Why the fuck does Against the Storm have so many buildings? What's the point of separating harvester camps, herbalist camps, fishing huts, and trapper camps? This is BLOAT
>>2456092The game is about making do with what you have. If you got all the harvesters you would never have to worry about prioritizing or choosing one building over others.
>>2456092Ayo did a new biome just get revealed?
>>2456092roguelites have been around for 15+ years and you're still asking this?
>>2456092They should make a version that only has one building and one resource so you can have fun too.
>>2456092I don't mind multiple buildings that can produce one of the same resources, but I hate it when there's one building that's clearly superior to another and it's completely luck if you get it or not. For example, the Scribe has Scrolls*** and Trade Goods** while the Lumber Mill has Scrolls* and Trade Goods* with its only benefit being cheaper planks. Yet the Scribe requires you to grind levels to get it and hope it lands on your list of blueprints.I hate the grind too. Like, I'm 20 hours in and only level 11. There's a huge meta upgrade tree that's got a bunch of -2% to queen's impatience and other bonuses. You play to unlock these straight benefits to be able to do higher difficulties when it should've all been rolled into the base stats for everything. Feels like crap having to play 40+ hours to unlock the "real game" where you can actually play with the tools you need.Like, woo, I have more embarkment points, so I can flat out start with more resources than I could when I first started playing the game, everything's just easier now so I need to up the difficulty. Just make it a flat amount you get from the time you open the game and adjust it by difficulty. If the tree has to stay, make the things in it a choice where you can't unlock it all and have to pick what's important to you.
>>2457370>I hate the grind too.
>>2457370>Like, woo, I have more embarkment points, so I can flat out start with more resources than I could when I first started playing the game, everything's just easier now so I need to up the difficulty. Just make it a flat amount you get from the time you open the game and adjust it by difficultyRight?Meta progression is gay as fuck
>>2456140this isn't the typical modern rouge(lite) where you can't do something strategically wrong.>>2457370>only at level 11you haven't even unlocked the most important mechanic yet. You will think differently about certain resources, faction and buildings once you are past the gold seal.I never thought someone would complain about the Lumber Mill. Wood and Planks are one of the most essential resources you will use in any settlement, and the Lumber Mill will make sure you have more of both.
>>2456092in a parallel reality:>Why the fuck does Against the Storm have so little buildings? What's the point of combining harvester camps, herbalist camps, fishing huts, and trapper camps? This is SLOPjust shut the fuck up you retard and play pharaoh or something, it is what it is
>>2457727he's right; the DLC bloat was a step backwards
>>2457370you're really underestimating the power of a *** recipie, it's not a little better than **, it's infinite planks
if you don't like metaprog just play queen's hand?
>>2457370>with its only benefit being cheaper planksye it only has one of the best recipes in the game that's not at all important
>>2457690>>2457732>>2457886In my opinion, there's only a few major buildings worth anything:>Plantation, which gives virtually infinite food from berries and requires nothing else to function (Also all the plant fiber you'd want for cloth), looks like you can even start with this at higher levels>Press/Druid's Hut for three star oil (Works off the Plantation or Small Farm to make cheap oil, resulting in plenty of fuel; translates into +25% or better global work speed by sacrificing excess oil and feeds into the temple)>Temple (Over time, reduces hostility down to a permanent zero, provided you can continually sacrifice goods; oil is perfect for this, giving a useful bonus and sacrificing in small quantities that's easy to sustain one or two stacks, especially with production bonuses)Beyond this, the Provisioner for cheap provisions (Optional) and any building that gives Trade Goods or Luxury Goods along with the preceding building to feed them is perfect. Trade Goods can be built from Flour, Dye, or Oil for cheap so they're pretty easy to make. Luxury Goods are easily built from Scrolls (Just need a Plantation and a dye building to create them in near limitless quantities). Getting one of these will set you for the game on amber income, getting both gives you virtually unlimited money.Things like cheap planks, fabric, or bricks are good, don't get me wrong. But you can build all of those items, albeit inefficiently, right from the start. Except for a pack of building materials for export, in the first couple of years you're not really using more than a few of them here and there, and later on you eventually start with a few building materials to get you going.In a way, I have the opposite complaint of OP: I hate that there's tons of recipes I can't make at all until I unlock them at random. I'd rather buildings upgrade their recipes from the blueprints you get but all start with a 0 star recipe.
>>2458132>looks like you can even start with this at higher levelsi do love noob hot takes delivered as true fax
>>2458132>endless foodbig resource spots often last you until the end of the game so they aren't bad, its just easier to ignore them most of the time.I played the whole game to Prestige without realizing the game tells you which resources will be available on a map.As a result I always avoided picking special resource camps even farms unless I already found those resource spots.I also pretty much ignored most foods until maybe gold seal or something, just like rainpunk. You really don't need it at first but the game just morphes so hard with increasing difficulty.Oil is great, I heard coal was nerfed so hard, the 1* recipe has negative conversionI used to always pick Temple but I feel it falls off slightly in Prestige levels. You really are running out of things to burn and can't waste wood at seals so it only makes sense if you have a cheap oil pipeline which requires some luck.>start with a few building materials to get you going. >Until prices for everything going up and its almost like you have less starting resources. Most living quarters take planks just like most normal buildings.Bricks aren't quite as important, but the sawmill never failed me. It really just depends what I get offered first. If I get the Scribe right away I take it, if I have the sawmill or brickyard already I reconsider
>>2458486>I also pretty much ignored most foods until maybe gold seal or something, just like rainpunk. You really don't need it at first but the game just morphes so hard with increasing difficulty.the increased food consumption modifier in particular is a gamechanger
It took me 200h to beat P20 seal and it gave me burnout before bats came out. How are they?
>>2458513kinda shit
>>2458486I used to go for species buildings and food at first, but now I just skip anything that gives mood increases except for maybe one food type. I kept wondering why I could never get ahead on food until I found out that having multiple types of complex food just means villagers will consume extra food per break (For example, a human that has access to pie, biscuits, and porridge eats three fucking meals per break).Those racial houses aren't worth the blueprint choice for me right now. They aren't essential blueprints for me yet so I have to unlock them during the map, and I can't upgrade them either. That's exactly the thing I hate because I feel like I'm in effect playing a different game than everyone else and I'll need to play another couple hundred hours just to have the same unlocks.
>>2456092This game is kinda boring. I also don't like that the difficulty system stops adding anything new past the one that gives you the creeping taint stuff or whatever. It's just "Mild inconvenience stacked 20 times" along with a grindy and obtuse "Roguelite" upgrade tree.