Remember to keep your gatherer going and install another forester to add a bunch of mangroves and pines. Could even fill the river with mangroves simply to chop them down, they're slightly more efficient than pines if you have the space. You can get your current gatherers to access some of the mangroves by sacrificing one mangrove to build stairs from the mangrove pond to the berry fields. It might also be worth it to move the pathing over in the mangrove pond to open up a little stairway across the levees so beavers can go across the river through the mangrove pond. You'd have to sacrifice a few mangroves, but it'd streamline the path.
You are keeping breeding pods as an emergency, but you can now have a complete emergency district. Have the upper district as a self contained area with a small population that doesn't out grow the water. Then if the lower district blows up you can repopulate from the upper.
It is absolutely necessary for you to have a forester on the opposite side of the main district, with as many oaks as possible, and another one on the "That Crappy Place Up There" district using the levee fluid dump for irrigation (maybe in the area where rice was grown in WBO U5, or somewhere around that area). That way, you can build as many medium water tanks as required in the place where cassava used to be bulk stored (well now it is corn but yeah). You can have those tanks set to obtain and the ones near the pumps set to obtain, and make sure that there are oaks over there instead. Ideally, the entire area should be planted with oaks, with the occasional lumberjack flag.
Seconded. The playthrough is fast approaching the point where logs are going to start being a serious issue. Planting a whole bunch of oaks now is going to save a whole lot of heartache in a couple of cycles.
I think it'll be more important to build a new badwater diversion further up the river, this will allow you to store much more water and I don't think it'll be that much more expensive than raising up the current badwater diversion.
The region around the scrap collecter is great for trees, until you decide to use them for something else. all that can be planted with pine Please add a few aesthetic and well being items on the ledge space above houses. it'll be a nice bonus quality of life 48:22 the upper region food factory can be kept on all the time except drought. that way the beaver-ual power can be used for metal-planks-gears
take this nice gift, start making your way up the other side to get in position to make the next diversion wall. make it so you keep a huge amount of clean water stored. and more storages for corn. keep lots of that unprocessed food around. cheaper to store it that way
Personal opinion i think you should really stop thinking about District 7 until you're certain that District 1 is stable. You keep sending beavers half a day away to work, then you wonder why they keep going up to district 7. Just completely abandoned District 7. At 52:05, you yourself state you don't have the resources or beavers (yes, you were talking about water storage), but that logic applies to the whole, not just a single task. In short, I guess I'm simply saying you're spreading your beavers too thin, and it will be your undoing.
Couldn’t be happier to see the dam in place and nice deep blue reservoir (I hope it helps survival of 40 days!). If it does, definitely think increase it’s height (and that of the dam before it) and put in levees/sluice on the bad-water exit to raise the height further back when there is a drought. Oh and that empty green space opposite surely needs to be full of oaks now! Loving this play through, fingers crossed for many more instalments.
I think right now you have plenty of resources to manage in the river, you don't need to mess with the lake district. Harvest all the corn and abandon it, you need those beavers working by the river.
Long term Goals: Probably secure ‘water rights’ in your upper district better. We cannot be blasting but: (1) putting in sluices into the highest reservoir. (2) mini holding ponds for tree and food farms (3) reconfigure the badtide channel (currently it flows into one of the deep pits of doom. Rather use platforms and levees to force badwater into a 1x1 sq metre aqueduct, that then goes into the drain. This would be a good time to add in a sluice gate for goodwater flow. (4) set up a mini manual trading post. Probably fluids are not worth it but something that can handle 3 resources, 2 lanes so 6 forms of storage. I’m thinking moving logs back and forth are not ideal but you could be in a situation that is needed. Ideally this is more for processed goods. ie: moving metal blocks up cause you have scrap and a smelter down low
I've finally done the dive! I've (barely) made it to cycle 11, and am about to be destroyed by a combination of poor planning and 2 sequential bad-tides. If there's one thing I've come to appreciate about your play-through it's how you make the deliberate caution pay off, and how you emphasize resource storage. I think the main takeaway I had from my attempt here so far, is the sheer value of districts. The main problem my beavers have been suffering is that I don't have a sufficient source of water near enough to a sufficient source of food, meaning that as things get bad, the amount of time wasted walking around (which is less of a problem when things are going ok) compounds massively, as beavers make more trips for food/water when they're dehydrated/starving, plummeting their productivity. The amount of times my beavers have nearly all died because of productivity downspirals was crazy!
