Hi Pravus! I just wanted to let you know, if you press Alt, you can see and manage workers without having to click on the buildings. Thanks for making this into a series, your previous Against the Storm video made me buy the game! Praise Pravus!
I see people doing this (using ALT to re-assign), but if you do that, you often stop a worker in the middle of a half-completed task. So, it is good to be aware that this method has a significant drawback.
@@davidmills1520 Luckily, the game refunds the materials in such a case, so the only thing you're sacrificing is time. Which might or might not be precious in any specific case.
@@davidmills1520 Worker assignment works good with Alt, if you add people, not take them out. When i remove, i click on buildings to see witch worker is worth to remove.
If you check what resources your starting team come with, then they sometimes come with extra people. That's probably why you had those two extra ones :)
8:50 Quick comment, but the reason that it said that there was only "one" piece of copper was because the rest were covered by trees. This also happens with fertile soil, so when every you see either you should have your lumberjacks chop the trees back to reveal it.
Fuck yeah! I have been recently falling a bit off the Parvus train cause most games did not quite hit for me, but this game REALLY works for me! Glad to see more of it!
About the extra people, when you choose the people in the expedition, there's a bonus attached which was 2 people. You can see it at 1min in the video, the far right icon
Im more than happy with the longer videos. It may be a long recording seassion but if it gives you some "easy" content inbetween longer recording sessions then im all for it.
There are key shortcuts that will make playing this more comfortable. Press ALT to see and asign workers to buildings faster without pressing on each building separately. Great video, thanks for uploading!
Small QoL tip: you can hold down alt to have an overview of all jobs and assign them there instead of clicking on every single building, you can also deassign and scroll between species
Two pointers for you: 1. Hold ALT to safely designating area to chop trees. It will not select trees that would otherwise open glade. 2. You have food problems because of one specific debuff which singlehandly can make you lose because it's activation has very low hostility level. It spawns Living Matter on built farmland which you need to work on for like 4 minutes and while removing you lose 5 any food every 10 seconds. The best way to deal with it is to not build farmland at all. It will become irrelevant. Also buffs that gives +1 production every 25 produced goods is incredibly OP. I had a map where I was getting meat from trees and that buff made it so I was producing like 40 meat every few trees. At the end of map i had 4k meat because that buff was upgraded to give me additional 30 meat every produced meat.
One thing I found useful is not to take everything offered immediately. If you don't need people, taking them will only increase the hostility, If you wait until you've opened a few glades before selecting the starting buildings you can base your decisions on what you uncover. You can sometimes chain the orders, where the first gives rewards that satisfy another or stack them if they need the same thing such as opening glades. This was a fun video to watch and I hope you make more.
It helps a lot chosing the right worker for the fire pit. If a beaver is in charge, it burns fuel slower, usefull at the beginning, a lizard will improve resolve (and he himself will be happier because it is a warm job), harpies increase carrying capacity by +5, and humans slow down the rate at which the queen gets impacient
Some tips - I'm not an expert by any means but I have about 80 hours in the game. - Your hostility was super high from all the opened glades. I found that the small glades don't provide that much value for the hostility they generate. I'd focus on clearing the trees around your encampment and open maybe one or two. Then I would focus on opening a dangerous glade. - I would hold off choosing buildings and cornerstones until you get your orders and open a couple glades to see what resources you have to work with. - You can hang on to some orders to grow your impatience. Higher impatience = lower hostility. - The limit on planks was too high - that was eating into your logs supply. - Species specific houses really help with resolve.
LOL, I find it very funny that you place your camps the exact opposite way that I do. I always have the door towards the item they are harvesting, rather than towards the main storage building. My thought on this was that they make way more trips back and forth during harvesting than they do taking loads to the storage. Now I could be wrong about my thought, as I never really did any math or timings to check on it but... Btw, for those that do not know, the doors are the actual interface spot, so their placement does matter.
A few hints and tricks, opening a glade or 2 before choosing your first 3 blueprints can help you round out your starting game plan. cutting fewer small glades can help keep hostility in check, same with grabbing fewer pops so early. It may seem like a waste of materials, but the smaller houses are easier to build if you have surplus raw wood and gives just as much resolve as the bigger shelter.
Some comments from my playing style: - you can do provisions with any raw food. Just open the options. I always have 15 provisions ready and trade a lot. Trading gives me Amber and I use to buy passive bonuses from the trader. It also helps standing with other towns and there are bonuses for that too. - lots of houses, always - you can keep a Harpy as “heart carer” to add 5 carrying capacity to your folks. If you desperately need to improve morale, switch to a lizard as it gives +1 to everyone. - complex foods (jerky, pies, biscuits,…) are food “multipliers”. You can transform 3 meat into 10 jerky and multiply your food. Always good to have a lot of food - farms are GREAT. Farms + Ranches + Lizards = never worry about food again + can sell a lot of food (if you had provisions to begin with)
The video format works for me! As long you're having fun, I'll enjoy watching you play! Even if it is watching the mad scramble to find any scrap of food for your peoples~
Damn, I do not comment much and I overlooked this game orginally but when I was eating I decided to listen to you talking. Got hooked on the game going to support the game
Resource gatherers buildings is free to move, move them closer to nodes to reduce travel time and aim the arrow towards the node, it will make a huge difference.
