Im now beginning with the prestige difficulty and realised that from settler to veteran it was quite easy to play the game however I wanted. But since viceroy I actually feel like I meed to play very carefully. So I have a few extra tips (maybe these are for the more experienced players but still) : 1 Try to discover as less an possible glades since every discovered glade highers hostility. So in my experience dont open any small glades except If You’re in big trouble (I only do it If Im in need of a resource for a glade event and feel lucky enough to find it in a small glade). 2 put a limit to how much someone can make in a building. I had times where I didnt put a limit on creating wooden planks and only realised it after all my wood was gone. Had the same problem with bricks. Created too much and had no stone and clay left. 3 In the storm resolve gets really messy If your hostility is high. So deselect the woodcutters you have active and there is a high change your hostility lvl goes down By 1 or even 2 for that storm. After the storm you can just reselect the woodcutters. 4 look at all the different species desires, Some of them have overlapping ones. If I remember correctly the humans, the harpies and the beavers all have the desire for clothing. So because of that its a very good choice to select the blueprint that allows you to make clothing. (I think biscuits is also a very common desire) 5 I had a tough time with viceroy difficulty at first because of my playstyle, but I just watched one run from another Guy and learned Some good things from it. So dont be afraid to get help from other people, you dont have to copy their entire playstyle. For example I never enjoyed the thought of trade routes since they didnt look worth that much. But I saw Someone else do it and realised they bring quite the value.
On top of limiting how much a building produces, in the Warehouse you can also set a minimum stockpile for core resources like wood/stone/clay, where workers won't take any for recipes unless it exceeds that amount!
One of the biggest things that helped me in this game is knowing that I'm not going for a perfectly balanced, self-sustaining town. The point is to win. I've literally won the same minute my settlers ran completely out of food. I've also lost to queen's impatience trying to finish a seal as ancient tablets were being carried to my warehouse to complete the seal. Everything in the game is something you have to stay on top of and I love the constantly evolving problem>solve gameplay.
Honestly, this is the best tip. So many times I tried to either raise resolve or hope for merchants to bring me a resource I didn't have access to, before realising that's not the point of the game and I already had everything I needed for a victory by sacrificing my tools and sending caches to the capital.
Tip for the service (luxury) buildings, the passive effects alone on some of them make them pickable whether or not you can use them for resolve bonus. For example the tavern or chapel I can't recall off the top of my head, but one of them lowers hostility by 100 and the other raises global resolve by 3. Those could be a huge difference in whether or not people leave during the storm season. Market is solid if you don't have Harpies for the extra carry capacity also for example.
Yes, there are two types of luxury buildings, those with a flat bonus (like the chappel) and those with a depending bonus. The flat bonus buildings are worth building as soon as you can afford them. The others are powerfull enough to develope your winning strategy around them. For example the early opportunity to pick a merchant guild means that a trade focus will be very likely sucessfull but the building itself won't give you a huge benefit in the first two years.
When you hit the higher difficulty levels and you need to Min/Max, food and housing and clothing can all be managed. There is a bell curve to ROI. Even a few of these can result in +1 resolve. when the scale is 1-5 you only need 10-20% to get +1 or +2. but to hit +4 or +5 you need 80-100%. So don't get caught up in trying to hit that +5 on one improvement if you can much more easily hit +1 or +2 on two or three improvements for much less cost and effort
Nice tips. Something I wish I knew earlies was the consumption management (one of the buttons in the top right corner) Not for controling the consumption (this is for late game experts) but for having an easy overview what which race wants and how much bonus you will get. If you have something that all of your races want you should prioritize it. And to realise that things like pie give more resolve than dried meat.
Just a note on processed food, Porridge is incredible. Going for one building that makes it is rarely a bad choice. Most processed foods rely on very specific combos of resources and buildings (Looking at you, FLOUR), but Porridge seems a little easier to get up and running because of more common ingredients, and water. A single farm producing the ingredients and a single raincatcher building can provide you with an endlessly sustainable source of food early in a run. By the time your settlement is big enough that your farm can't keep up, you'll likely have found more fertile soil, or gotten another food source up and running.