I think you're at a point that the minute you have ANY logs to spare, you should slap down some campfires and a rooftop terrace. The beavers have terrible happiness and a bit of work to get them to brush the 7 threshold would improve beaver uptime. The small investment to get a roof or maybe a shrub is also a good idea, though perhaps after the engine is obtained.
I like how you prioritise one water pumper. Maybe do that with one scientist. It seems like you can at least try to support 30 to 45 beavers. So at most 1/30 always being a high priority scientist is good for the slow grind. Maybe you can even think about 2/50 being high priority scientists.
Have a forester up in D7 and plant berries, then you can have it completely self sufficient. It will make the projects up there possible without stretching you too thin. Just have them run on 1-2 breeding pods, I think about 4 in the main district will be about right for now. You need to grow your pop slowly, else you get nothing done. You do not have to store enough food for the length of a drought, you only need enough water to refill your backup ponds to always keep growing. As long as your water stores can keep up with a badtide, you´re golden. Remember, evaporation is 1 tile per 9 days, so at max drought you need a reservoir at least 12 tiles deep, just to counter its own evaporation. I actually thought you´d build a water tower on the weak source to have a true fallback point. Replace the floodgate with a sluice and have the badwater runoff as a sluice as well. Then just build a nice levee tower. Even with the stronger sources nearby, it would be an ideal project to keep the upper pond stable and have it as a true fallback district.
I opened RUclips as soon as I got home today, to see if there was a new episode of the Apocalypse Beavers. And here it is, yay! :D This must have been really stressful to play. You were multitasking so hard, haha! Here's what I noticed: - A sleeping hut in the upper district is unpaused. Will the beavers still walk up there? - I think it would be good to always have log storage right next to a building site. There are two or three unconnected small log storages in the area that is now flooded which the beaver could have used when building the new dam. :) - The mangroves in the river (not the small bassin) didn't get replanted. And now, my two cents: The upper district was an emergency escape plan when the badwater was going to go though the valley and destroy the crops. There won't be any badwater in the valley ever again, so we don't really need the upper district any more. At least for the moment. I think it's better to have all the beavers in the valley working on pumping, food, trees and science. Can't wait for the next episode!
Hello JC, nice episode as always :D You should remember to automate the sluice in the original dam. Since it's currently set to open, it might as well be a platform, but if you automate it with the current settings it will work exactly as you want it to by filling the reservoir during the wet season and closing during bad tides. Won't help you right now, but uuhhh if you live it might save you some brain power later? ;) I'd also set the priority of one of your scientists to normal, so that you have some type of science income going.
You should considerer adding a few foresters on the top or in places where you can create forest for emergencies. Since oak take so long to grow, is better to plant them and forget about them.
5:38 I personally think it is better to have a steady population. Keep one pod working, if the population goes down, open another one. This way you constantly have about the same proportion of adults and children. If you keep turning a bunch of them on and off, you get birth and death waves, with moments of a bigger non working population. 13:52 You can add a sluice by the stairs and make it open if there is contamination. This way the bad water goes down the drain and the good goes to the side.
1:07:15 ... could you build a tiny fluid dump enclosure on the north side of the corn up top to splash it just enough to keep it alive during the long droughts? 🤔
Please plant more trees because the wood crunch will begin when you need wood for food and power. Also set the sluice to automatic instead of open otherwise it will not stop badwater.