For the quests where you have to have a lot of food you don't actually have to produce the food yourself. You can buy it, which might make sense on a game where you were planning to buy food anyway to survive.
You can find a broken rainpunk foundry that can make infused tools (they are standard but add in some sparkdew) and parts 15 clay stone or 4 or 5 crystalized dew or copper bars. The people are happy with a blue halo and productive with the gear/saw, can be both like smoke house for lizards. The races description is telling what buildings they might be good in. Different races in the main hearth give good bonuses coldsnap used to kill lizards if no complex food, i lost 14 in one go once ran out of jerky.
It’s been a long time since I watched any of your videos, but these are great; I’m hooked again. I’m absolutely fine with the lomg format, in fact, I prefer it! Please keep these coming and I’ll keep watching and liking them :)
At the end, Pravus could've actually ended it by finishing the beaver mission instead of having to wait on the cache. The reason that mission didn't pop right away is that you have to meet the population threshold for a certain amount of time (30 seconds in this case) for any missions you need population for, as far as I've seen. Not sure if having the time requirement makes that much sense in this case, but it is sensible for the missions where you also have to get the resolve of the species up.
Before I even watch this, Pravus; I ended up buying it and spending my whole weekend on it after your first video. Also I've taken to riding my exercise bike while watching your videos, so longer vids just mean more time on the bike xD
Liked the longer video, shows how much you put into each episode. If it helps your editing, wil improve your health as not having to spend a huge amount of time to squeeze episodes down into 20- 30 minute segments
Let me start by stating, as someone learning the game, you caught on quicker than I did. However, I think I have hit the school of hard knocks a bit more. For example I have been smacked quite hard on veteran a couple times. Not recording for the internet, means only I saw my bone headed mistakes. Another example would be taking a number of maps to understand that impatience and hostility were two separate meters. 😁 Also, props for the veteran play! Great job with the jump cuts as well! The following comments are good for someone just seeing the game. As such, NONE of the following is critique. Also, they are just my thoughts and opinions. My opinion is like everyone else's and it stinks just as bad. In short, don't take any of it too seriously. 😄 Some food for thought. 1:15 - The caravan you chose indicates it gives 2 extra random people. This is where the two Harpies came from. It is easy to miss when starting out with the game. I know I played through a good number of maps before noticing. 3:04 - The Kiln is stupid OP. Burning wood reduces hostility by 50/level. Burning coal is 80/level. Both have a three level max. However, having both can drop up to 390 hostility when needed. Wood alone can only drop 150. The only thing more broken than the Kiln is the "simple tools economy". As such, the opt for the Carpenter was a great choice. 5:00 - The default build order is the order in which the build commands where given. If you put them down in the order you want them built, you never have to touch the queue priority. Having said that, it is a nice feature. 7:45 - You choice isn't bad. In making it, you did miss a possible combo. Finishing the one order would have given you enough tools to finish one of the options in the next order. While you would have lost the 5 tools you picked up, those 5 tools would have added and a reputation point AS WELL AS removing an impatience point. It is hard to get better value out of anything. For the record, when solving a cache, it typically takes 6 tools just to get 0.5 point of reputation and it doesn't take away any impatience. This is just another way to view the decision. 8:30 - Pro tip : "Peeking the glades" (At least that is the term I am giving it, because likely few if any of noticed.) Look at the top wood chopper. Now look at the area highlighted for clearing. Look at the trees to the right of that. If you look at the base of those trees, you can see the fertile soil underneath. Snooping these during a playthrough for youTube isn't likely what you want to do. However, for everyone else playing at home, this can be a useful way to check the edges of glade to decide which you may want to open first. (Side note - This is something I learned from top Civ 4 players, who would check the tiles at the edge of the fog of war to make a better guess at where to start. Thanks to Chris (absolute zero), Lain and Henrick!) 9:25 - This is a sweet feature of the game. Clicking on a resource shows you the building(s) you need to farm that resource. If it is shaded gray, then you don't have that building unlocked. If it is colored, you can click on it and build it that way. Really handy. 11:00 - Already explained why the Kiln is OP, especially if you take your time on a map to explore as many dangerous and forbidden glades as possible. FYI : Forbidden and dangerous glades are the best way to get extra citadel resources on a map. The down side of this strategy is that you will likely only get 3 settlements per cycle. The other downside is more blight to deal with if you are are playing above pioneer. 14:00 - Astute observation! 👍👍 Each person adds more hostility. As such, more is not always better. 15:39 - You can use "complex food" to prevent the negative. However, at this stage of game development, it takes too much luck to get complex food up and running. Meat is the easiest, but typically involves getting lucky and having a map with some, getting lucky enough to get the Trappers Camp and then getting lucky enough to have a building that can turn the meat into jerky. That is the simplest way to make complex food. There may need to be some rework on complex food to make it a more desirable option. 20:00 - Another great observation. Yes, people go to and from building to building to transfer goods, interact with the building and take breaks at the hearth. I haven't seen anyone travel to their house. 44:20 - This is just my opinion and it was made clear at the start it stinks. Woodcutter's Prayer is especially nice if you are constantly running low on wood. First, losing everything will not lose much. Second each tree becomes that much more effective. Overall, great run! Veteran has been interesting for me. Depending on the extra negative, it can be not too hard to a complete disaster. This is what the game is great for. It all seems hopeless, but you just keep delaying the inevitable and eventually you can pull out the win. This lead to an extremely satisfying feeling.
