start of a map is typically to pause and then drop to just wood for fuel.
Please kep these up! They are the perfect length!
Just wanna say that I love this series! Keep them videos coming 😊
Love the series would love to see more progression Pravus! Keep it up.
Ladies and gentlemen, the ground is speaking bones and the monks are speaking democracy. LET`S GO!
Thank you for continuing to show off this awesome game! Love your vids
Woah thats amazing that the devs can update a map that has already been played on and add a new biome on the fly.... also more ATS YES!
This rouge like + civ system could fit a sci-fi, specifically Star Gate Universe.
The stargate is in the town center, maybe, and the ship moves on regularly like the flooding cycle here.
Fantastic as usual. I learn so much. Thanks for the video!
I've been feeling the food grind in my play through
realising that complex food gives more food (5meat+1coal = 10 jerky) saves a lot of games
if you sacrifice seamarrow to the hearth it'll make working on glade events go faster. Can be really handy for the ones where something bad happens very x seconds while working it, or if you want to make sure it ends in a given season.
Loving the series
14:03 totally thought that was going to be a sponsor
@20:37 the storm is half the time or so. normally a season lasts 3'30, and I think the storm is 1'30 which is sadly not explicitly stated anywhere, you just have to pay attention.
so in your case, you've got 600 seconds (10'00) until curses hit, 200 (3'20) for the clearance to end, and 90 (1'30) to endure the storm. that's 600-200-90=310 seconds (5'10) remaining and you'd need 270 (4'30) for the task -- which means you could've waited...
You and I play this game very differently. I do all I can not to gain reputation from my people, so I can explore the map more and instead hold down the hostility as much as I can, I like to run it down in the negative 100-150, so even a galdes negativity penalty does not raise it over level 1 in hostility. Then just before the queens impatience runs out I complete some orders to win.
Also tips.
1. You can see the amount of soil in the map before you set out, this may impact what you do.
2. you can see what is on the maps when picking blueprints, by clicking the sign to the left of the head at 12:36.
3. Always use the kiln, it's so efficient and stop burning your wood as it's 5 times better to use coal and only goes up with bonus.
This sounds interesting but roughly how long does a map take you in term of cycles? I let impatience build a little but probably never past like 7 and once I'm like 3-4 cycles in I don't think it'll get past five.
@@nohbdy99 It takes a few hours on Veteran, as it can be a slow start depending on what you get with the races, buildings and so on. But I go as far as I can like 13.90 impatient, and then turn in the last few points. It can be okay as I have gotten some extra stuff from it. Bread, cogs and a lot of Citadel points. I normally have a podcast on so I don't notice the time :P
My play is extremely different from Pravus as well. Personally, I typically only get 3 settlements/cycle. That is because I have become quite adept at finding ways to keep the hostility low or at least mitigating the resolve impacts at higher hostility levels. This allows me to check out every dangerous and forbidden glade, which typically allows me to pick up more citadel resources every map.
That is one of the great things about the game. I am still learning, but I can see that there multiple ways to play the game as well as multiple different economies that can lead to success. That is the hallmark of an amazing game.
@@winoodlesnoodles1984 Jep, also people really don'r appreciate the "for every "X" produced good you get +1 to gathering "x"" as it really can give you insane levels of production. I did this with mushrooms and then added the +1 insect per 3 mushrooms collected, given that I got 20+ mushrooms per 1 gathered I had 20k+ in food stock to sell so fast I couldn't produce enough food packs.
Love to watch the series.
Praise Gimli!
Great videos.
I would suggest doing 1 video with 0 edditing, the whole full run. I would love to see how it looks from start to finish with no cut-outs
Not sure why you prefer lumber mill over kiln
You need fuel during all the game, in all games.
It transform wood to coal at the best rate to produce the best efficient fuel.
As a bonus,you can transform bricks at a better rate than crude workstation, saving early on clay and stone.
