FYI: - while choosing a building from reputation or a cornerstone you can hover over the camp icon on the left to the queen's envoy picture to see the general resources of your current biome - you can right click on a villager in a building to kick him/her out - you can old left Alt to see slots in buildings and right/left click one to add/dismiss the currently chosen villager which you can change the species type via the mouse scroll wheel
A big tip for Hub upgrade: the Main Warehouse is a bit off in square count, so I use to stuff 4 barrels behind it, very cheap, and so the square works perfectly. I strongly suggest to do this at the beginning of every game once the houses are down because that gives straight up a resolve bonus.
5:00 - Tip on the new system for woodcutter's camp. Clicking on the blue arrow on the right side of the selection, copies that selection to all of your woodcutter camps.
You don't have to build another mine, just upgrade the one that run out of resources, and it will gain more of them to be mined. Also, daily expeditions are fun :)
You need to be building warehouses near your production & gathering clusters - the travel time decrease you get from citizens going to/from the warehouse is critical for bumping up your efficiency, because all storages have a shared inventory. This means you can drop something in warehouse 1, have it teleport to be collected from warehouse 2 and then brought to a production building to be refined, and then teleport to warehouse 3 where it's grabbed to be consumed. This makes your workers spend more time working and less time hauling.
I feel like you really underestimate biscuits and pies. Biscuits were liked by all three of your citizen types, and you could already make flour from the provisioner. You passed up getting the farm multiple times early, when the food would have massively helped with your resolve...
Biscuits and Pies are amazing because between the two of them they satisfy the advanced food requirements of all four races, and the production chain can be VERY simple by AtS standards. Biscuits and Pies can both be made with Flour and Herbs. Flour can be made with Roots. (Both obviously have other ingredient options; the usual way to make Flour is with Grain, for example.) The Herb Garden grows... Herbs and Roots. The Bakery makes both Biscuits AND Pies. Obviously you need to get lucky with your picks and find enough fertile soil. But that's Herb Garden, Bakery, and any ONE Flour-producing building (Provisioner, Rain Mill, whatever) and bam, that's it; you've got guaranteed advanced food for ANY race combination. That's immense efficiency. I don't think there's another chain that simple in the whole game that will guarantee you something to eat for any possible race combination. Jerky can be made with just the Kiln and an ingredient source, but not everyone eats Jerky, for example. Some other buildings make Biscuits but not Pie, or Pie but not Biscuits.
After playing for a while I've come to realize the first priority is to get a complex food engine going ASAP. Farms are a must-pick especially Plantation. Jerky is the GOAT for how easy it is to produce.
@@TildeSymbol I like the Plantation a lot because of how versatile Berries are (they go into Biscuits, Pie, Wine, Pigment, a bunch of other things) but they have one problem from an efficiency standpoint for complex food; you usually need ANOTHER building pick to get your sourcing needs settled, because the Plantation can't do it all alone. Its other crop is Plant Fiber, which is great if you have Humans and Beavers (unlimited source of Coats if you get a coat-producing building, and Coats essentially replicate a complex food) but doesn't feed directly into a food loop. You gotta find a Small Farm or Herb Garden to go with your Plantation. And Small Farm has some of the same accessibility issues; Vegetables are less refinable than they seem. These days my entire mental state is oriented around using as few building picks as possible. Those long-ass production chains are satisfying as hell, but with a finite number of building picks they can often force you into bad situations.
3:20, actualy going for the crystalize dew is simpler then going for copper bars, and with dangerous glades you will find probobly a lot of fields, so itll be enough for both the dew and crops, especialy that tools are worth quite much
Good job, just played a settlement on the same biome with the same modifier, pretty scary🙃 my first glade was only living matter though, fortunately. Couldn't believe you passed up the farms when you had fertile soil right there in your starting area! That's the dream lol! 😅
Someone tell him that mines are upgradable for extra resources per node. He needs to click through the tabs on the mine window. Upgrades are instant and only require materials.
Thanks for this series! I always get a little sad when I see somebody pass up, or even if they think about it like it is a hard decision, for what is by far the best building blueprint in the game. It should just be an insta-pick, and then you just easily crush the game after that, pretty much no matter what. It happened this game - wasn't even picked. The building chosen over it wasn't even good. It is so far and away better than any other building, and makes things so incredibly easy, even better than the carpenter by far. As a side note, I need to try and play this biome more. Food was almost completely ignored for 7 years, and just chopping trees seemed to feed his people the whole time. In my games (which usually end up in the royal woodlands), it generally feels like I am focusing mainly on food starting immediately, and still struggle to have enough.
@@MechYarg Monastery. Of course, situationally, other buildings can be close or even better, but in general, the Monastery is a stand-alone game winner.