Also, unrelated to video but I want to say this where someone might understand: last night I won a game that had both the no fertile soil debuff *and* NO ORDERS. No bonus honour from completing them, no rewards, and no farms for the consistent harvests, everything had to come from glade events, nodes, and trading. Admittedly it was the easiest difficulty (I've been playing on Pioneer otherwise) but I honestly didn't think it would be possible even so!
The beavers had to stay for 30 seconds before you could turn them in. You can see that quest is ready to be turned in at the end of the video :) That one complaint aside, your videos are so full of enthusiasm, that this game is already on my wishlist (yeah... I'm waiting for the winter sales)
The harpies only get any type of bonuses when making fabric when the building specifically gives them a bonus. For instance the crude workshop doesn't give any races any bonuses for any of its items because the crude workshop just does not support that. You'll know they have a bonus when either their portrait in the building has a wavering pale blue flame, or when their is a circular spinning border around their portrait. Hovering over the portrait tells you what the bonus is. This is fairly generic advice as all bonuses and buildings work the same way, so not just pertinent to the harpies and cloth. Note that you'll also see which bonus a building has with a little icon in the main area of the buildings dialog window. (for instance: at 14:48 you can see the icon for the carpenter's building. It is the icon of a log next to the phrase "specialization bonus"
That comeback was satisfying to watch Very, very minor note, for the crude workshop and the makeshift post the species' specialties don't seem to matter, harpies aren't better at fabrics at those, only at the proper facilities (one reason I like making these two buildings redundant)
I actually got the game after the first promotial video because I thought it looked pretty good. I had so much fun I was unable to stop myself until I've realized I'm well into the night, so in all honesty I'd recommend this game as well.
I like the format and the scrable in there. I myself picked up this game because of your first video of it and I am hooked. Would you like somehints of some mechanics? No progress spoilers, just on how game mechanics works which is partly mentioned in the tutorial but easy to overlook you ready? 3 lines comment preview Maybe 4 lines to be sure Hint 1: gatherer rotation matters immensly. each building has a front from which workers enter and leave, and if they have to walk around the building to reach a node, that costs valuable time. They gather 1 at a time, but can carry 5 (or with harpy hearthbuff 10) to the storage. Also, people will walk over resource tiles or through forests of all other paths are blocked by buildings. Hint 2: Diferent species have different hearth effects: Human reduce Queen impatience by 25%, beavers reduce hearth fuel burn rate by 25% (not offerings), harpys increase global carry capacity by 5 and lizardmen increase happyness by 1. also the lizard at the hearth is happy for a warm spot and that alone can get lizards another +1 Hiint 3: All storage houses share capacity, but they cost one gearwheel to avoid spamming. this means building a storehouse in a clearing with a lot of resources reduces walking times massively. also, build a storehouse, a second hearth and you can build another industrial hub for short walking distance for your crafting jobs. Hmmm, somehow these hints came down to "eliminate inefficient walking times" Also thanks for showing me the power of hearth offerings
Good day Pravus! I've noticed that you don't use some of the shortcuts in the game to make things a lot easier for you. So I've listed down some of the most useful which has helped me a lot in my runs: CONTROL - HIGHLIGHTS THE RECIPES OF EACH BUILDING (INCLUDING THEIR STAR) B - HIGHLIGHTS ALL THE RESOURCES THAT ARE CURRENTLY LYING AROUND (food, stone, etc.) ALT - HIGHLIGHTS ALL WORKPLACES (INCLUDING THOSE WHO ARE CURRENTLY WORKING ON IT) Z - HIGHLITS THE LEVELS OF BLIGHTRODS ON EACH BUILDING. EDIT: *Also enabling the option in the wood cutter to only cut marked trees is very useful to make your wood cutters cut specific trees. Hopefully this helps you out! (sorry for the caps) :)
Pravus, I wonder if you ever noticed that when it came to the braver population, you had to maintain that population for 30 seconds before turning in the order.
Love this. Also, leave it unedited. Take me 2 seconds to fast forward if I feel I'm at a boring part. A lot easier than editing through a 55 minute video. 💯💯💯
I'm in awe that someone was smart enough to come up with a game with this much variation-complexity and the gameplay is still fun and interesting without being bogged down in all that. It would have been easy to make the presentation/UI of this game more of a card/deck building style that has been popular in recent years, which I instantly would have disliked. I hate action being presented by cards...I prefer them to be presented as 'choices'. I don't want to feel like I'm playing a weird action card game.
Hey bud, Ive been playing since the demo and thought i might have some useful tips for you. Dont claim all your buildings as they come in. Wait til youve had some orders come in so you know what your gonna get the most use out of. Also when looking at orders pertaining to having certain number of a particular species just avoid those if your not close as there is not guarentee to get those. If you only need a few than thats doable but if you need more than 5 i would avoid it. Last tip is that fewer villagers are easier to keep happy, they eat less and are easier to house. Unless i absolutely need more people i always send caravans of new people to the city because people are an endless resource. You will always get more villagers so its easy to have your population grow beyond your means to feed them.
