The proficiency chance bonus for engines proc at the beginning of a workers production. So you can toggle it on, let them start production on say porridge, and toggle it off and the bonus will still apply. This is nice when water is tight as in year 1, just requires a bit of micro.
Just started playing the game, and have to say your tutorials have really helped me grasp core concepts not covered in enough detail in game. Thanks Icon, hope you have a good weekend.
Yeah I under-used them a lot too cause I played this game a lot in Early Access. I didn't like the way they worked when they got implemented, so I did dump them a while too long. As with 1.0 they are now just a super powerful thing to have, yielding almost only massive benefits.
Thanks! There was a lot of information here that I probably never would have figured out on my own. I was working under the assumption that the rain collector was terrible and I needed gysers for rainpunk. Now I know better! Much appreciated!
Thanks for this, I just finished reforging the lead seal and thought it was time to get rainpunking. I was so nervous about it! But it seems its not as hard as i thought
I would be happy of you made a video on different play style and different way to get reputation like resolve or trade (with certain corner stones or buildings) etc.
This was my question too. I like the automatons because it frees up a worker to do something else. And I always seem to be short on workers. They are pricey though. Also, I think the geysers produce at a faster rate than the collectors... that also wasn't mentioned but is worth knowing!
Thank you for all your great video guides and tutorials on this game. There is one point I don't get with the blight spot building: do you always have its blue print or do you need to draft it? I'm pretty sure I used to find it in my buildings without drafting it a few games ago but now I can't find it. And if you didn't draft it, is it safe to start to use rain punk anyway?
I would like to note that you are building your rain collectors in the wrong location in your video. you want them adjacent to your hearth. Unlike shelters, workers do need to return to a hearth, and it does significantly affect rain income. Rain collectors do not need to be right next to a warehouse, so they are easy to place, and the place you put them is directly adjacent to a hearth. I think you are sleeping on the third level of production. It's 50% increased rain use for 33% more building production, but in almost all cases, the villager hours are a major cost of the actual production, so 50% more rain is not that big of a deal, but 33% more total production WHILE your building is running at 25% increased efficiency is. I am a firm believer in either full or nothing with rain production, and you want to cycle your buildings on and off, not run them 24/7. Rain production is crazy fast. (like 3.7 times as many workers in a building as you would expect). Running even 4 rain collectors, a full time blight fighter, and 3 carpenters, (8 guys) is like running 11 carpenters. That use less input resources. For a net saving of at least 3 villagers. And you do not need 4 rain collectors running all 3 seasons to power a single carpenter. As for what to rainpunk, fuel. Anything associated with fuel, because rainpunking is often done at the cost of wood gathering (you gotta get those rain collectors from somewhere), and because blight requires fuel to fight, but also, because the lumber mill and carpenter both build packs of goods, but also, it makes practical packs of building materials, which are often parts of orders or glade solves. I always want to rain engine something that either makes fuel, uses fuel, or both. Kiln is obviously great, but so is anything that makes oil, or even just a smokehouse which is constantly burning fuel. Don't worry about overproducing, it just means you can pull everyone out of the building for other jobs, which means you can turbocharge other parts of your economy.
These Rain Collectors were pretty randomly placed indeed, as I didn't need them in this run and just did do some research for this video on this settlement in particular. Smart notes there about the placement! Regarding the "All Or Nothing" Policy on production: I take it as different methods, depending on your situation. It is worth mentioning that the third level is the least efficient, as the first two levels just give you more bang for your buck than the last one. But if it's something you really want to produce in raw amounts you are 100% right. And since you have a real solid point with rainpunking fuel it only makes sense to 100% rainpunk it. You can spread out your pipes over the city a bit more and keep up several workshops with "2 pip" boost to achieve a wider spread productivity boost. It really depends on the situation. Appreciate your thoughts, surely will apply some of that on my own future runs o/
@@stuckupcurlyguy It's the amount of increased output you get from all the levels of rain bonus. I would note though, that does not count for the cost of rain collection or additional blight fighting. which still has to be done. IF you read the example carefully, I am comparing 8 to 11. Not just 3, as you still have to collect the rain and fight the blight. Obviously, my example of 8 total guys doing the work of 11 has some excess production though (you get more rain collected than you need, and have more blight fighting than you will require for a single carpenter). But one cannot discount the cost of actually collecting the rain, which is still significant.
No I haven't. I'm not much of a completionist on that end either to be honest. If there's any specific ones you need help with let me know though, I see what I can do =)
At the higher prestige levels you need to remember that rain collectors cost a lot of spare parts. Parts you'll need for other things lol Geysers cost nothing to build. And I'm pretty sure the more workers you add the faster the water is used...but that wont matter if you have oil/coal/harpies to fund the blight post
Well Geyser Pumps don't cost nothing - they cost Pipes. These might be not as rare as Parts, but since you need the pipes for the rainpunk engines as well, it can be quite a hassle. I personally think it really depends on the situation you are in, and which resources are available.
The proficiency chance bonus for engines proc at the beginning of a workers production. So you can toggle it on, let them start production on say porridge, and toggle it off and the bonus will still apply. This is nice when water is tight as in year 1, just requires a bit of micro.
I think this should be patched - seems to gamey to me. Same with food micro and woodcutter camp micro.
Just started playing the game, and have to say your tutorials have really helped me grasp core concepts not covered in enough detail in game. Thanks Icon, hope you have a good weekend.
Thanks! Playing prestige 10 but till yet Ive never really used rain-engines. Good tips
Yeah I under-used them a lot too cause I played this game a lot in Early Access. I didn't like the way they worked when they got implemented, so I did dump them a while too long. As with 1.0 they are now just a super powerful thing to have, yielding almost only massive benefits.
