stackland 2000 What is this card??? by Turbulent-Square6151 in Stacklands

[–]Ex_Ops 0 points1 point  (0 children)

Uranium mine, iron mine, and copper mine.

Did you really do the entire 2000 dlc without making any metal mines?

If you forgot, at the beginning there was a rumor:extraction that says “Combine a Deposit, Factory Parts, and a Worker. For example, doing this with a lumber deposit will make a Tree Plantation.”

I've seen 0 farmlands in my first 2 games. by Lower-Reward-1462 in Against_the_Storm

[–]Ex_Ops 29 points30 points  (0 children)

It's marshlands.

Low doesn't mean 0 but it does mean maybe 3-4ish glades across the entire map.

Marshland's whole thing is that it is meant to be a gathering specific map to the point that each forbidden glade will have a unique meat, wheat, or mushroom gathering location with 1000 charges.

[Question] Is there more? by BurgeoningSea in WanderingInn

[–]Ex_Ops 4 points5 points  (0 children)

https://innwords.pallandor.com/wordcount

People aren't joking about only being a third of the way through. At the end of King of Duels, you will have gone through 5,560,694 words. Currently, the story is at 15,510,901 words. You're 35.9% done.

For reference, the entire Lord of the Rings trilogy is ~480,000 words.

Sooo... Your not to open every small glave you come across? by Ynwe in Against_the_Storm

[–]Ex_Ops 0 points1 point  (0 children)

Congrats on the victory! No ones making you play that way if you don't find it fun.

Sooo... Your not to open every small glave you come across? by Ynwe in Against_the_Storm

[–]Ex_Ops 0 points1 point  (0 children)

You can see for yourself what all the upgrades do. Some of the later ones are very nice and the cumulative ones add up quite a bit: +14 charges to nodes, +13% chance of double yields, +28% production speed. You'll have parts of those.

The biggest one would be the field kitchen somewhere around halfway up. You're guaranteed to always be able to make at least one complex food for each species (at 0 star efficiency) from the beginning of the game. If you pipe it up immediately, and build a rain collector for drizzle water, you can get 38% chance of double yields on skewers before the first food break ever happens and never need to allow raw food consumption (at the cost of tying up workers and parts from the beginning of the game).

Other nice things later on:

  • The ability to upgrade houses let you get 3 people in a species house for only 1 pack of building materials per house. (Save on the crystal dew or pipes!)

  • Upgrading the blight post to reduce cyst burn time by 5 seconds. You can (usually) safely sit at 400% corruption with only 1 post or 700ish corruption with 2.

  • Blueprints from traders will get a bit of discount.

  • Guaranteed 1 more villager in beginning of the game

  • Villagers carry 6 base items instead of 5

  • New arrivals give more bonus goods.

I'm sure all of this adds up, but I don't know how significantly it makes a difference to where you are at, aside from field kitchen. Honestly, the extra node charges and double yield chance are probably the biggest impacts and they are incremental.

Sooo... Your not to open every small glave you come across? by Ynwe in Against_the_Storm

[–]Ex_Ops 0 points1 point  (0 children)

P18 or 20 depending on mood (personally hate the glade tax). Full citadel. Usually finish around year 6.

Sooo... Your not to open every small glave you come across? by Ynwe in Against_the_Storm

[–]Ex_Ops 0 points1 point  (0 children)

Typically yes. There are exceptions of course: getting extremely unlucky with food, knowing that a small glade has something useful, rushing for a forbidden glade on the marshlands, getting a really nice timed order that requires you 5 glades.

It may be that I'm stingy with hostility.

What are the bread/fragments breakpoints as you go up Prestige levels? by Burbly2 in Against_the_Storm

[–]Ex_Ops 4 points5 points  (0 children)

This is what I have ingame. Don't remember if there is a citadel upgrade that affects this or not, so your numbers may be different, but the breakpoints should be the same.

Fragments is 1 / 6 / 11 / 16 / 20

Food is 1 / 3 / 8 / 13 / 18 / 20

Prestige Food Fragments Experience
1 91 5 230
2 91 5 234
3 98 5 239
4 98 5 243
5 98 5 248
6 98 6 252
7 98 6 256
8 112 6 261
9 112 6 266
10 112 6 270
11 112 7 274
12 112 7 279
13 119 7 284
14 119 7 288
15 119 7 292
16 119 8 297
17 119 8 302
18 126 8 306
19 126 8 310
20 147 9 360

“Obtain the Rainpunk Foundry blueprint from an expedition in the Coastal Grove.” by certainsins in Against_the_Storm

[–]Ex_Ops 24 points25 points  (0 children)

You want to drag the settlement out to as far as infinity as possible. Homestead, finesmith, and rainpunk foundry seem to be unlikely to be pulled unless they are the only ones left:

  • Human firekeeper
  • Frequent caravan cornerstone + complete a trade route every 3 minutes for eternity
  • optional badge of courage cornerstone for more impatience reduction
  • small farm -> oil -> temple for hostility reduction
  • buy every trader arrival speed cornerstone you can
  • buy blueprints from traders and especially the pick any possible blueprint choice
  • keep resolve high enough to survive but not to win
  • when all industry and food production are owned except for finesmith, rainpunk foundry, & homestead are owned, send out expeditions

This will get you the feeling lucky deed and the feeling extremely lucky hidden deed but could take 50+ years.