Ladies and gentlemen! Our lord has been inspired! The fight against the storm shall not be a one-off afair! No. We shall stand our ground against the thunder and lightning forever!
Sorry if I come off as a game snob, but after binging the game for a while, I feel like I have advice I can pass along that may help. For why you had two more people than expected, some caravans have a generic 2 settler starting bonus along with their resources, so it pays to pay attention to what resources a caravan comes with because sometimes that's extra people. For parts, I'm pretty sure the only way you can make them is with a "Rainpunk Foundry" I believe it's called, and I think that's a building you can only repair by finding it in a glade. Just my opinion, while getting the bonuses to double resource output or resolves is very good, I'd advice not basing decisions solely around that. Farming is still useful even without humans as a consistent source of a resource that can never run out, the only caveat is how much you can plant and harvest in the relevant window. Also, since this map is lacking both meat and insects, and both harpies and lizardfolk like jerky, that pie to jerky might have actually been a really good pick on this map, though it'd warp your decision making later, as it means you'd be looking for ways to make pies, which means flower, which means getting grains or roots (I forgot what else you can make into flour). If you keep an eye on those chains to pick them up, you're doubling your complex food output with something you would otherwise have difficulty making on this map. It is, however, the rogue-lite risk/reward of taking something that requires things you hope to see later, but AtS is at least a little more lenient on that than some. Also, that ranch that you heard was good? Needs resources like certain foods, grains, or plant fibers, so either grow them at farms or hope you're gathering enough of it. Crowded houses is great. It's essentially a 50% increase to specialty housing capacity, and as houses have to be placed within the aura of a hub, and industry can go anywhere, reducing the amount of houses you need really helps save space and resources, especially since large service buildings also need to fit somewhere in the hearths aura. In the upper right, the icon that looks like a book, that's your recipe overview. It is an extremely useful tool because it shows you everything you're capable of making and what can make it at what ratings, can set global production limits, and you can manage which of your building are making what with what and also take you right to the building. All from that menu. Saves a lot of hassle of actually looking through your whole settlement. The only thing you truly need to select buildings for is assigning workers. For total settlers and settler resolve orders, those are on a timer. You could have actually finished up a little earlier if you'd looked over at your orders in the upper right to see the timer and eventual checkmark next to it.
Ohhh fucking great. I just finished from work and i see a new Against the Storm video. And in the first 2 minutes pravus says its going to be a series meaning more of this awesome game. And then he says there arent going to be any jump cuts, I look down at the videos length and i am like is it Christmas already? Personally i prefer videos without jump cuts most of the time. It feels more complete, and many times with jump cuts i can get a bit confused as i dont know if something happened off screen or not.
Hi Pravus! I just wanted to let you know, if you press Alt, you can see and manage workers without having to click on the buildings. Thanks for making this into a series, your previous Against the Storm video made me buy the game! Praise Pravus!
or alternatively, you can press the portraits of the race in the upper left which will also bring up the option to see your workforce
And also he should put beavers on the woodcuter huts. He put a lizard in don't know why
I see people doing this (using ALT to re-assign), but if you do that, you often stop a worker in the middle of a half-completed task. So, it is good to be aware that this method has a significant drawback.
@@davidmills1520 Luckily, the game refunds the materials in such a case, so the only thing you're sacrificing is time. Which might or might not be precious in any specific case.
@@davidmills1520 Worker assignment works good with Alt, if you add people, not take them out. When i remove, i click on buildings to see witch worker is worth to remove.
If you check what resources your starting team come with, then they sometimes come with extra people. That's probably why you had those two extra ones :)
8:50 Quick comment, but the reason that it said that there was only "one" piece of copper was because the rest were covered by trees. This also happens with fertile soil, so when every you see either you should have your lumberjacks chop the trees back to reveal it.
Fuck yeah! I have been recently falling a bit off the Parvus train cause most games did not quite hit for me, but this game REALLY works for me! Glad to see more of it!
😅 okay
About the extra people, when you choose the people in the expedition, there's a bonus attached which was 2 people.
You can see it at 1min in the video, the far right icon
Im more than happy with the longer videos. It may be a long recording seassion but if it gives you some "easy" content inbetween longer recording sessions then im all for it.
There are key shortcuts that will make playing this more comfortable. Press ALT to see and asign workers to buildings faster without pressing on each building separately.
Great video, thanks for uploading!
Me going to RUclips to find an Against the storm playthrough.
*RUclips recommends*
I'm now subscribed. ❤
Bought the game after your video. Ngl, i just LOVE it. It fill the void i had after Frostpunk ;D
I LOVE the longer Pravus videos! Always enjoy your content, so the more of it the better! Just don't burn yourself out boss!
