Thanks for this! A few random tips I learned while playing: -You can delete gathering nodes/geysers if you absolutely require the space (you permanently lose the node and gain nothing) -You don't need to panic and choose your blueprints at the start of a game if you won't immediately make use of them. You can wait until you open a glade or 2 then choose what you want
One tip for newer players that I'd recommend is building plenty of warehouses in order to optimise worker movement- not forcing your lumberjacks to walk half the map etc.
It's especially if you rely on farmland. Harvesting is a slow process and if your workers waste more time carrying the products to the main warehouse you might waste a lot of crops when the storm seasons come. It's better to always build a warehouse near a field.
are items in separate warehouses "magically" synced and if they put in warehouse nr 1 can somebody use this resource by grabbing it from warehouse nr 2?or do they work separately?
Hold SHIFT when adding workers to a building and it will fill all three slots (if 3 x same species available) with one click. You dont have to click each individual slot each time.
In my experience, farms are only good on Royal Forest because just about every glade has a field of fertile ground. Otherwise, I snag advanced gathering camps before everything else EXCEPT a service building that can serve at least two of my races. Advanced camps are REQUIRED in marshlands because every forbidden glade has a Meganode that has 1000 charges that can support multiple advanced camps around it. Also to note, moving camps costs nothing. There's a reason camps look like wagons, afterall. Moving other buildings, namely houses, typically requires wood or a certain building material. Also, unless your settlement is next to the map modifier "Corrosive Torrent" every building you demolish will refund every resource you used to build it. This is useful for if you have a camp with no discovered resources it can gather. So actually, if you have enough builders ready to rebuild those houses etc you want to move, just demo them and rebuild.
any tile with with moderate amount of fertile soil in the summary benefits from farms. Especially if you have the human ability which tells you the closest glade with fertile soil in it. small farm is super powerful in this game, abuse it.
@@Cocytus127 tbf im only on p5 so idrk if my point still stands on higher difficulties. Would you help a brother out on them strats with plantation? Right now i feel like getting porridge and steady supply of grain year 1 just solves my food problems
@@pandaprince5869 i hear a lot of people talking about "food problems". This never happens to me, but I am aggressively opening small glades early. 2 woodcutters and narrow tree cutting. Seeking fertile soil where I can pop up simple food production.
@@MrNomad505 Small glades give half the hostility of big glades with less than half resources of big glades. Unless you have mist piercer its not worth gambling on the small glades.villagers also eat a LOT more in higher difficulties and the hostility ramps up much quicker so opening glades is riskier. I tend to only open 2 or 3 big glades and occasionally small glades if I know there are fertile soil in them (human ability) or geysers ( fox ability)
I think one important thing to note for when one gets into higher difficulties, small glades are a bit of a noob trap. Sure they won´t hold any dangers, but the profit to hostility ratio is just much better on bigger glades. To that end, bringing oil or something along those lines can help with early dangerous glade events.
What I've been doing that has really smoothed out runs has been saving blueprints until I open a dangerous glade and beelining for a dangerous glade after I get the trading post and housing up. More often then not when I open that Glade I can just buy the resource I need to clear the event, or use my save blueprints to craft the items
It's not a typical RTS like Company of Heroes or StarCraft, but moreso a citybuilder, true, a strategy game, but I'd say that it is closer to strategy games like Civilization than 100% real-time strategy games
@Caffeinated Replays iam not sure what youre doing but it sounds like you hitting your mic every few seconds very audiable bass increase boom....boom....boom....
Thanks for this! A few random tips I learned while playing:
-You can delete gathering nodes/geysers if you absolutely require the space (you permanently lose the node and gain nothing)
-You don't need to panic and choose your blueprints at the start of a game if you won't immediately make use of them. You can wait until you open a glade or 2 then choose what you want
One tip for newer players that I'd recommend is building plenty of warehouses in order to optimise worker movement- not forcing your lumberjacks to walk half the map etc.
Agreed! In the English version I believe it's called a Small Warehouse but cutting down walking for farmers and woodcutters is huge.
