My favorite cornerstones are the ones which give you complex food for making another complex food. In a 1:1 ratio. This lets you circumvent whole production chains on a dime just like that.
Yeah free handouts for making something are very favourable. Im really enjoying this game now it makes you think a lot and develop good brain patterns. Found myself dreaming and thinking through strategies unconsciously lol gets much better the harder you unlock it and further up the tree. Hope we get to like prestige 40 one day
@@rac8153 Zhorg's Secret Ingredient is even better. Especially if you also have Foxes in your settlement. Pickled Goods can be made in a field kitchen, and both Lizards and Foxes like Pickled Goods and Skewers
Production limits are really useful to know about. Because many products have overlapping inputs, and you don't want to end up in a situation where you mined out all of your starting clay and now you have 80 bricks and no clay left over to make pots for pickled goods. Or 50 packs of provisions and no herbs left to make biscuits with.
thank you for your tutorial, i think the complex/raw food consumption control and hearth expansion part are especially useful for me. your videos surely deserve more views!
Good tips, all of these! I'm a long term player who's gotten to Prestige 20, and yeah, this is all a solid core of advice to get started. Best cornerstones? It's a tossup between trade enhancing cornerstones, especially trade hug for the extra source of Reputation, the 1 for 1 food production cornerstones, and farm production increase/bonus food production cornerstones, especially the +1 per 25 ones.
In the begining you also want as many people as possible, because you need to extend fast and place buildings, like 2 wood choppers (6 ppl), workshop (1-2ppl), some basic food supplay1(ppl), and 1 of the basic resource harvester (1ppl) like clay or else. Like 9 ppl. The problem is that even if you understand and really want to start to make complex food, you need to have at least 1 stable food source, like a ranch (which also consimes stuff, which you also need a building and resources to harvest for) or farm which requires farm tiles. And you could not get any of these sometimes not in the map (after 3-4 openings) not even in 6-7 times of building choice. And i have no idea how to play with some randomness expetially on a highest difficulties (above veteran) where any delay is equal to death. The problem with the trade routs is that they also required basic food. I mean sometimes i reach stable food production to the middle of the game, like after 45 minutes of playing. And only after i can affor of using supliments to make trade routs.
My favourite cornerstone is Woodcutter's Song: "For every 20 felled trees, Global Resolve is increased by 3 for 120 seconds." or even better Exploration Expedition: Get a constant -5 penalty to Global Resolve, but +15 to Global Resolve for 5 minutes every time a new Glade is discovered. (This may have been changed in a recent patch, as I recall it having a slightly different effect). Especially for seal quests or Orders that require resolve, or just for using excess resolve to push reputation, I love these cornerstones as a predictable but pretty big boost to resolve, without consuming any resources.
Good tips! I actually never use Prod. Limits like so many do. When the city is large enough adding another micro is not ideal for me. Albeit it adds some micro because you then have to watch the overlapping chains. However, in my experience it will be less micro overall, just a different mindset. The limits needs to change with time and new Prod lines, New orders etc. etc. When you have 10+ of those, well :)
I've got a question about farms and prestige levels. You are saying that farm yields are lower than gathering camps if you don't have humans. I'm just wondering something : I've made my first prestige 5 run yesterday, and had an awful time dealing with +50% cost on parts (5 per build is a pain, especially considering I had the map modifier that forbid trade in exchange of city upgrade materials). Farms do not need parts, only planks. So is there REALLY a situation where you would refuse farms even if you don't have any humans considering that the game limit the number of gathering/warehouse/lumber builds you can place on the map ?
Thanks for your comment, that's a really smart question! In general I always build Farms as long as I have the Workforce. If you are short on workers, three farms aren't as easy to maintain (especially when people start dying and such). But Farms have a more severe drawback which I didn't fully explain in the video: A Farms Crops can only be planted during Drizzle and there is only one Harvest per year in the upcoming season. So you need to bind workers for at least 2 seasons for your first yield. If things go really bad, you don't catch build the farm in time and then you have to wait another year for yields. All these things aren't super terrible, but the Gatherers all have none of these drawbacks. Their drawback lies in limited resources, but they give you resource much faster if you really need it RIGHT NOW, if you get my idea. I hope this clarified the issue a bit. In short: Go always for Farms, unless you need your workers elsewhere. Humans are mereley the icing on the cake, Farms are generally powerful. But Gatherers offer much faster yields if things go bad.