Small QoL tip: you can hold down alt to have an overview of all jobs and assign them there instead of clicking on every single building, you can also deassign and scroll between species
Dam So Intense!!! GG Pravus 🔥🔥🔥🔥🔥🔥
Two pointers for you:
1. Hold ALT to safely designating area to chop trees. It will not select trees that would otherwise open glade.
2. You have food problems because of one specific debuff which singlehandly can make you lose because it's activation has very low hostility level. It spawns Living Matter on built farmland which you need to work on for like 4 minutes and while removing you lose 5 any food every 10 seconds. The best way to deal with it is to not build farmland at all. It will become irrelevant.
Also buffs that gives +1 production every 25 produced goods is incredibly OP. I had a map where I was getting meat from trees and that buff made it so I was producing like 40 meat every few trees. At the end of map i had 4k meat because that buff was upgraded to give me additional 30 meat every produced meat.
Such an interesting game, glad to see more of it!
You made me extremely excited when you said these will be longer videos! Always wanted longer videos from you. Helps me sleep at night!
Bought it. Played 11h in the weekend. No regrets!
AMAZING game!
One thing I found useful is not to take everything offered immediately. If you don't need people, taking them will only increase the hostility, If you wait until you've opened a few glades before selecting the starting buildings you can base your decisions on what you uncover. You can sometimes chain the orders, where the first gives rewards that satisfy another or stack them if they need the same thing such as opening glades. This was a fun video to watch and I hope you make more.
It helps a lot chosing the right worker for the fire pit. If a beaver is in charge, it burns fuel slower, usefull at the beginning, a lizard will improve resolve (and he himself will be happier because it is a warm job), harpies increase carrying capacity by +5, and humans slow down the rate at which the queen gets impacient
Some tips - I'm not an expert by any means but I have about 80 hours in the game.
- Your hostility was super high from all the opened glades. I found that the small glades don't provide that much value for the hostility they generate. I'd focus on clearing the trees around your encampment and open maybe one or two. Then I would focus on opening a dangerous glade.
- I would hold off choosing buildings and cornerstones until you get your orders and open a couple glades to see what resources you have to work with.
- You can hang on to some orders to grow your impatience. Higher impatience = lower hostility.
- The limit on planks was too high - that was eating into your logs supply.
- Species specific houses really help with resolve.
LOL, I find it very funny that you place your camps the exact opposite way that I do. I always have the door towards the item they are harvesting, rather than towards the main storage building. My thought on this was that they make way more trips back and forth during harvesting than they do taking loads to the storage. Now I could be wrong about my thought, as I never really did any math or timings to check on it but...
Btw, for those that do not know, the doors are the actual interface spot, so their placement does matter.
I'm so excited to see you continuing the series!
I really enjoyed this! It’s a nice inaugural episode.
Bought this game because of your first video on this, excited to see it become a series
Absolutely loved this whole episode. Love the scaling of coming back from the brink of disaster to crushing it. Built like a true roguelike
A few hints and tricks, opening a glade or 2 before choosing your first 3 blueprints can help you round out your starting game plan. cutting fewer small glades can help keep hostility in check, same with grabbing fewer pops so early. It may seem like a waste of materials, but the smaller houses are easier to build if you have surplus raw wood and gives just as much resolve as the bigger shelter.
Some comments from my playing style:
- you can do provisions with any raw food. Just open the options. I always have 15 provisions ready and trade a lot. Trading gives me Amber and I use to buy passive bonuses from the trader. It also helps standing with other towns and there are bonuses for that too.
- lots of houses, always
- you can keep a Harpy as “heart carer” to add 5 carrying capacity to your folks. If you desperately need to improve morale, switch to a lizard as it gives +1 to everyone.
- complex foods (jerky, pies, biscuits,…) are food “multipliers”. You can transform 3 meat into 10 jerky and multiply your food. Always good to have a lot of food
- farms are GREAT. Farms + Ranches + Lizards = never worry about food again + can sell a lot of food (if you had provisions to begin with)
The video format works for me! As long you're having fun, I'll enjoy watching you play! Even if it is watching the mad scramble to find any scrap of food for your peoples~
Damn, I do not comment much and I overlooked this game orginally but when I was eating I decided to listen to you talking. Got hooked on the game going to support the game
The video didn’t even seem long!!! The game is so fun that I didn’t even see the time pass. I definitely don’t mind the long videos!!!
Resource gatherers buildings is free to move, move them closer to nodes to reduce travel time and aim the arrow towards the node, it will make a huge difference.
Enjoyed the format and the game! Thank you for sharing!
Sweet! I am loving this series and I am all for unedited videos.
Subbed for the first video of the series earlier this week, really enjoying this!!! make them as long as you like this is awesome!!!
For the quests where you have to have a lot of food you don't actually have to produce the food yourself. You can buy it, which might make sense on a game where you were planning to buy food anyway to survive.
This game actually seems super cool! Never been much of a colony management lover, but this could definently do it for me. Love this video format!
You can find a broken rainpunk foundry that can make infused tools (they are standard but add in some sparkdew) and parts 15 clay stone or 4 or 5 crystalized dew or copper bars. The people are happy with a blue halo and productive with the gear/saw, can be both like smoke house for lizards. The races description is telling what buildings they might be good in. Different races in the main hearth give good bonuses
coldsnap used to kill lizards if no complex food, i lost 14 in one go once ran out of jerky.
