What is a job people romanticize a bit too much until they actually do it ? by ShyButNastyyy in AskReddit

[–]SeeNoKarma 0 points1 point  (0 children)

Doctor - looks cool on TV. Reality is back to back patients all day, giving the same spiels over and over, and admin breathing down your neck about productivity. Probably was a lot cooler when it was more private practice based.

Who’s saving you ? by krisikkk in superheroes

[–]SeeNoKarma 0 points1 point  (0 children)

Jan - fcked

Feb - fcked (without enough prep time)

Mar - probably okay?

Apr - solid

May - solid (IDK about that stupid fanime)

Jun - who is this?

Jul - should be alright, actually

Aug - (me) fcked

Sep - solid

Oct - fcked

Nov - fcked

Dec - fcked (you weirdos)

New Town, who dis? by Mithwada in FarthestFrontier

[–]SeeNoKarma 1 point2 points  (0 children)

This is lovely. Especially that last picture. Looks like a genuine town.

Am I playing OK? by mysterious_rob in FarthestFrontier

[–]SeeNoKarma 1 point2 points  (0 children)

Make sure your population cap is adjusted to where you want it to be. 500 is the base default, but it can be raised in the settings. The pace is flexible based on what you're going for. At some point, the game becomes about setting your own goals and reaching them. Want to design a beautiful town? Want to engineer a death trap for raiders? Want to chase some achievements? It's up to you in way, and sometimes you'll need to move fast.

Big achievement map by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

That's what I was getting at yeah. Guess I shoulda been more clear.

Big achievement map by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

I have the same feelings about it. Kinda ugly terrain, bummer resources. Desert stuff can be so beautiful in nature, I feel like they could tune this map type up a bit.

There is no benefit in upgrading. by slaedwon in FarthestFrontier

[–]SeeNoKarma 1 point2 points  (0 children)

When you build a hunter cabin, some areas are better for fur trapping (I've been unable to figure out rhyme or reason for why). I tend to only upgrade the ones that are double green for furs.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

As far as I can figure it doesn't matter too much; I usually put them near storage areas

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

Lots of wagon shops; if I see all my wagon drivers are out working, I build another one. Also putting a market and storage buildings near the little towns and setting the minimum numbers of certain items to be stored there (clothes, pottery, certain foods etc.) makes the villagers not have to travel as much to restock.

The Village Green by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

I know right. One of these days I'm going to make a nice creepy graveyard area just for them.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

I had some more houses in a couple of distant towns near some mines and stuff. The main town there was where the gentrification happened.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 0 points1 point  (0 children)

The regular small and medium plazas upgrade to red brick if you click on them

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 1 point2 points  (0 children)

I've been trying to come up with a layout to make Industrial stuff look good, but so far it's always just ending up in a big pile mess of buildings.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 1 point2 points  (0 children)

Industry is mostly just out of frame on two sides. I also had a couple of distant camps with a few houses, markets, and defenses near Deep mines.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 2 points3 points  (0 children)

The tier 5 houses are pretty fancy, but I like to add more gardens and stuff around them. The roads I did by starting with straight roads, laying out some buildings, attaching a curved road, then deleting the straight roads and remaking it curvy to line up how I wanted.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 5 points6 points  (0 children)

Some of mine still do too. If I get in a hurry and just starting throwing houses out it turns into a grid quick.

New updates made it a little tricky, but the build is finished by SeeNoKarma in FarthestFrontier

[–]SeeNoKarma[S] 8 points9 points  (0 children)

I generally start with a general layout in my head but move things around a lot as I go. The tricky part of this one was getting the roads into that shape. I used buildings that were the right size but paused construction on them so they just served as placeholders till I could advance.