I constantly see beaver well being around no more than 5 points. I think to escape survival mode and prosper you need to make beavers happy. Happy beavers-> less need for berries in pod because of increased lifespan, slighly quicker and productive workers means prospering colony with surplus.
I enjoy this playthrough so much! 😃 That was the absolute right decision with the new dam and even a better idea than what I had in mind 🙂👍Now the 49 day drought hit you sure happy to have all this storage 😅 Imagine this would have been a 49 day badtide 😂🙈 Think next I would do is to raise a dam at the first small canyon, where the water exit now. So to store even more and get the badwater away even further upstream. Or maybe close the little gap to where the water surge is and fill this up to the rim... To get some wood started you can plant some trees on the other side of the river where you get the metal, maybe? Think the beavers are save for now 😊 You do great man! Further good luck and don't start now to do something really stupid 🤣 🤘
The Water Beaver Passthrough Lodge would be perfect for that path you're trying to dam around... pity that there isn't something similar for the Iron Teeth!
Shortterm Goal: It is probably time to sort out tree farms in the lower and upper districts. Securing water dumps and a way to build up a stock pile of wood. This will help your move to 1 or 3 engines
I kept watching you have so many builders sitting around without logs to build with and at the same time you're sitting there lamenting your oack of science
I think keeping a very small & conservative secondary population up at district 7, living just as a population backup & completing minor victories for you, could be the safest approach. That said, you'd need to have the self control to let district 7 watch district 1 die when they're unsaveable, and that's easier said than done.
think the counters are tracked seperately. not 100% on that though. but if thats the case, you might have 2 or 3 more droughts with a handicap counter still and the same for bad tides.
You mentioned a Cycle 10 drought will be 30-100 days, but I think you're a little safer than that. From what I've seen here, it appears that the handicap increments every time you get that specific bad weather cycle. So since cycle 8 was your 6th drought it could have been from 17-55 days, and this cycle 9 drought was your 7th could have been 19-64 days. Additionally the wiki says that for a handicap of x days the first full length cycle is cycle x+1, so I think you've got a little while longer before things get _Really_ Bad™
To be clear, I've never played the game myself and the wiki isn't super detailed, so this is partially speculation, however this fits with the length of badtides too. If anyone has more information, I'd love to hear exactly how the bad weather durations are determined in the code
Mate, you need to set that sluice gate to auto and block water above contamination above %!! Having it locked open could end the run! (Posted before the end of the video)
why are you inclined to fill up haulers to high numbers while being very reticent in adding to the beaver power wheel. it'll help food and other item production efficiency and 6 haulers instead of 7 wouldn't be much difference 17:27
13:00 it might be necessary to build another power wheel behind the current one just so the food factories will start operating at full speed. edit: Ah, you're going straight for engines - that's a much better idea.
I was tempted to say this last episode but you look like you are almost making it, well past failure. That you can actually take a breath and play more normally than having to care about every second of their waking day. Congrats! 49 days is still under half of the max drought. A badtide is worst cause the upstream will be contaminated and take extra time to flush (plus that is water you cannot use; currently you have 2 major supplying reservoirs from the main river). The good news with having a small population: 35 beavers, 49 days, you only need 5.72k of food and 4.55k of water. Which is very doable. Increasing your ability to farm in the upper district should be a priority now. Having a couple of ponds and watering tanks for said ponds means you can keep farms alive there.
We have a great opportunity now to get a TON of water pumped and stored in advance of the truly heinous badtide lengths. Hopefully, we can capitalize on it.
I hate to jump on the Number Cruncher bandwagon...but with how you struggle for science, having one on the water wheels in the upper district would provide free science at all times except for droughts. You're probably also going to need an engine or beaver power wheel in the upper district as well, to handle power for the food factory during long droughts
Since that Builder's Hut is always going to be underwater, shouldn't you delete it to get back the 50% resources that you can? It's not like you're getting 4 extra builders out of it or anything. Also, you should definitely set that first sluice back to automatic instead of open before you get a badtide and have contaminated water pour into your reservoir.