It’s been a long time since I watched any of your videos, but these are great; I’m hooked again. I’m absolutely fine with the lomg format, in fact, I prefer it! Please keep these coming and I’ll keep watching and liking them :)
The videos take as long as they take. Really enjoy watching you play through this.
At the end, Pravus could've actually ended it by finishing the beaver mission instead of having to wait on the cache. The reason that mission didn't pop right away is that you have to meet the population threshold for a certain amount of time (30 seconds in this case) for any missions you need population for, as far as I've seen. Not sure if having the time requirement makes that much sense in this case, but it is sensible for the missions where you also have to get the resolve of the species up.
All that work to get that extra beaver, and in the end...
This was insane and like you say in your video title a real nail biter. I loved it and can't wait for more.
Such a great and interesting game. Happy to see more of it
Before I even watch this, Pravus; I ended up buying it and spending my whole weekend on it after your first video. Also I've taken to riding my exercise bike while watching your videos, so longer vids just mean more time on the bike xD
I just got to say your videos help me get through the day. I love this as a series keep them coming. Also hope your doing well.
Yesssss more please. This is not just awesome to watch, I love the way you do your playthroughs with it specifically
Liked the longer video, shows how much you put into each episode. If it helps your editing, wil improve your health as not having to spend a huge amount of time to squeeze episodes down into 20- 30 minute segments
Let me start by stating, as someone learning the game, you caught on quicker than I did. However, I think I have hit the school of hard knocks a bit more. For example I have been smacked quite hard on veteran a couple times. Not recording for the internet, means only I saw my bone headed mistakes. Another example would be taking a number of maps to understand that impatience and hostility were two separate meters. 😁 Also, props for the veteran play! Great job with the jump cuts as well!
The following comments are good for someone just seeing the game. As such, NONE of the following is critique. Also, they are just my thoughts and opinions. My opinion is like everyone else's and it stinks just as bad. In short, don't take any of it too seriously. 😄
Some food for thought.
1:15 - The caravan you chose indicates it gives 2 extra random people. This is where the two Harpies came from. It is easy to miss when starting out with the game. I know I played through a good number of maps before noticing.
3:04 - The Kiln is stupid OP. Burning wood reduces hostility by 50/level. Burning coal is 80/level. Both have a three level max. However, having both can drop up to 390 hostility when needed. Wood alone can only drop 150. The only thing more broken than the Kiln is the "simple tools economy". As such, the opt for the Carpenter was a great choice.
5:00 - The default build order is the order in which the build commands where given. If you put them down in the order you want them built, you never have to touch the queue priority. Having said that, it is a nice feature.
7:45 - You choice isn't bad. In making it, you did miss a possible combo. Finishing the one order would have given you enough tools to finish one of the options in the next order. While you would have lost the 5 tools you picked up, those 5 tools would have added and a reputation point AS WELL AS removing an impatience point. It is hard to get better value out of anything. For the record, when solving a cache, it typically takes 6 tools just to get 0.5 point of reputation and it doesn't take away any impatience. This is just another way to view the decision.
8:30 - Pro tip : "Peeking the glades" (At least that is the term I am giving it, because likely few if any of noticed.) Look at the top wood chopper. Now look at the area highlighted for clearing. Look at the trees to the right of that. If you look at the base of those trees, you can see the fertile soil underneath. Snooping these during a playthrough for youTube isn't likely what you want to do. However, for everyone else playing at home, this can be a useful way to check the edges of glade to decide which you may want to open first. (Side note - This is something I learned from top Civ 4 players, who would check the tiles at the edge of the fog of war to make a better guess at where to start. Thanks to Chris (absolute zero), Lain and Henrick!)
9:25 - This is a sweet feature of the game. Clicking on a resource shows you the building(s) you need to farm that resource. If it is shaded gray, then you don't have that building unlocked. If it is colored, you can click on it and build it that way. Really handy.
11:00 - Already explained why the Kiln is OP, especially if you take your time on a map to explore as many dangerous and forbidden glades as possible. FYI : Forbidden and dangerous glades are the best way to get extra citadel resources on a map. The down side of this strategy is that you will likely only get 3 settlements per cycle. The other downside is more blight to deal with if you are are playing above pioneer.
14:00 - Astute observation! 👍👍 Each person adds more hostility. As such, more is not always better.
15:39 - You can use "complex food" to prevent the negative. However, at this stage of game development, it takes too much luck to get complex food up and running. Meat is the easiest, but typically involves getting lucky and having a map with some, getting lucky enough to get the Trappers Camp and then getting lucky enough to have a building that can turn the meat into jerky. That is the simplest way to make complex food. There may need to be some rework on complex food to make it a more desirable option.
20:00 - Another great observation. Yes, people go to and from building to building to transfer goods, interact with the building and take breaks at the hearth. I haven't seen anyone travel to their house.
44:20 - This is just my opinion and it was made clear at the start it stinks. Woodcutter's Prayer is especially nice if you are constantly running low on wood. First, losing everything will not lose much. Second each tree becomes that much more effective.