It's especially if you rely on farmland. Harvesting is a slow process and if your workers waste more time carrying the products to the main warehouse you might waste a lot of crops when the storm seasons come. It's better to always build a warehouse near a field.
are items in separate warehouses "magically" synced and if they put in warehouse nr 1 can somebody use this resource by grabbing it from warehouse nr 2?or do they work separately?
@@jaculaa01yes. Resident Evil storage box rules apply
Hold SHIFT when adding workers to a building and it will fill all three slots (if 3 x same species available) with one click. You dont have to click each individual slot each time.
In my experience, farms are only good on Royal Forest because just about every glade has a field of fertile ground. Otherwise, I snag advanced gathering camps before everything else EXCEPT a service building that can serve at least two of my races. Advanced camps are REQUIRED in marshlands because every forbidden glade has a Meganode that has 1000 charges that can support multiple advanced camps around it.
Also to note, moving camps costs nothing. There's a reason camps look like wagons, afterall. Moving other buildings, namely houses, typically requires wood or a certain building material. Also, unless your settlement is next to the map modifier "Corrosive Torrent" every building you demolish will refund every resource you used to build it. This is useful for if you have a camp with no discovered resources it can gather. So actually, if you have enough builders ready to rebuild those houses etc you want to move, just demo them and rebuild.
any tile with with moderate amount of fertile soil in the summary benefits from farms. Especially if you have the human ability which tells you the closest glade with fertile soil in it. small farm is super powerful in this game, abuse it.
@@pandaprince5869 Not as powerful as plantation. ;)
@@Cocytus127 tbf im only on p5 so idrk if my point still stands on higher difficulties. Would you help a brother out on them strats with plantation? Right now i feel like getting porridge and steady supply of grain year 1 just solves my food problems
@@pandaprince5869 i hear a lot of people talking about "food problems". This never happens to me, but I am aggressively opening small glades early. 2 woodcutters and narrow tree cutting. Seeking fertile soil where I can pop up simple food production.
@@MrNomad505 Small glades give half the hostility of big glades with less than half resources of big glades. Unless you have mist piercer its not worth gambling on the small glades.villagers also eat a LOT more in higher difficulties and the hostility ramps up much quicker so opening glades is riskier. I tend to only open 2 or 3 big glades and occasionally small glades if I know there are fertile soil in them (human ability) or geysers ( fox ability)
Actually, you can press escape and see all resource node types in that biome (if you forgot it, it's shown in embarkation interface).
You can press b which shows all resources available
@@adambuller1678 B is great but only shows resources you've discovered. ESC shows all potentially discoverable resources across the whole map.
I think one important thing to note for when one gets into higher difficulties, small glades are a bit of a noob trap. Sure they won´t hold any dangers, but the profit to hostility ratio is just much better on bigger glades. To that end, bringing oil or something along those lines can help with early dangerous glade events.
What I've been doing that has really smoothed out runs has been saving blueprints until I open a dangerous glade and beelining for a dangerous glade after I get the trading post and housing up.
More often then not when I open that Glade I can just buy the resource I need to clear the event, or use my save blueprints to craft the items
I used to open glades like crazy but everyone says not to because of hosility.
I you play on settlers, go ahead.
If you try this on P20, go figure.
I don't play RTS games but watched the whole thing to support the boys.
It’s a weirdly good game even if you aren’t normally into them!
Plus pausing is a thing in this game
It's not a typical RTS like Company of Heroes or StarCraft, but moreso a citybuilder, true, a strategy game, but I'd say that it is closer to strategy games like Civilization than 100% real-time strategy games
It looks like Warcraft 3 for sure, but this is best described as a roguelike city builder.
Small nodes means large nodes of the same type are more likely to appear? Is that a for sure mechanic?
Just wanted to say great video!
I only just picked the game up on Game Pass and been having a blast XD
very good tips, all relatable things i did too hehe
@Caffeinated Replays
iam not sure what youre doing but it sounds like you hitting your mic every few seconds very audiable bass increase boom....boom....boom....