One thing i would like to note as a player that plays on veteran and is about to switch to viceroy, while building materials are important, they are not critical So long as you have a source of reputation points (lots of resolve, orders, tools for opening crates) it's okay to produce materials poorly, just to get enough to build the necesary buildings. If you only need 10 bricks fo build all your production, then make those bricks poorly and use your blueprint for something more critical like a plantation, smithy or smelter. Having always built beaver houses and the big shelters, I've recently switched to normal houses, because they only take regular wood and the big shelters are not that much more eficient. And housing is a luxury all around because of how expensive it is to make, so don't bother in the early game
Aren't Big Shelters (6 people, 4 planks/16 wood from Crude Workstation) more space and wood efficient than building 2x Shelters (3 people, 10 wood each)? It needs a dedicated worker though, which can immediately be turned to a builder or assigned somewhere else if needed.
@@lazylonewolf the amount of work needed to create the planks could instead be used to gather even more wood, which also produces other extra resources. And once you have better houses, you can just tear down the old ones
thanks for the tips! just sealed the silver fragment for me. i feel like leveling up my upgrades before going onwards for the next seal by settling more towns and get the upgrades for me. I think for a feedback for the game, they should give better building trees UI so for new players we can know which resources can be used for specializations etc but looking how varied the things in game can be used by the buildings it can get messy
Yeah, it's annoying presented a choice of three buildings, looking at what resources are available on the map, opening each building to see if they use those resources, then finally deciding which to build. There's a lot of back and forth clicking and memory to make a simple choice of what building to get
1:35 true! In my first settlement, I scerewed up by picking completely unusable boon(don't remember correct name), but instantly in the first gale I got Stag. Opened big gale, completed it, caught the stag and what do you know, easy game from there on! Although I may have gotten lucky)
A funny thing is, for a long time i only used raw food, thinking that processed food was consumed _on top of_ raw food, thus believing it to be a waste, only used for reputation/resolve. After quitting the game for a long time and rejoining i played through the new tutorials (they added rainpunk and foxes) i learned that peocessed food is actually better than raw food. Suddenly my runs became a lot easier to play
Anyone know if there is a guide on production chains? Is there a way to see in the game how much of each thing can be made in detail? Like how many units per minute as well values for each worker in the building slots? I always run out of something along the chain and want to find out how to manage this and see where I need to make adjustments?
Nice video keep it up! I'm still new to the game and I have been trying a few runs on lower lvls with let's say average sucess because I really try to build like this was sim city lol. Another question: is there any penalty for holding new villagers coming to settle down in your city? I always take too long if i'm winning and end up with too many mouths to feed + no place for houses.
I kinda disagree on your first tip. I will abandon a lost cause very quickly as it saves me years of the cycle to make it easier to try & go for the seal. I've lost a very strong game halfway through the last seal because I ran out of years for the cycle.
Your method in all respects, but rushing forward does yield less rewards, making you overall weaker in the long run. Yes, you save time, but you will also reach the Seal Map much weaker due to less resources. Not saying this is wrong to do, I personally prefer just to be stacked with metacurrency to make the seal maps as easy as possible.
At the very start of the game (first year or two), save coal as it can be used to solve certain events. If you can produce your own coal (either by mining or the kiln) then making coal & burning that is more fuel efficient.
Im now beginning with the prestige difficulty and realised that from settler to veteran it was quite easy to play the game however I wanted. But since viceroy I actually feel like I meed to play very carefully. So I have a few extra tips (maybe these are for the more experienced players but still) :
1 Try to discover as less an possible glades since every discovered glade highers hostility. So in my experience dont open any small glades except If You’re in big trouble (I only do it If Im in need of a resource for a glade event and feel lucky enough to find it in a small glade).