Overall, great run! Veteran has been interesting for me. Depending on the extra negative, it can be not too hard to a complete disaster. This is what the game is great for. It all seems hopeless, but you just keep delaying the inevitable and eventually you can pull out the win. This lead to an extremely satisfying feeling.
I've been playing this obsessively since the first video, I love it so much.
Also, unrelated to video but I want to say this where someone might understand: last night I won a game that had both the no fertile soil debuff *and* NO ORDERS. No bonus honour from completing them, no rewards, and no farms for the consistent harvests, everything had to come from glade events, nodes, and trading. Admittedly it was the easiest difficulty (I've been playing on Pioneer otherwise) but I honestly didn't think it would be possible even so!
The beavers had to stay for 30 seconds before you could turn them in. You can see that quest is ready to be turned in at the end of the video :)
That one complaint aside, your videos are so full of enthusiasm, that this game is already on my wishlist (yeah... I'm waiting for the winter sales)
Hi prays, I'm knew here. Was drawn in with your Terra Invictus play, then against the Storm and settlement survivor.
Really love how you do things.
The harpies only get any type of bonuses when making fabric when the building specifically gives them a bonus. For instance the crude workshop doesn't give any races any bonuses for any of its items because the crude workshop just does not support that. You'll know they have a bonus when either their portrait in the building has a wavering pale blue flame, or when their is a circular spinning border around their portrait. Hovering over the portrait tells you what the bonus is. This is fairly generic advice as all bonuses and buildings work the same way, so not just pertinent to the harpies and cloth.
Note that you'll also see which bonus a building has with a little icon in the main area of the buildings dialog window. (for instance: at 14:48 you can see the icon for the carpenter's building. It is the icon of a log next to the phrase "specialization bonus"
After Pravus recomended it, i've clocked 18H and still counting, as i have almost nothing build in the SC
That comeback was satisfying to watch
Very, very minor note, for the crude workshop and the makeshift post the species' specialties don't seem to matter, harpies aren't better at fabrics at those, only at the proper facilities (one reason I like making these two buildings redundant)
Love the format and the game! Keep the vids coming
I really like this game I hope your videos continue, I actually bought it my self because I enjoyed your last video so much!
The playthrough's so great it's mesmerizing!
PLEASEE DOOO MORE VIDSSS!!!!!!! THE GAME IS REALLY COOL AND UR VOICE AND PLAYSTYLE IS SO ENYOJABLE!!!!
I actually got the game after the first promotial video because I thought it looked pretty good. I had so much fun I was unable to stop myself until I've realized I'm well into the night, so in all honesty I'd recommend this game as well.
I like these series, also it feels more fitting to have longe vid-time for this game :D
I like the format and the scrable in there. I myself picked up this game because of your first video of it and I am hooked.
Would you like somehints of some mechanics? No progress spoilers, just on how game mechanics works which is partly mentioned in the tutorial but easy to overlook
you ready? 3 lines comment preview
Maybe 4 lines to be sure
Hint 1: gatherer rotation matters immensly. each building has a front from which workers enter and leave, and if they have to walk around the building to reach a node, that costs valuable time. They gather 1 at a time, but can carry 5 (or with harpy hearthbuff 10) to the storage. Also, people will walk over resource tiles or through forests of all other paths are blocked by buildings.
Hint 2: Diferent species have different hearth effects: Human reduce Queen impatience by 25%, beavers reduce hearth fuel burn rate by 25% (not offerings), harpys increase global carry capacity by 5 and lizardmen increase happyness by 1. also the lizard at the hearth is happy for a warm spot and that alone can get lizards another +1
Hiint 3: All storage houses share capacity, but they cost one gearwheel to avoid spamming. this means building a storehouse in a clearing with a lot of resources reduces walking times massively. also, build a storehouse, a second hearth and you can build another industrial hub for short walking distance for your crafting jobs.
Hmmm, somehow these hints came down to "eliminate inefficient walking times"
Also thanks for showing me the power of hearth offerings
I really like this series and I hope it continues for some time!
Glad I stumbled across your channel. This game looks wicked and I really enjoy your ongoing commentary! keep it up!
Good day Pravus! I've noticed that you don't use some of the shortcuts in the game to make things a lot easier for you. So I've listed down some of the most useful which has helped me a lot in my runs:
CONTROL - HIGHLIGHTS THE RECIPES OF EACH BUILDING (INCLUDING THEIR STAR)
B - HIGHLIGHTS ALL THE RESOURCES THAT ARE CURRENTLY LYING AROUND (food, stone, etc.)
ALT - HIGHLIGHTS ALL WORKPLACES (INCLUDING THOSE WHO ARE CURRENTLY WORKING ON IT)
Z - HIGHLITS THE LEVELS OF BLIGHTRODS ON EACH BUILDING.
EDIT:
*Also enabling the option in the wood cutter to only cut marked trees is very useful to make your wood cutters cut specific trees.
Hopefully this helps you out! (sorry for the caps) :)
Loving this series. Please keep them coming!
Pravus, I wonder if you ever noticed that when it came to the braver population, you had to maintain that population for 30 seconds before turning in the order.
Time for me to buy some more games. Gotta love a new Pravus series.
Next to Frostpunk and _maybe_ Surviving Mars this is my favorite series so far.