Question about the game mechanics...do the beavers eat and drink more water with increased work hours? I couldn't find a solid answer on Reddit. Thanks!
You ended the episode with 10 less beavers than you started with and kept wondering why you had so many less workers available for science and stuff. I think you need to have "reserve pods" and pods that maintain your population. With your well-being you need 1 pod running per 10 beavers just to maintain the population. If you only run the 2 your population will drop to 20. Pausing all 6 saves you so 30 water and berries across 5 days. Definitely do it crisis situations but not randomly because you feel like you need some reserve beavers. Make same dedicated reserve pods if you still think it is important at this stage of the playthrough. Don't forget to pause the house and lumberjack up in district 7. The flooded buildings in the dam can get demoed to recover some resources in the short term while you figure out wood. If you use district 7 treat it like the Hunger Games district 7 to focus on lumber. Power is free in the wet season and bad tide, so send 1 lumberjack, 1 pumper, 1 farmer, 1 chef, and enough to man the industry to make massive amounts of planks and gears, no builders. The 4 I just listed are the 4 that already work in the wheel of shame, plus whatever you need for the industry...use the supplies to get district 1 sorted, get science, keep building and breeding. Then think about 7 after a cycle or two. Just my thoughts. I'm glad you made it this far!
I feel like that you focussed too much on builders (also the 3 builder in the second district). I would have made the decision to use them as inventors. Without the science you won’t progress!
Hindsight is 20/20! We're out of the *really* stressful early game now that we have a fair amount of water storage so we shouldn't need a huge quantity of builders anymore - invent away, they shall 😎
99.999% of your problem is the fact that your using beavers for power. You could have progressed much faster with the extra beavers if you had reliable power
I try to keep them contained to no more than one every ten minutes. RUclips loves to jam as many in there automatically as it can, so thanks for letting me know. I've removed a bunch from this video and a few other recent ones that were overloaded 🙏
Don’t let people bully you in the comments! You are running multiple beaver communities at the same time, and it’s impressive how far this one has grown! I’m hooked 🪝 🦫
Remember to keep your gatherer going and install another forester to add a bunch of mangroves and pines. Could even fill the river with mangroves simply to chop them down, they're slightly more efficient than pines if you have the space.
You can get your current gatherers to access some of the mangroves by sacrificing one mangrove to build stairs from the mangrove pond to the berry fields. It might also be worth it to move the pathing over in the mangrove pond to open up a little stairway across the levees so beavers can go across the river through the mangrove pond. You'd have to sacrifice a few mangroves, but it'd streamline the path.
JC: wants science
Also JC: has all science huts are the lowest priority possible and therefore has no progress for the vast majority of time 😅
You are keeping breeding pods as an emergency, but you can now have a complete emergency district. Have the upper district as a self contained area with a small population that doesn't out grow the water. Then if the lower district blows up you can repopulate from the upper.
It is absolutely necessary for you to have a forester on the opposite side of the main district, with as many oaks as possible, and another one on the "That Crappy Place Up There" district using the levee fluid dump for irrigation (maybe in the area where rice was grown in WBO U5, or somewhere around that area). That way, you can build as many medium water tanks as required in the place where cassava used to be bulk stored (well now it is corn but yeah). You can have those tanks set to obtain and the ones near the pumps set to obtain, and make sure that there are oaks over there instead. Ideally, the entire area should be planted with oaks, with the occasional lumberjack flag.
Seconded. The playthrough is fast approaching the point where logs are going to start being a serious issue. Planting a whole bunch of oaks now is going to save a whole lot of heartache in a couple of cycles.
I think it'll be more important to build a new badwater diversion further up the river, this will allow you to store much more water and I don't think it'll be that much more expensive than raising up the current badwater diversion.