Slapping down a Rain Collector and throwing a Harpy (if available) in there early never hurts. They don't use anything to create Sparkdew, and if you get the right Forest Mystery free Wine too, and it can clear events like Fuming Machines. Solid to sell the excess to traders. You also need it for Crystalized Dew. When looking at a Recipe, changing the Ingredients and such, you can click the Products Icon to bring up a comparison of all the Buildings you have that will create that Product. You can even turn them off and on from that Menu. Any situation where you have multiple buildings making the same thing. I always sell a Wildfire and like 6ish parts in early traders for some Amber for Perks, Blueprints or Tools. Most Orders will give you them back to either use or Sell again, lol. Usually make 3 Hearths total, 4 max. Incense is one of the easiest things to make for Services. Especially if you're getting passive Resin or Insects. Smokehouse is my favorite because Jerky is so good. Never pass up a farm if your starting spot literally has Fertile Soil and your first roll had the Bluebrint bro.... Embarking with the Herb Camp is like 4 Points btw. Oh, and a personal touch, I changed the Key Bind for Moving a Building to the Left Tab Key. Much more comfortable using Tab and R.
By the way, there is a Forbidden Lands modifier! It's like this, except it's all Forbidden Glades. I think PotatoMcwhiskey has a video where he beats a game with all Forbidden Glades.
@@nurfuerdieplaylist Any game I've seen played or played myself, and everything I've heard, it's three races, no more no less. Might there be a Dangerous Expedition, a special tile or an early build where things was or is different? About that, I cannot be sure.
FYI:
- while choosing a building from reputation or a cornerstone you can hover over the camp icon on the left to the queen's envoy picture to see the general resources of your current biome
- you can right click on a villager in a building to kick him/her out
- you can old left Alt to see slots in buildings and right/left click one to add/dismiss the currently chosen villager which you can change the species type via the mouse scroll wheel
quick tip: if you play rebellious spirit dont turn in your orders, let the inpatiens go up and finish them one by one when you are around 12-13 point.
A big tip for Hub upgrade: the Main Warehouse is a bit off in square count, so I use to stuff 4 barrels behind it, very cheap, and so the square works perfectly. I strongly suggest to do this at the beginning of every game once the houses are down because that gives straight up a resolve bonus.
5:00 - Tip on the new system for woodcutter's camp. Clicking on the blue arrow on the right side of the selection, copies that selection to all of your woodcutter camps.
Annnd... the farm FINALLY shows up. lol
Why I always grab the charcoal building, always teases me in my plays.
You don't have to build another mine, just upgrade the one that run out of resources, and it will gain more of them to be mined.
Also, daily expeditions are fun :)
You need to be building warehouses near your production & gathering clusters - the travel time decrease you get from citizens going to/from the warehouse is critical for bumping up your efficiency, because all storages have a shared inventory. This means you can drop something in warehouse 1, have it teleport to be collected from warehouse 2 and then brought to a production building to be refined, and then teleport to warehouse 3 where it's grabbed to be consumed. This makes your workers spend more time working and less time hauling.
Interesting, I used warehouses but never noticed they shared inventory till you mentioned it. Is it a bug or intended?
I feel like you really underestimate biscuits and pies. Biscuits were liked by all three of your citizen types, and you could already make flour from the provisioner. You passed up getting the farm multiple times early, when the food would have massively helped with your resolve...
Biscuits and Pies are amazing because between the two of them they satisfy the advanced food requirements of all four races, and the production chain can be VERY simple by AtS standards.
Biscuits and Pies can both be made with Flour and Herbs. Flour can be made with Roots. (Both obviously have other ingredient options; the usual way to make Flour is with Grain, for example.)
The Herb Garden grows... Herbs and Roots. The Bakery makes both Biscuits AND Pies.
Obviously you need to get lucky with your picks and find enough fertile soil. But that's Herb Garden, Bakery, and any ONE Flour-producing building (Provisioner, Rain Mill, whatever) and bam, that's it; you've got guaranteed advanced food for ANY race combination. That's immense efficiency. I don't think there's another chain that simple in the whole game that will guarantee you something to eat for any possible race combination. Jerky can be made with just the Kiln and an ingredient source, but not everyone eats Jerky, for example. Some other buildings make Biscuits but not Pie, or Pie but not Biscuits.
After playing for a while I've come to realize the first priority is to get a complex food engine going ASAP.
Farms are a must-pick especially Plantation.
Jerky is the GOAT for how easy it is to produce.
@@TildeSymbol I like the Plantation a lot because of how versatile Berries are (they go into Biscuits, Pie, Wine, Pigment, a bunch of other things) but they have one problem from an efficiency standpoint for complex food; you usually need ANOTHER building pick to get your sourcing needs settled, because the Plantation can't do it all alone.
Its other crop is Plant Fiber, which is great if you have Humans and Beavers (unlimited source of Coats if you get a coat-producing building, and Coats essentially replicate a complex food) but doesn't feed directly into a food loop. You gotta find a Small Farm or Herb Garden to go with your Plantation. And Small Farm has some of the same accessibility issues; Vegetables are less refinable than they seem.