I'm really liking the game. Keep this one up please
Very nice work Pravus. keep it up!
This was soooo exciting one minute everyone is leaving the next it's the best city
I am really enjoying this hope you keep playing this game cheers!
You can right click to unassign a worker from a building. Ever so slightly faster than selecting it and hitting unassign
Taking the Kiln would probably have been very good for this settlement.
Love this. Also, leave it unedited. Take me 2 seconds to fast forward if I feel I'm at a boring part. A lot easier than editing through a 55 minute video. 💯💯💯
I got nervous with you at times. Especially when you were running low on fuel
Holy moly that was a good run, so intense !
Great video! Make them as long as you need, I prefer watching unedited.
Loving these videos
Yayyyy! I'm so glad there's more of this
Thank you Pravus
Well done, enjoyed it a great deal
I enjoy the longer video format personally
I'm in awe that someone was smart enough to come up with a game with this much variation-complexity and the gameplay is still fun and interesting without being bogged down in all that. It would have been easy to make the presentation/UI of this game more of a card/deck building style that has been popular in recent years, which I instantly would have disliked. I hate action being presented by cards...I prefer them to be presented as 'choices'. I don't want to feel like I'm playing a weird action card game.
I loved itt!!!! Send more videos of this game
Hey bud, Ive been playing since the demo and thought i might have some useful tips for you. Dont claim all your buildings as they come in. Wait til youve had some orders come in so you know what your gonna get the most use out of. Also when looking at orders pertaining to having certain number of a particular species just avoid those if your not close as there is not guarentee to get those. If you only need a few than thats doable but if you need more than 5 i would avoid it. Last tip is that fewer villagers are easier to keep happy, they eat less and are easier to house. Unless i absolutely need more people i always send caravans of new people to the city because people are an endless resource. You will always get more villagers so its easy to have your population grow beyond your means to feed them.
Really enjoyed watching
21:30 Heh... that purple rune symbol is the same one used in Thea2. I knew I'd seen it before :)
no kidding i bought this game cause of your 1st playthrough - im legit additcted
No to little jump cuts I'm so happy
Ladies and gentlemen!
Our lord has been inspired!
The fight against the storm shall not be a one-off afair!
No.
We shall stand our ground against the thunder and lightning forever!
Sorry if I come off as a game snob, but after binging the game for a while, I feel like I have advice I can pass along that may help.
For why you had two more people than expected, some caravans have a generic 2 settler starting bonus along with their resources, so it pays to pay attention to what resources a caravan comes with because sometimes that's extra people.
For parts, I'm pretty sure the only way you can make them is with a "Rainpunk Foundry" I believe it's called, and I think that's a building you can only repair by finding it in a glade.
Just my opinion, while getting the bonuses to double resource output or resolves is very good, I'd advice not basing decisions solely around that. Farming is still useful even without humans as a consistent source of a resource that can never run out, the only caveat is how much you can plant and harvest in the relevant window. Also, since this map is lacking both meat and insects, and both harpies and lizardfolk like jerky, that pie to jerky might have actually been a really good pick on this map, though it'd warp your decision making later, as it means you'd be looking for ways to make pies, which means flower, which means getting grains or roots (I forgot what else you can make into flour). If you keep an eye on those chains to pick them up, you're doubling your complex food output with something you would otherwise have difficulty making on this map. It is, however, the rogue-lite risk/reward of taking something that requires things you hope to see later, but AtS is at least a little more lenient on that than some. Also, that ranch that you heard was good? Needs resources like certain foods, grains, or plant fibers, so either grow them at farms or hope you're gathering enough of it.
Crowded houses is great. It's essentially a 50% increase to specialty housing capacity, and as houses have to be placed within the aura of a hub, and industry can go anywhere, reducing the amount of houses you need really helps save space and resources, especially since large service buildings also need to fit somewhere in the hearths aura.
In the upper right, the icon that looks like a book, that's your recipe overview. It is an extremely useful tool because it shows you everything you're capable of making and what can make it at what ratings, can set global production limits, and you can manage which of your building are making what with what and also take you right to the building. All from that menu. Saves a lot of hassle of actually looking through your whole settlement. The only thing you truly need to select buildings for is assigning workers.
For total settlers and settler resolve orders, those are on a timer. You could have actually finished up a little earlier if you'd looked over at your orders in the upper right to see the timer and eventual checkmark next to it.
Super excited to see more of this game 😁😁
Ohhh fucking great. I just finished from work and i see a new Against the Storm video. And in the first 2 minutes pravus says its going to be a series meaning more of this awesome game. And then he says there arent going to be any jump cuts, I look down at the videos length and i am like is it Christmas already?
Personally i prefer videos without jump cuts most of the time. It feels more complete, and many times with jump cuts i can get a bit confused as i dont know if something happened off screen or not.
Super exciting episode.
More of this please
Hell yeah I was hoping to see more of this leeeeetssss goooo
Pravus could be confused with Parvus
Cool Game ... not sure if it is one I will get ... but definitely one I enjoyed watching
More of this please! :)
Pravus gets more grey hair in his temple.
we now have a neat contrast between when the game likes you and when the game hates you.