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Cake day: June 11th, 2023

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  • you are right!

    i did actually forget about that when commenting, and thanks for the added info!

    however, that’s not exactly what i was talking about:

    assuming normal or better soil you need less work (i.e. time spent working the fields) per unit of nutrition when moving from rice->potato->corn because of yield.

    so your pawns spend less time planting and harvesting, which results in higher overall colony productivity since they can do other stuff in-between, like cooking, cleaning, mining, etc.

    you are correct in that you should choose which plant you use based on the soil first, and according to productivity second!

    i just wasn’t really considering soil quality when writing the comment…


  • when starting a new game:

    -set up a stockpile:

    indoors, preferably shelves, but that’s a goal to work towards

    -stockpile some food:

    starting with a talented grower makes early game easier. rice is best in the beginning, when it’s beginning to stockpile switch to potatoes, when those stockpile to corn. each step requires less work by your pawns, leaving more time for other stuff.

    -get a ranged weapon and some defenses

    some bows if there’s nothing else. first raid is alwaysa single melee guy, that’s scripted, afaik. setup some sand bags or embrasures. walls/corridors to limit the range enemies can shoot at you.

    -get batteries

    super important! difficult to have a reliable food supply without those!

    -get a freezer

    also super important because of the above!

    -set up a prison

    last on the list, not that high of a priority…but still, get some more people!

    and then do pretty much what you want…once early game is done, get some research done, plant some cotton, some herbal meds, set up a little medical area, etc.

    this should get you to mid game fairly reliably!






  • 9bananas@lemmy.worldtoGames@lemmy.worldWhat game fits this?
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    8 months ago

    i don’t think so, but you can either entirely disable it, or make them passive, or tune it to your liking; there’s tons of customizability in the difficulty!

    it’s honestly some pretty smart design in how they handled it! you should give it a try, see if you like it!

    one little beginners tip that’s kinda important: they always choose the shortest path to your base (so pretty much any structure you build) and they attack based on your power consumption! (there’s a little widget that tells you when a wave is coming)






  • pretty sure they weren’t talking about smart phones exclusively:

    mobile device ≠ smart phone

    could be anything from smart watches, to portable gaming, to health trackers/monitors, baby monitors, etc.

    when you add everything up, it’s probably somewhere around 75-85%

    although i tried to search for a better number than a guesstimate and…yeah that’s borderline impossible; all the results get spammed with smart phone OS numbers and google thinks it’s smart to ignore search parameters…

    maybe someone with better google-fu can get a better number: i just took the average smart phone number and added a couple percent on top.

    99% is an exaggeration, but 75-85% sounds about right!

    especially once you factor in things like raspberries and other small IoT devices, which could reasonably fall under “mobile” devices…but then the definition of “mobile” gets murky…