These days my entire mental state is oriented around using as few building picks as possible. Those long-ass production chains are satisfying as hell, but with a finite number of building picks they can often force you into bad situations.
more if is to complain later to never got a farm needed when it presented at the start. 🤣
3:20, actualy going for the crystalize dew is simpler then going for copper bars, and with dangerous glades you will find probobly a lot of fields, so itll be enough for both the dew and crops, especialy that tools are worth quite much
I am really enjoying this series!
Good job, just played a settlement on the same biome with the same modifier, pretty scary🙃 my first glade was only living matter though, fortunately.
Couldn't believe you passed up the farms when you had fertile soil right there in your starting area! That's the dream lol! 😅
Blowing through the perils and trials like a champ!
Praise Gimli!
Time for the Viceroy difficulty I think :)
Have anyone else notised that the more smoldering city upgrades he gets the mor buildings are on the smoldering city screen?
Yeah, kinda reminds me of Heroes of Might and Magic :)
@@nurfuerdieplaylist It's beautiful, isn't it? To remember Heroes of Might and Magic, Castle/Haven.
Someone tell him that mines are upgradable for extra resources per node. He needs to click through the tabs on the mine window. Upgrades are instant and only require materials.
You get the new decorations from completing deeds
Well then, this is a hectic one. Really impressive work there!
Enjoying these videos!
Thanks for this series!
I always get a little sad when I see somebody pass up, or even if they think about it like it is a hard decision, for what is by far the best building blueprint in the game. It should just be an insta-pick, and then you just easily crush the game after that, pretty much no matter what. It happened this game - wasn't even picked. The building chosen over it wasn't even good. It is so far and away better than any other building, and makes things so incredibly easy, even better than the carpenter by far.
As a side note, I need to try and play this biome more. Food was almost completely ignored for 7 years, and just chopping trees seemed to feed his people the whole time. In my games (which usually end up in the royal woodlands), it generally feels like I am focusing mainly on food starting immediately, and still struggle to have enough.
And what building are you saying is best? All of that, and you never named the building...
@@MechYarg Monastery. Of course, situationally, other buildings can be close or even better, but in general, the Monastery is a stand-alone game winner.
No need to build the trade house until you're ready to trade.
Unless I missed something, did he not notice that the penalty to resolve for opening glades only applies to ones opened during the storm season?
Slapping down a Rain Collector and throwing a Harpy (if available) in there early never hurts. They don't use anything to create Sparkdew, and if you get the right Forest Mystery free Wine too, and it can clear events like Fuming Machines. Solid to sell the excess to traders. You also need it for Crystalized Dew.
When looking at a Recipe, changing the Ingredients and such, you can click the Products Icon to bring up a comparison of all the Buildings you have that will create that Product. You can even turn them off and on from that Menu. Any situation where you have multiple buildings making the same thing.
I always sell a Wildfire and like 6ish parts in early traders for some Amber for Perks, Blueprints or Tools. Most Orders will give you them back to either use or Sell again, lol. Usually make 3 Hearths total, 4 max.
Incense is one of the easiest things to make for Services. Especially if you're getting passive Resin or Insects. Smokehouse is my favorite because Jerky is so good.
Never pass up a farm if your starting spot literally has Fertile Soil and your first roll had the Bluebrint bro....
Embarking with the Herb Camp is like 4 Points btw.
Oh, and a personal touch, I changed the Key Bind for Moving a Building to the Left Tab Key. Much more comfortable using Tab and R.
Great stuff! Keep it coming :)
Getting Fertile Soil in your initial settlement is the god draw, always.
Great video, havent seen it yet but IM SURE of the initial assessment !
For the -5 +15 that can win you the resolve game
Love this!
Gladangerous
By the way, there is a Forbidden Lands modifier! It's like this, except it's all Forbidden Glades. I think PotatoMcwhiskey has a video where he beats a game with all Forbidden Glades.
Says the amber is no use unless spent, takes up more trade related stuff, doesnt buy the extra trading slots for 5 amber 😱
Finally woot woot
Comment man goes reeeeeee.
Pravus should play more democracy 4. i would love to see a hardest difficulty america run. day 80
So does the game not let you have all 4 races in one town?
No, you will only have three.
@@fnordiumendures138 hm... I feel I alredy got all four once, but I might be misremembering. Are you sure?
@@nurfuerdieplaylist Any game I've seen played or played myself, and everything I've heard, it's three races, no more no less. Might there be a Dangerous Expedition, a special tile or an early build where things was or is different? About that, I cannot be sure.
More plz
more AtS and I hope new strategy games soon, which are released in Dec
I feel like throttling you when you passed over the farm when you started with farmland....
Algorithm placeholder.
sup
Think you should up the difficulty. Viceroy and early prestige isnt that hard.