@@Ic0nGaming I got it. There is just something I would add : I don't see any scenario where I would take out farmers during the storm. Woodchopping is usually off, especially on the first years because of the hostility increase when cutting down trees. This makes roughly +6 works free during the storm. Farms gets fertilized during the storm, which increase the chances of getting double yields, so no point taking them out during the storm, it would lower your future incomes
I think farms (small farms, not the other kind) are usually a must unless you play in Marsh or Sealed biomes. The fact that 3 of the 6 complex foods require wheat/flour is telling of how crucial the stuff is, and wild grains are in my experience rather rare.
@@Ic0nGaming Farms often draw in orders and cornerstones that can enhance farms too, which can make mediocre farms into your settlement's largest food supply.
What about the rain? Do you ever want to engage with the mechanic? I am hard pressed to ever get into it outside of forced quests from the queen as it is so hard to calculate if it is worth it or not.
Thats the one thing i never get into is the compex food. I end up beating the maps before i have enough extra resources to do so. Ive done 22 maps and got up to veteran level. A little afraid of viceroy but i havent lost yet.
Everything is working as intended! In the lower difficulty levels you win maps much faster. Later (Prestige 1+) you'll need much more reputation points to win and Complex Food will be actually needed =)
Well in some way Viceroy is just the End of the "Beginner" Part of the Game. Prestige is where the real challenges are at. With solid game knowledge it's quite easy to maintain a really high winrate on Viceroy. I guess that's why you feel like these tips here feel quite baseline. That's because they kinda are, but you don't need that much more to have a good rate of winning Viceroy.
@@Ic0nGamingThat's a good point. I guess when I started playing, I stuck to Veteran difficulty until I had played a handful of runs so I was fairly familiar with the mechanics. Again, great video nonetheless!
He needlessly rerolled the 1st selection of buildings when offered premier S/A tier choices. Stopped watching right there. Save your rerolls for later, git gud.
Well you sound like you already know your thing. Also Tier Lists are totally not my style. Have fun "gitting gud", I'm having fun with my games meanwhile. "Git Gud" is one of the most toxic pieces of gaming attitude. But whatever, cheers mate, have fun.
Bruh he was just rerolling to explain to us about buildings. This isn't a playthrough nor a building tier list. Your comprehension skills need to git gud.
Regarding farms - I like them, but their idea is quite complex. You need to remember that sowing and reapping happens in particular seasons (so if you build it in clearance, you will need to wait through storm so worker will sow in drizzle season.) I haven't tried it yet so can't confirm it, but I wonder if you can put more than 1 farm next to soil. If 2 workers don't work fast enough so some fields are left unused, maybe you can just build second farm next to it?
Even if you put only one worker in a farm, it will be able to sow and reap each season. Fertile soil is capped, so there are no giant fields, where that even might could work theoratlcy.
@@HerrHoppenstedt I once had 13 field big forester's hut which allows you to put 4 workers. For each season each worker was able to sow and reap 3x fields which always left 1 unused.
@@tralza I usually get the +25% perks for reaping and sowing speed, since i only put 1 worker in field, 2 for forester hut. But it's been some weeks since i played regularly. Give it a try. But overall i'd assume it is not wanted&encouraged by the devs to "double farm" a field.
It's okay to have fields unused. Also, it's better to have extra harvesting speed, because transporting crops to a warehouse slows harvesting down. Farms almost require a warehouse near them to be at their best. (hauler warehouse update FTW.)
My favorite cornerstones are the ones which give you complex food for making another complex food. In a 1:1 ratio. This lets you circumvent whole production chains on a dime just like that.
Yeah free handouts for making something are very favourable. Im really enjoying this game now it makes you think a lot and develop good brain patterns. Found myself dreaming and thinking through strategies unconsciously lol gets much better the harder you unlock it and further up the tree. Hope we get to like prestige 40 one day
yeah Sahilda recipe (10 pies = 10 jerky) is certainly a top 5 cornerstone if you have lizard
@@rac8153 Zhorg's Secret Ingredient is even better. Especially if you also have Foxes in your settlement. Pickled Goods can be made in a field kitchen, and both Lizards and Foxes like Pickled Goods and Skewers
Production limits are really useful to know about. Because many products have overlapping inputs, and you don't want to end up in a situation where you mined out all of your starting clay and now you have 80 bricks and no clay left over to make pots for pickled goods. Or 50 packs of provisions and no herbs left to make biscuits with.
thank you for your tutorial, i think the complex/raw food consumption control and hearth expansion part are especially useful for me.
your videos surely deserve more views!