The region around the scrap collecter is great for trees, until you decide to use them for something else. all that can be planted with pine
Please add a few aesthetic and well being items on the ledge space above houses. it'll be a nice bonus quality of life
48:22 the upper region food factory can be kept on all the time except drought. that way the beaver-ual power can be used for metal-planks-gears
take this nice gift, start making your way up the other side to get in position to make the next diversion wall. make it so you keep a huge amount of clean water stored. and more storages for corn. keep lots of that unprocessed food around. cheaper to store it that way
Personal opinion i think you should really stop thinking about District 7 until you're certain that District 1 is stable. You keep sending beavers half a day away to work, then you wonder why they keep going up to district 7. Just completely abandoned District 7.
At 52:05, you yourself state you don't have the resources or beavers (yes, you were talking about water storage), but that logic applies to the whole, not just a single task.
In short, I guess I'm simply saying you're spreading your beavers too thin, and it will be your undoing.
Couldn’t be happier to see the dam in place and nice deep blue reservoir (I hope it helps survival of 40 days!).
If it does, definitely think increase it’s height (and that of the dam before it) and put in levees/sluice on the bad-water exit to raise the height further back when there is a drought.
Oh and that empty green space opposite surely needs to be full of oaks now! Loving this play through, fingers crossed for many more instalments.
I think right now you have plenty of resources to manage in the river, you don't need to mess with the lake district. Harvest all the corn and abandon it, you need those beavers working by the river.
Long term Goals:
Probably secure ‘water rights’ in your upper district better. We cannot be blasting but:
(1) putting in sluices into the highest reservoir.
(2) mini holding ponds for tree and food farms
(3) reconfigure the badtide channel (currently it flows into one of the deep pits of doom. Rather use platforms and levees to force badwater into a 1x1 sq metre aqueduct, that then goes into the drain. This would be a good time to add in a sluice gate for goodwater flow.
(4) set up a mini manual trading post. Probably fluids are not worth it but something that can handle 3 resources, 2 lanes so 6 forms of storage. I’m thinking moving logs back and forth are not ideal but you could be in a situation that is needed. Ideally this is more for processed goods. ie: moving metal blocks up cause you have scrap and a smelter down low
I've finally done the dive! I've (barely) made it to cycle 11, and am about to be destroyed by a combination of poor planning and 2 sequential bad-tides. If there's one thing I've come to appreciate about your play-through it's how you make the deliberate caution pay off, and how you emphasize resource storage.
I think the main takeaway I had from my attempt here so far, is the sheer value of districts. The main problem my beavers have been suffering is that I don't have a sufficient source of water near enough to a sufficient source of food, meaning that as things get bad, the amount of time wasted walking around (which is less of a problem when things are going ok) compounds massively, as beavers make more trips for food/water when they're dehydrated/starving, plummeting their productivity. The amount of times my beavers have nearly all died because of productivity downspirals was crazy!
The floodgates you have controlling your little ponds could be replaced with sluice gates. They're one directional. Work great for that.
Yep, now that we can actually make those, that would be a good idea. I think we need to build an engine first, though
@JCTheBeard Engine is a good move too!
I think you're at a point that the minute you have ANY logs to spare, you should slap down some campfires and a rooftop terrace. The beavers have terrible happiness and a bit of work to get them to brush the 7 threshold would improve beaver uptime.
The small investment to get a roof or maybe a shrub is also a good idea, though perhaps after the engine is obtained.
Wanted feature: Underwater Breeding Pods, take no additional water with the bonus of amniotic sacks in your drinking water reservoir.
I like how you prioritise one water pumper. Maybe do that with one scientist. It seems like you can at least try to support 30 to 45 beavers. So at most 1/30 always being a high priority scientist is good for the slow grind. Maybe you can even think about 2/50 being high priority scientists.
Have a forester up in D7 and plant berries, then you can have it completely self sufficient. It will make the projects up there possible without stretching you too thin.