Thanks! There was a lot of information here that I probably never would have figured out on my own. I was working under the assumption that the rain collector was terrible and I needed gysers for rainpunk. Now I know better! Much appreciated!
Thanks, you really explained it well and I know the game will be so much more fun when I master the rain engines.
Love your videos!
Thanks man!
Thanks for this, I just finished reforging the lead seal and thought it was time to get rainpunking. I was so nervous about it! But it seems its not as hard as i thought
i came back to this game after six months- in time for the release, and what a game!
I would be happy of you made a video on different play style and different way to get reputation like resolve or trade (with certain corner stones or buildings) etc.
I'm happy to say that I'm already working on that! =)
@@Ic0nGaming Most excellent
Fantastic video! Thanks!
awesome, exactly what i was looking for
I need to start using these
I was hoping we would analyze the geyser upgrades. I don't know if they're worth it.
Thanks for the video.
Oh sorry for my oversight there, I'll take a look into it!
@@Ic0nGaming Thank you! :)
This was my question too. I like the automatons because it frees up a worker to do something else. And I always seem to be short on workers. They are pricey though.
Also, I think the geysers produce at a faster rate than the collectors... that also wasn't mentioned but is worth knowing!
They are absolutely worth it. Your working population is your most valuable resource i only get one robot though
@@ethanol111 Are you normally fine without upgrading the tank capacity?
I did not realize "bonus yield" meant "double yield", so 25% to potentially double on a food producer is huge.
If you get sahildas secret recipe you can 4x
Thanks I hadnt used them yet and Ive played almost 10 cities. 😅
Thank you for all your great video guides and tutorials on this game.
There is one point I don't get with the blight spot building: do you always have its blue print or do you need to draft it? I'm pretty sure I used to find it in my buildings without drafting it a few games ago but now I can't find it.
And if you didn't draft it, is it safe to start to use rain punk anyway?
You always have the blight post.
I would like to note that you are building your rain collectors in the wrong location in your video. you want them adjacent to your hearth. Unlike shelters, workers do need to return to a hearth, and it does significantly affect rain income. Rain collectors do not need to be right next to a warehouse, so they are easy to place, and the place you put them is directly adjacent to a hearth.
I think you are sleeping on the third level of production. It's 50% increased rain use for 33% more building production, but in almost all cases, the villager hours are a major cost of the actual production, so 50% more rain is not that big of a deal, but 33% more total production WHILE your building is running at 25% increased efficiency is. I am a firm believer in either full or nothing with rain production, and you want to cycle your buildings on and off, not run them 24/7. Rain production is crazy fast. (like 3.7 times as many workers in a building as you would expect). Running even 4 rain collectors, a full time blight fighter, and 3 carpenters, (8 guys) is like running 11 carpenters. That use less input resources. For a net saving of at least 3 villagers. And you do not need 4 rain collectors running all 3 seasons to power a single carpenter.
As for what to rainpunk, fuel. Anything associated with fuel, because rainpunking is often done at the cost of wood gathering (you gotta get those rain collectors from somewhere), and because blight requires fuel to fight, but also, because the lumber mill and carpenter both build packs of goods, but also, it makes practical packs of building materials, which are often parts of orders or glade solves. I always want to rain engine something that either makes fuel, uses fuel, or both. Kiln is obviously great, but so is anything that makes oil, or even just a smokehouse which is constantly burning fuel. Don't worry about overproducing, it just means you can pull everyone out of the building for other jobs, which means you can turbocharge other parts of your economy.
These Rain Collectors were pretty randomly placed indeed, as I didn't need them in this run and just did do some research for this video on this settlement in particular. Smart notes there about the placement!
Regarding the "All Or Nothing" Policy on production: I take it as different methods, depending on your situation. It is worth mentioning that the third level is the least efficient, as the first two levels just give you more bang for your buck than the last one. But if it's something you really want to produce in raw amounts you are 100% right.
And since you have a real solid point with rainpunking fuel it only makes sense to 100% rainpunk it. You can spread out your pipes over the city a bit more and keep up several workshops with "2 pip" boost to achieve a wider spread productivity boost. It really depends on the situation.
Appreciate your thoughts, surely will apply some of that on my own future runs o/
3 carpenters into 11 carpenters is crazy. How do you calculate that?
@@stuckupcurlyguy It's the amount of increased output you get from all the levels of rain bonus. I would note though, that does not count for the cost of rain collection or additional blight fighting. which still has to be done. IF you read the example carefully, I am comparing 8 to 11. Not just 3, as you still have to collect the rain and fight the blight.
Obviously, my example of 8 total guys doing the work of 11 has some excess production though (you get more rain collected than you need, and have more blight fighting than you will require for a single carpenter). But one cannot discount the cost of actually collecting the rain, which is still significant.
have you completed all the deeds? or a guide on how con complete them maybe.
No I haven't. I'm not much of a completionist on that end either to be honest. If there's any specific ones you need help with let me know though, I see what I can do =)
At the higher prestige levels you need to remember that rain collectors cost a lot of spare parts. Parts you'll need for other things lol
Geysers cost nothing to build.
And I'm pretty sure the more workers you add the faster the water is used...but that wont matter if you have oil/coal/harpies to fund the blight post
Well Geyser Pumps don't cost nothing - they cost Pipes. These might be not as rare as Parts, but since you need the pipes for the rainpunk engines as well, it can be quite a hassle.
I personally think it really depends on the situation you are in, and which resources are available.