Well I can only say the players of Against The Storm are one of the most appreciative bunch I've seen so far. Thanks for your kind words =)
Good tips, all of these!
I'm a long term player who's gotten to Prestige 20, and yeah, this is all a solid core of advice to get started.
Best cornerstones? It's a tossup between trade enhancing cornerstones, especially trade hug for the extra source of Reputation, the 1 for 1 food production cornerstones, and farm production increase/bonus food production cornerstones, especially the +1 per 25 ones.
Love these guides! Couldn't find any but you have made some awesome ones#l!
In the begining you also want as many people as possible, because you need to extend fast and place buildings, like 2 wood choppers (6 ppl), workshop (1-2ppl), some basic food supplay1(ppl), and 1 of the basic resource harvester (1ppl) like clay or else. Like 9 ppl.
The problem is that even if you understand and really want to start to make complex food, you need to have at least 1 stable food source, like a ranch (which also consimes stuff, which you also need a building and resources to harvest for) or farm which requires farm tiles. And you could not get any of these sometimes not in the map (after 3-4 openings) not even in 6-7 times of building choice. And i have no idea how to play with some randomness expetially on a highest difficulties (above veteran) where any delay is equal to death.
The problem with the trade routs is that they also required basic food.
I mean sometimes i reach stable food production to the middle of the game, like after 45 minutes of playing. And only after i can affor of using supliments to make trade routs.
My favourite cornerstone is Woodcutter's Song: "For every 20 felled trees, Global Resolve is increased by 3 for 120 seconds." or even better Exploration Expedition: Get a constant -5 penalty to Global Resolve, but +15 to Global Resolve for 5 minutes every time a new Glade is discovered. (This may have been changed in a recent patch, as I recall it having a slightly different effect).
Especially for seal quests or Orders that require resolve, or just for using excess resolve to push reputation, I love these cornerstones as a predictable but pretty big boost to resolve, without consuming any resources.
Good tips! I actually never use Prod. Limits like so many do. When the city is large enough adding another micro is not ideal for me. Albeit it adds some micro because you then have to watch the overlapping chains. However, in my experience it will be less micro overall, just a different mindset. The limits needs to change with time and new Prod lines, New orders etc. etc. When you have 10+ of those, well :)
Very helpful, thank you!
I thought the camp bonus didn't stack so I only built one heart per settlement good to know thanks !
Not me absorbing the whole guide playlist just to later begin a settlement and make all the wrong decisions
Good tips in a nutshell!
thank you!
I've got a question about farms and prestige levels.
You are saying that farm yields are lower than gathering camps if you don't have humans.
I'm just wondering something :
I've made my first prestige 5 run yesterday, and had an awful time dealing with +50% cost on parts (5 per build is a pain, especially considering I had the map modifier that forbid trade in exchange of city upgrade materials). Farms do not need parts, only planks. So is there REALLY a situation where you would refuse farms even if you don't have any humans considering that the game limit the number of gathering/warehouse/lumber builds you can place on the map ?
Thanks for your comment, that's a really smart question!
In general I always build Farms as long as I have the Workforce. If you are short on workers, three farms aren't as easy to maintain (especially when people start dying and such). But Farms have a more severe drawback which I didn't fully explain in the video:
A Farms Crops can only be planted during Drizzle and there is only one Harvest per year in the upcoming season. So you need to bind workers for at least 2 seasons for your first yield. If things go really bad, you don't catch build the farm in time and then you have to wait another year for yields. All these things aren't super terrible, but the Gatherers all have none of these drawbacks. Their drawback lies in limited resources, but they give you resource much faster if you really need it RIGHT NOW, if you get my idea.
I hope this clarified the issue a bit. In short: Go always for Farms, unless you need your workers elsewhere. Humans are mereley the icing on the cake, Farms are generally powerful. But Gatherers offer much faster yields if things go bad.