2 put a limit to how much someone can make in a building. I had times where I didnt put a limit on creating wooden planks and only realised it after all my wood was gone. Had the same problem with bricks. Created too much and had no stone and clay left.
3 In the storm resolve gets really messy If your hostility is high. So deselect the woodcutters you have active and there is a high change your hostility lvl goes down By 1 or even 2 for that storm. After the storm you can just reselect the woodcutters.
4 look at all the different species desires, Some of them have overlapping ones. If I remember correctly the humans, the harpies and the beavers all have the desire for clothing. So because of that its a very good choice to select the blueprint that allows you to make clothing. (I think biscuits is also a very common desire)
5 I had a tough time with viceroy difficulty at first because of my playstyle, but I just watched one run from another Guy and learned Some good things from it. So dont be afraid to get help from other people, you dont have to copy their entire playstyle. For example I never enjoyed the thought of trade routes since they didnt look worth that much. But I saw Someone else do it and realised they bring quite the value.
On top of limiting how much a building produces, in the Warehouse you can also set a minimum stockpile for core resources like wood/stone/clay, where workers won't take any for recipes unless it exceeds that amount!
One of the biggest things that helped me in this game is knowing that I'm not going for a perfectly balanced, self-sustaining town. The point is to win. I've literally won the same minute my settlers ran completely out of food. I've also lost to queen's impatience trying to finish a seal as ancient tablets were being carried to my warehouse to complete the seal.
Everything in the game is something you have to stay on top of and I love the constantly evolving problem>solve gameplay.
Honestly, this is the best tip. So many times I tried to either raise resolve or hope for merchants to bring me a resource I didn't have access to, before realising that's not the point of the game and I already had everything I needed for a victory by sacrificing my tools and sending caches to the capital.
Tip for the service (luxury) buildings, the passive effects alone on some of them make them pickable whether or not you can use them for resolve bonus. For example the tavern or chapel I can't recall off the top of my head, but one of them lowers hostility by 100 and the other raises global resolve by 3. Those could be a huge difference in whether or not people leave during the storm season. Market is solid if you don't have Harpies for the extra carry capacity also for example.
Yes, there are two types of luxury buildings, those with a flat bonus (like the chappel) and those with a depending bonus. The flat bonus buildings are worth building as soon as you can afford them. The others are powerfull enough to develope your winning strategy around them. For example the early opportunity to pick a merchant guild means that a trade focus will be very likely sucessfull but the building itself won't give you a huge benefit in the first two years.
Monaster is -100 hosti and tavern give +3 resolve
When you hit the higher difficulty levels and you need to Min/Max, food and housing and clothing can all be managed. There is a bell curve to ROI. Even a few of these can result in +1 resolve. when the scale is 1-5 you only need 10-20% to get +1 or +2. but to hit +4 or +5 you need 80-100%. So don't get caught up in trying to hit that +5 on one improvement if you can much more easily hit +1 or +2 on two or three improvements for much less cost and effort
That is some really good stuff!
Nice tips. Something I wish I knew earlies was the consumption management (one of the buttons in the top right corner)
Not for controling the consumption (this is for late game experts) but for having an easy overview what which race wants and how much bonus you will get. If you have something that all of your races want you should prioritize it. And to realise that things like pie give more resolve than dried meat.
Just a note on processed food, Porridge is incredible. Going for one building that makes it is rarely a bad choice.
Most processed foods rely on very specific combos of resources and buildings (Looking at you, FLOUR), but Porridge seems a little easier to get up and running because of more common ingredients, and water. A single farm producing the ingredients and a single raincatcher building can provide you with an endlessly sustainable source of food early in a run.
By the time your settlement is big enough that your farm can't keep up, you'll likely have found more fertile soil, or gotten another food source up and running.
0:30 Unless you're playing for a seal. Filling the rep bar wont save you on a seal settlement, only completing the seal will.