Just have them run on 1-2 breeding pods, I think about 4 in the main district will be about right for now. You need to grow your pop slowly, else you get nothing done.
You do not have to store enough food for the length of a drought, you only need enough water to refill your backup ponds to always keep growing.
As long as your water stores can keep up with a badtide, you´re golden.
Remember, evaporation is 1 tile per 9 days, so at max drought you need a reservoir at least 12 tiles deep, just to counter its own evaporation.
I actually thought you´d build a water tower on the weak source to have a true fallback point. Replace the floodgate with a sluice and have the badwater runoff as a sluice as well. Then just build a nice levee tower. Even with the stronger sources nearby, it would be an ideal project to keep the upper pond stable and have it as a true fallback district.
I opened RUclips as soon as I got home today, to see if there was a new episode of the Apocalypse Beavers. And here it is, yay! :D
This must have been really stressful to play. You were multitasking so hard, haha!
Here's what I noticed:
- A sleeping hut in the upper district is unpaused. Will the beavers still walk up there?
- I think it would be good to always have log storage right next to a building site. There are two or three unconnected small log storages in the area that is now flooded which the beaver could have used when building the new dam. :)
- The mangroves in the river (not the small bassin) didn't get replanted.
And now, my two cents: The upper district was an emergency escape plan when the badwater was going to go though the valley and destroy the crops. There won't be any badwater in the valley ever again, so we don't really need the upper district any more. At least for the moment. I think it's better to have all the beavers in the valley working on pumping, food, trees and science.
Can't wait for the next episode!
just hit the end. wow, you made those deep water reservoirs just in time me thinks 😬
The struggle is going to be real next episode
Oh, it absolutely is. Gonna be REAL rough 😂
Hello JC, nice episode as always :D
You should remember to automate the sluice in the original dam. Since it's currently set to open, it might as well be a platform, but if you automate it with the current settings it will work exactly as you want it to by filling the reservoir during the wet season and closing during bad tides.
Won't help you right now, but uuhhh if you live it might save you some brain power later? ;)
I'd also set the priority of one of your scientists to normal, so that you have some type of science income going.
You should considerer adding a few foresters on the top or in places where you can create forest for emergencies. Since oak take so long to grow, is better to plant them and forget about them.
'keep the game nice and paused' I'm here for that : )
5:38
I personally think it is better to have a steady population.
Keep one pod working, if the population goes down, open another one.
This way you constantly have about the same proportion of adults and children.
If you keep turning a bunch of them on and off, you get birth and death waves, with moments of a bigger non working population.
13:52
You can add a sluice by the stairs and make it open if there is contamination.
This way the bad water goes down the drain and the good goes to the side.
1:07:15 ... could you build a tiny fluid dump enclosure on the north side of the corn up top to splash it just enough to keep it alive during the long droughts? 🤔
anyone else yellin open the floodgates at the half hour mark?
Yes. And a ton of other things lol
Please plant more trees because the wood crunch will begin when you need wood for food and power. Also set the sluice to automatic instead of open otherwise it will not stop badwater.
I constantly see beaver well being around no more than 5 points. I think to escape survival mode and prosper you need to make beavers happy. Happy beavers-> less need for berries in pod because of increased lifespan, slighly quicker and productive workers means prospering colony with surplus.
Remember to rebuild that campfire for extra wellbeing points
32:45 they were already tasked with going up there. unless you block the path, not just remove it, they still finish whatever task they had started.
I enjoy this playthrough so much! 😃
That was the absolute right decision with the new dam and even a better idea than what I had in mind 🙂👍Now the 49 day drought hit you sure happy to have all this storage 😅 Imagine this would have been a 49 day badtide 😂🙈 Think next I would do is to raise a dam at the first small canyon, where the water exit now. So to store even more and get the badwater away even further upstream. Or maybe close the little gap to where the water surge is and fill this up to the rim...