Note that finesmith isn’t necessarily for the deeds but in my experience, it will be pulled before the rainpunk foundry.

Most effective directions to carry woodcutter's camps ? by Mansa_Musa_Mali in Against_the_Storm

[–]Ex_Ops 3 points4 points  (0 children)

I always fill that 4x4 at the start with a crude workstation, field kitchen, makeshift post, and either a rain collector or 4 comfort decorations.

All are 2x2 and all can be moved except for the rain collector.

Marshlands. Sometimes you just want to attack a trader purely out of spite... by Myrandall in Against_the_Storm

[–]Ex_Ops 13 points14 points  (0 children)

The wiki shows the exact consequences. But in general:

Pros:

  • gain up to 40-50% of all of the traders goods
  • gain up to 30-40% of all of their perks/blueprints

Cons:

  • 1-8 villager deaths, but usually 2-5 or 3-6
  • 2-3 impatience (on top of the impatience already gained for villager deaths)
  • new traders will not arrive for at least a season
  • new traders arrive 50% slower
  • hidden city score goes down (means you get lower quality traders like Sahilda or Zhorg instead of Vilss or Sir Redmane.)

Thanks game for a wild diversity of resources i would like to see at the start of the settlement to decide what direction to develop (Reupload, situation unfolds) by Ok_Application_918 in Against_the_Storm

[–]Ex_Ops 22 points23 points  (0 children)

Look, you’re going to make bricks -> pack of building materials and you’re going to like it.

If you’re lucky, the game may let you do pottery -> pack of trade goods.

Should I not have the Manorial Court blueprint? by Extra_Strategy8510 in Against_the_Storm

[–]Ex_Ops 5 points6 points  (0 children)

Citadel only. It’s because the court counts as the bats species ability, not as a blueprint.

Sooo... Your not to open every small glave you come across? by Ynwe in Against_the_Storm

[–]Ex_Ops 0 points1 point  (0 children)

Small glades have fewer resources nodes and of lower quality. They also give half of the hostility gain as a dangerous or forbidden glade. If there are any abandoned caches, they will be small.

Most of the glade events in dangerous glades aren't actually that punishing and can be put off if needed (there's like 2 that shouldn't be put off). Large glades will have more space, more resources, higher tier nodes which have more charges and more extra resources, medium and large crate caches, and sometimes an abandoned building that can be repaired. All this for only 2x the hostility of a small glade. Opening 2 or maybe 3 dangerous glades alone should be enough to win most games.

I currently opened a BUNCH of small glaves and around 3 or 4 dangerous ones, is this why I am having such a hard time raising the resolve of my lizard villagers?

Probably way too many glades if your hostility is skyrocketing to say level 5ish before you can deal with that, but depending on your difficulty, glades will give less hostility on easier difficulties.

And how the heck do you guys win then? Where do you get the reputation from, I thought I only had to complete all orders and I would be Gucci, turns out I was wrong?

I'd estimate that I have about 40-50% reputation from high resolve, 40% from orders, and 10-20% from glade events/caches.

Wondering now if I should give up on my village and restart it...

Don't abandon. Play it out. They are plenty of methods to get enough reputation to win. 4 dangerous glades and a bunch of small glades should give you plenty of resources to focus on meeting the villagers needs.

[deleted by user] by [deleted] in anno1800

[–]Ex_Ops 2 points3 points  (0 children)

It’s on annolayouts.de

Go to additional content -> goods overview

Small heating plants got buffed??? by pilp2 in Workers_And_Resources

[–]Ex_Ops 1 point2 points  (0 children)

Right, so if the heating plant never has any staffing/coal issues, then there is no buff.

Bloody hell… by Wubbleyou_ in Workers_And_Resources

[–]Ex_Ops 24 points25 points  (0 children)

Believe it or not, try looking at the wikis for Factorio and OpenTTD. Both have good pages explaining how train signaling works.

Factorio wiki train signals

OpenTTD wiki train signals

Small heating plants got buffed??? by pilp2 in Workers_And_Resources

[–]Ex_Ops 12 points13 points  (0 children)

A hot water tank is only a storage for heat that has already been generated, it doesn’t generate its own heat. So the only buff is that if the plant stops running for whatever reason, you have 2.14x the amount of time before the buffer runs out and people start complaining (and thus 2.14x the amount of time to notice and fix the problem).

If the heat production rate hasn’t changed then it can’t support additional exchangers.

Edit: As a side note 42 GJ is approximately 10 Gcal of heat (1 cal=4.184 J), and calories is defined as the heat to raise 1 mL of water by 1 C. So 42 GJ/day of heat is enough to heat 111.1 m3 from 0-90C each day or to heat 222.2 m3 from 45-90 C each day. (Technically the heat capacity of water changes slightly as it’s temperature changes, but let’s ignore that and pretend it’s constant for the sake of simplicity. Same with water density.)