Planks are great, no mistake about that :)
But still, less interesting, i think
Pravus is still picking up the game. He is doing a good job at it, but there are some things that need to click yet. From what I can tell, he is either getting a lot of his strategy from Potato McWhiskey or they are on the same website(s) getting advice on the game.
If you read through the comment section, it is clear that a lot of viewers have a bit more experience with the game. ALL of them favor the Kiln. While it is possible for that many people to be wrong, it is also possible to get struck by lightning twice and survive both times.
You know for that Hailstorm modifier, it's a moot point so long as everyone has housing, right? Housing is the easiest thing to ensure all of your villagers have, typically (if you have cornerstones that add more people to your caravans and find a lot of people in the wild you can outpace your house building room, but that's not really the norm). Seriously, housing negates a number of forest threats and gives Resolve. There is literally no reason for anyone to be homeless unless you've run out of available space.
A tip for something that feels like a bug in the game: if you put items up for trade (buying or selling), and then buy a cornerstone before finishing the trade, it'll remove the last item added to the trade. I don't know why, but it does, and it's really annoying, so it's something you have to really be mindful of so that you don't shaft yourself out of goods by accident.
Also, please actually read and understand what you're doing more. It makes the game so much less difficult.
Trading doesn't work exactly as you think it does Pravus.
The cornerstones that you can buy in trading don't actually become part of the trade, they just take amber directly. That means that when you added it to the trade and just accepted after, you gave the trader a whole bunch of free money.
Comment (cause i like the series).. praise pravus
Last night had a my first game, go sideways, have lots of fun try to turn it around. First game in a long time that feels good to lose.
dropping a comment for the algorithm :D
Wonderful
cool fish
Next map lets goooooo
oo and go fish
I belive i'll be buying this game now.I seen enough i am satisfied with its offer
Highly recommended if you love a game with a bit of a pucker factor. The game can be full of "Oh Shit!" moments. This will happen a lot the first time you bump into a new event in a forbidden glade.
If you get a ranch you can build meat production on a map with no natural meat, but yeah, if you don't get a ranch early best to avoid it. At least lizards also like pie, so you can feed them something they'll like even without meat. Bakery would have been really good, harpies and beavers like biscuits, lizards like the pies, I think humans like both, so the Bakery is a rgeat food producer for satisfying complex food as everyone likes at least one of its products. Of course, none of that matters if you can't make the resources for it to function.
Is there anywhere I can see the full, uncut episode?
This might be a noob question but i did just start playing this game after watching your videos, but why are my rewards so much smaller then what i'm seeing in lets play videos? Was the rewards for completing a city lowered in an update? Your reward screen showed 60 food 14 artifacts and 14 machinery and i believe i got 14-5-1 for my reward.
Difficulty level affects rewards
snap
For starting not only place road around the city always check whos in the charge of the fireplace. IF you have harpy go for it as it is early best option & only later i change it to human & then most often back to harpy when/if i got "queen under control". +5 global to how much everyone can take makes it really efficient for early economy ;) & it stacks with marketplace or other "boons" that you can have :)
I usually go with stone at start & if i have a deposit of stone or see marrow on starting glade then i always build stone roads +25% move speed ,damn good. Even better if you can have cooper roads I even buy all cooper from traders if i see they have it as it is really chap & 40% to move speed is goodlike on main roads, roads to storehouses[ i build them close to crucial places or if i find a building for rebuild & it is far away enough to justify] & most importantly close to any farming areas that are clustered enough].
GL!
Hey pravus, I would really love to see u play Victoria 3, is tht possible or nah?
Pravus should play more democracy 4. i would love to see a hardest difficulty america run. day 73
Don’t give up lad, he will eventually reply.
No rimworld? 🥺
hiya
More plz
Not sure why you prefer lumber mill over kiln
You need fuel during all the game, in all games.
It transform wood to coal at the best rate to produce the best efficient fuel.
As a bonus,you can transform bricks at a better rate than crude workstation, saving early on clay and stone.
Planks are great, no mistake about that :)
But still, less interesting, i think