To get some wood started you can plant some trees on the other side of the river where you get the metal, maybe?
Think the beavers are save for now 😊 You do great man! Further good luck and don't start now to do something really stupid 🤣 🤘
Power leads to science and science leads to possibilities
The Water Beaver Passthrough Lodge would be perfect for that path you're trying to dam around... pity that there isn't something similar for the Iron Teeth!
It sure would make a great mod
Shortterm Goal:
It is probably time to sort out tree farms in the lower and upper districts. Securing water dumps and a way to build up a stock pile of wood. This will help your move to 1 or 3 engines
I think the plateau up above the lower district would be a good spot for a tree far
We're in Endgame now, Tony
I kept watching you have so many builders sitting around without logs to build with and at the same time you're sitting there lamenting your oack of science
I think keeping a very small & conservative secondary population up at district 7, living just as a population backup & completing minor victories for you, could be the safest approach. That said, you'd need to have the self control to let district 7 watch district 1 die when they're unsaveable, and that's easier said than done.
Remember to turn the sluices back to automatic or they will let badwater through.
think the counters are tracked seperately. not 100% on that though. but if thats the case, you might have 2 or 3 more droughts with a handicap counter still and the same for bad tides.
You mentioned a Cycle 10 drought will be 30-100 days, but I think you're a little safer than that. From what I've seen here, it appears that the handicap increments every time you get that specific bad weather cycle. So since cycle 8 was your 6th drought it could have been from 17-55 days, and this cycle 9 drought was your 7th could have been 19-64 days. Additionally the wiki says that for a handicap of x days the first full length cycle is cycle x+1, so I think you've got a little while longer before things get _Really_ Bad™
To be clear, I've never played the game myself and the wiki isn't super detailed, so this is partially speculation, however this fits with the length of badtides too. If anyone has more information, I'd love to hear exactly how the bad weather durations are determined in the code
I'd be prepping a large tree farm well before you unlock Engines.
I love your videos man.
Are ya winning son?
I say it is not a proper JC episode without atleast one "stupid"
Thanks for another great episode😉
I think there is a lumberjack flag in the "upper district" that you might want to pause? (unless you want to log so far from the main district)
Mate, you need to set that sluice gate to auto and block water above contamination above %!! Having it locked open could end the run! (Posted before the end of the video)
Never mind... That next phase might be it...
hold my beer, we got this now, hopefully 😅
@1:15:37, thats cause the floodgate is lowered to 0 height. If its raised to 1 height, you wouldnt have this issue.
Please unpause your Berries....
why are you inclined to fill up haulers to high numbers while being very reticent in adding to the beaver power wheel. it'll help food and other item production efficiency and 6 haulers instead of 7 wouldn't be much difference 17:27
"if that's the right height" forgets there a topography tool
I always forget that exists
13:00 it might be necessary to build another power wheel behind the current one just so the food factories will start operating at full speed.
edit: Ah, you're going straight for engines - that's a much better idea.
now you should be able to get the mangroves going again
I was tempted to say this last episode but you look like you are almost making it, well past failure. That you can actually take a breath and play more normally than having to care about every second of their waking day.
Congrats!
49 days is still under half of the max drought. A badtide is worst cause the upstream will be contaminated and take extra time to flush (plus that is water you cannot use; currently you have 2 major supplying reservoirs from the main river).
The good news with having a small population: 35 beavers, 49 days, you only need 5.72k of food and 4.55k of water. Which is very doable.
Increasing your ability to farm in the upper district should be a priority now. Having a couple of ponds and watering tanks for said ponds means you can keep farms alive there.
We have a great opportunity now to get a TON of water pumped and stored in advance of the truly heinous badtide lengths. Hopefully, we can capitalize on it.
I hate to jump on the Number Cruncher bandwagon...but with how you struggle for science, having one on the water wheels in the upper district would provide free science at all times except for droughts.