@@Ic0nGaming I got it. There is just something I would add : I don't see any scenario where I would take out farmers during the storm. Woodchopping is usually off, especially on the first years because of the hostility increase when cutting down trees. This makes roughly +6 works free during the storm.
Farms gets fertilized during the storm, which increase the chances of getting double yields, so no point taking them out during the storm, it would lower your future incomes
I think farms (small farms, not the other kind) are usually a must unless you play in Marsh or Sealed biomes. The fact that 3 of the 6 complex foods require wheat/flour is telling of how crucial the stuff is, and wild grains are in my experience rather rare.
@@Ic0nGaming Farms often draw in orders and cornerstones that can enhance farms too, which can make mediocre farms into your settlement's largest food supply.
What about the rain? Do you ever want to engage with the mechanic? I am hard pressed to ever get into it outside of forced quests from the queen as it is so hard to calculate if it is worth it or not.
This is like Stefan molyneux teaching me against the storm 😅
Correct me if I'm wrong, but I believe that you need only 8 settlers to lvl 1 hearth and 14 to lvl 2 upgrade
I think this video has still numbers from the early access phase in it. It's definitely the numbers in your comment now
@@Ic0nGaming Oh, I haven't realised that it's from early access. Well, that makes it an even better upgrade
Thank you!!!!!!
Thats the one thing i never get into is the compex food. I end up beating the maps before i have enough extra resources to do so. Ive done 22 maps and got up to veteran level. A little afraid of viceroy but i havent lost yet.
Everything is working as intended! In the lower difficulty levels you win maps much faster. Later (Prestige 1+) you'll need much more reputation points to win and Complex Food will be actually needed =)
I can't even beat pioneer
Actually the first few wins are the hardest. The game has a pretty unique way of winning it, so don't feel bad =)
Great video, but this is really more of a beginner guide than Viceroy guide 🤔
Well in some way Viceroy is just the End of the "Beginner" Part of the Game. Prestige is where the real challenges are at. With solid game knowledge it's quite easy to maintain a really high winrate on Viceroy. I guess that's why you feel like these tips here feel quite baseline. That's because they kinda are, but you don't need that much more to have a good rate of winning Viceroy.
@@Ic0nGamingThat's a good point. I guess when I started playing, I stuck to Veteran difficulty until I had played a handful of runs so I was fairly familiar with the mechanics. Again, great video nonetheless!
He needlessly rerolled the 1st selection of buildings when offered premier S/A tier choices. Stopped watching right there. Save your rerolls for later, git gud.
Well you sound like you already know your thing. Also Tier Lists are totally not my style. Have fun "gitting gud", I'm having fun with my games meanwhile. "Git Gud" is one of the most toxic pieces of gaming attitude. But whatever, cheers mate, have fun.
This was a tutorial vid and he was trying to show various buildings. In a nutshell.. "piss off".
Bruh he was just rerolling to explain to us about buildings. This isn't a playthrough nor a building tier list. Your comprehension skills need to git gud.
It's a tutorial you absolute muppet.
It's only top tier if you have the resources to use it. ;)
Regarding farms - I like them, but their idea is quite complex. You need to remember that sowing and reapping happens in particular seasons (so if you build it in clearance, you will need to wait through storm so worker will sow in drizzle season.) I haven't tried it yet so can't confirm it, but I wonder if you can put more than 1 farm next to soil. If 2 workers don't work fast enough so some fields are left unused, maybe you can just build second farm next to it?
Even if you put only one worker in a farm, it will be able to sow and reap each season. Fertile soil is capped, so there are no giant fields, where that even might could work theoratlcy.
@@HerrHoppenstedt I once had 13 field big forester's hut which allows you to put 4 workers. For each season each worker was able to sow and reap 3x fields which always left 1 unused.
@@tralza I usually get the +25% perks for reaping and sowing speed, since i only put 1 worker in field, 2 for forester hut. But it's been some weeks since i played regularly. Give it a try. But overall i'd assume it is not wanted&encouraged by the devs to "double farm" a field.
It's okay to have fields unused. Also, it's better to have extra harvesting speed, because transporting crops to a warehouse slows harvesting down. Farms almost require a warehouse near them to be at their best. (hauler warehouse update FTW.)