One thing i would like to note as a player that plays on veteran and is about to switch to viceroy, while building materials are important, they are not critical
So long as you have a source of reputation points (lots of resolve, orders, tools for opening crates) it's okay to produce materials poorly, just to get enough to build the necesary buildings. If you only need 10 bricks fo build all your production, then make those bricks poorly and use your blueprint for something more critical like a plantation, smithy or smelter.
Having always built beaver houses and the big shelters, I've recently switched to normal houses, because they only take regular wood and the big shelters are not that much more eficient. And housing is a luxury all around because of how expensive it is to make, so don't bother in the early game
Aren't Big Shelters (6 people, 4 planks/16 wood from Crude Workstation) more space and wood efficient than building 2x Shelters (3 people, 10 wood each)?
It needs a dedicated worker though, which can immediately be turned to a builder or assigned somewhere else if needed.
@@lazylonewolf the amount of work needed to create the planks could instead be used to gather even more wood, which also produces other extra resources. And once you have better houses, you can just tear down the old ones
thanks for the tips! just sealed the silver fragment for me. i feel like leveling up my upgrades before going onwards for the next seal by settling more towns and get the upgrades for me.
I think for a feedback for the game, they should give better building trees UI so for new players we can know which resources can be used for specializations etc but looking how varied the things in game can be used by the buildings it can get messy
Yeah, it's annoying presented a choice of three buildings, looking at what resources are available on the map, opening each building to see if they use those resources, then finally deciding which to build. There's a lot of back and forth clicking and memory to make a simple choice of what building to get
Great video! I'm loving this game so much!
1:35 true! In my first settlement, I scerewed up by picking completely unusable boon(don't remember correct name), but instantly in the first gale I got Stag. Opened big gale, completed it, caught the stag and what do you know, easy game from there on! Although I may have gotten lucky)
One of thing I use in nearly all my plays, are traders and trade routes. They can really save your game.
Nice one!
It would be great, if you prepare vid about resolve Management.
A funny thing is, for a long time i only used raw food, thinking that processed food was consumed _on top of_ raw food, thus believing it to be a waste, only used for reputation/resolve. After quitting the game for a long time and rejoining i played through the new tutorials (they added rainpunk and foxes) i learned that peocessed food is actually better than raw food. Suddenly my runs became a lot easier to play
cool guide, thanks for that!
Super helpful, many thanks 😊
Great video, thanks!
Anyone know if there is a guide on production chains? Is there a way to see in the game how much of each thing can be made in detail? Like how many units per minute as well values for each worker in the building slots?
I always run out of something along the chain and want to find out how to manage this and see where I need to make adjustments?
Thanks for the great vids!
Does anyone know if this plays ok on Steamdeck?
I think they delayed the Steamdeck release because they are a very small team and it was to much work.
I play it on the ROG Ally and it works just fine. A few control tweaks needed
Yes
Quick question for you Icon - what speed do you normally play on?
1,5x - 2x is usually my pacing.
hi, may I ask for a walkthrough of the sealed forest?
Working on it =)
thx
Nice video keep it up! I'm still new to the game and I have been trying a few runs on lower lvls with let's say average sucess because I really try to build like this was sim city lol.
Another question: is there any penalty for holding new villagers coming to settle down in your city? I always take too long if i'm winning and end up with too many mouths to feed + no place for houses.
I kinda disagree on your first tip. I will abandon a lost cause very quickly as it saves me years of the cycle to make it easier to try & go for the seal. I've lost a very strong game halfway through the last seal because I ran out of years for the cycle.
Your method in all respects, but rushing forward does yield less rewards, making you overall weaker in the long run. Yes, you save time, but you will also reach the Seal Map much weaker due to less resources. Not saying this is wrong to do, I personally prefer just to be stacked with metacurrency to make the seal maps as easy as possible.
One video says burn wood and save coal another says burn coal save wood, i am confused
At the very start of the game (first year or two), save coal as it can be used to solve certain events. If you can produce your own coal (either by mining or the kiln) then making coal & burning that is more fuel efficient.