You're probably also going to need an engine or beaver power wheel in the upper district as well, to handle power for the food factory during long droughts
Your second builders hut half beavers are sitting around a fair bit they could be doing something else
Since that Builder's Hut is always going to be underwater, shouldn't you delete it to get back the 50% resources that you can? It's not like you're getting 4 extra builders out of it or anything.
Also, you should definitely set that first sluice back to automatic instead of open before you get a badtide and have contaminated water pour into your reservoir.
Collect the resources in the reservoir you have flooded storages
1:15:15 its been tempting at times 🤣🤣☠☠
I think when... sorry IF you fail this series, you should try again with longer wet seasons. I believe in you... kinda
21:13 " ... Gun" ? 🤔
Sure!
Question about the game mechanics...do the beavers eat and drink more water with increased work hours? I couldn't find a solid answer on Reddit. Thanks!
I don't think so, but they will get hungry/thirsty and lose efficiency while working if the hours are too long
@JCTheBeard That's good to know. Thanks! Would be cool, albeit possibly too complicated, if working hours had an effect on food and water consumption.
👍
duck yeah!
You ended the episode with 10 less beavers than you started with and kept wondering why you had so many less workers available for science and stuff. I think you need to have "reserve pods" and pods that maintain your population. With your well-being you need 1 pod running per 10 beavers just to maintain the population. If you only run the 2 your population will drop to 20. Pausing all 6 saves you so 30 water and berries across 5 days. Definitely do it crisis situations but not randomly because you feel like you need some reserve beavers. Make same dedicated reserve pods if you still think it is important at this stage of the playthrough.
Don't forget to pause the house and lumberjack up in district 7.
The flooded buildings in the dam can get demoed to recover some resources in the short term while you figure out wood. If you use district 7 treat it like the Hunger Games district 7 to focus on lumber. Power is free in the wet season and bad tide, so send 1 lumberjack, 1 pumper, 1 farmer, 1 chef, and enough to man the industry to make massive amounts of planks and gears, no builders. The 4 I just listed are the 4 that already work in the wheel of shame, plus whatever you need for the industry...use the supplies to get district 1 sorted, get science, keep building and breeding. Then think about 7 after a cycle or two. Just my thoughts. I'm glad you made it this far!
a lot of dead trees everywhere and you always out of logs
You have so much green area on the top area on the top and bottom. Why don’t you plant more trees.
I don’t get y you don’t use your priority arrows to make some jobs get done faster.
yea apocalypse
1:17:40 7 days
Upload 2 video in a day
You should at least keep 1 or 2 inventor at the highest priority to make progress for your science.
I feel like that you focussed too much on builders (also the 3 builder in the second district).
I would have made the decision to use them as inventors. Without the science you won’t progress!
Hindsight is 20/20! We're out of the *really* stressful early game now that we have a fair amount of water storage so we shouldn't need a huge quantity of builders anymore - invent away, they shall 😎
99.999% of your problem is the fact that your using beavers for power. You could have progressed much faster with the extra beavers if you had reliable power
Huge crazy idea. Write out your plan before pressing record...
You keep going on about SCIENCE, but you need to put BEAVERS in the SCIENCE HUT you had no water pumps pumping, but nobody in the SCIENCE HUTS
youve consistently had too many beavers.
enjoying watching the vids but man the adds every 5 min are getting rather annoying
I try to keep them contained to no more than one every ten minutes. RUclips loves to jam as many in there automatically as it can, so thanks for letting me know. I've removed a bunch from this video and a few other recent ones that were overloaded 🙏
When that new dam gets filled, it`s going to be a massive amount of water, the beavers will have.🚰🚰🚰🚰🌊🌊🌊🌊🦫🦫🦫🦫🦫🦫
Don’t let people bully you in the comments! You are running multiple beaver communities at the same time, and it’s impressive how far this one has grown! I’m hooked 🪝 🦫