glad to see some sense in people playing this game. saw a guy ask which t2 armor is the gut people were answering it's up to you or go ham all max armor but for me I like to see the eff armor/spd red. then compromises happen after that. did the math by using the wiki data and I'm pretty curious why no one have done it already lmao (or I can't find them).(with spd diff you can side step or back step so idk why ppl don't want to do that) This video is how you apply logistics to a medieval game. It's very nice and this proves you that you don't have to play medieval game with go-bonk-everything mindset lmao. (This is how you should build in ONI/RW/DSP/etc) As for me, I think this game colony aspect (priority) is more like OxygenNotIncluded and not Rimworld but many ppl kept insisting it's like RW. And I got 2k hrs clocked in on ONI so I pretty much love this too lmao.(Though MANY parts need work... It seems like a half baked (like putting many things together but not going deep and make it function together, I hope they refine it). Nearly every patch feels like a hot fix.(Oh the community says this is bad we're fixing it, no new ideas of their own. idk how to describe it) It also "looked" like a bannerlord that you can micro manage moarrr.(sounds great right?) But in reality, you can barely micro manage anything. And to micro manage something you have to go the long way round to do it. In the vid you showed that you needed to turn off the drying rack for the to not dry the shroom. But it fact they could've add a filter so we can choose what to dry or not.(not just by assigning priority but use a filter just like how storage works).Or You can't forbid/reserve food. Work around : just keep it in another outpost nearby. I'm sure ppl can go on for days about these prblems lmao. Though what make me love the game is the BEEG dream they gave. Seems like they're working on new stuff to fix the problem rather than fixing the problem itself. And the true enemy of how small you can compress your build isn't anything else but the NPC that loves to get stuck if you build it too close lmao
Wow, excellent video, so many fine points, even some of the small throw aways as go through your topic.The way you set your army was a little confusing. You said there were 20, but only marked the archers as reserves. In the other "Town" you had others marked in reserves. Do you have your army split in two parts of your town. Is it one large town or your town and two outposts built like suburbs? Would also like more detail on the food arrangement in the warehouses. That would make a great standalone shorter video (hint hint)
@@uocypher74 there are 20 warriors and 10 archers. 1 barracks has 20 warriors inside inns, 1 main town has 10 archers. Yes 1 town and 2 suburbs. I plan to make several short videos on each part once I finish part 2.
glad to see some sense in people playing this game. saw a guy ask which t2 armor is the gut people were answering it's up to you or go ham all max armor but for me I like to see the eff armor/spd red. then compromises happen after that. did the math by using the wiki data and I'm pretty curious why no one have done it already lmao (or I can't find them).(with spd diff you can side step or back step so idk why ppl don't want to do that)
This video is how you apply logistics to a medieval game. It's very nice and this proves you that you don't have to play medieval game with go-bonk-everything mindset lmao. (This is how you should build in ONI/RW/DSP/etc)
As for me, I think this game colony aspect (priority) is more like OxygenNotIncluded and not Rimworld but many ppl kept insisting it's like RW. And I got 2k hrs clocked in on ONI so I pretty much love this too lmao.(Though MANY parts need work... It seems like a half baked (like putting many things together but not going deep and make it function together, I hope they refine it). Nearly every patch feels like a hot fix.(Oh the community says this is bad we're fixing it, no new ideas of their own. idk how to describe it)
It also "looked" like a bannerlord that you can micro manage moarrr.(sounds great right?) But in reality, you can barely micro manage anything. And to micro manage something you have to go the long way round to do it. In the vid you showed that you needed to turn off the drying rack for the to not dry the shroom. But it fact they could've add a filter so we can choose what to dry or not.(not just by assigning priority but use a filter just like how storage works).Or You can't forbid/reserve food. Work around : just keep it in another outpost nearby. I'm sure ppl can go on for days about these prblems lmao. Though what make me love the game is the BEEG dream they gave. Seems like they're working on new stuff to fix the problem rather than fixing the problem itself.
And the true enemy of how small you can compress your build isn't anything else but the NPC that loves to get stuck if you build it too close lmao
What is this game btw? 😂 It looks cool
Thoughy this was pax dei lol looks cool
Is your original town abandoned at this point? Just looking as you ran through it and did not see villagers.
@@uocypher74 yes lol. It still gets raided and I have to run back up there, the raids must happen either on population or inventory or both
Wow, excellent video, so many fine points, even some of the small throw aways as go through your topic.The way you set your army was a little confusing. You said there were 20, but only marked the archers as reserves. In the other "Town" you had others marked in reserves. Do you have your army split in two parts of your town. Is it one large town or your town and two outposts built like suburbs? Would also like more detail on the food arrangement in the warehouses. That would make a great standalone shorter video (hint hint)
@@uocypher74 there are 20 warriors and 10 archers. 1 barracks has 20 warriors inside inns, 1 main town has 10 archers.
Yes 1 town and 2 suburbs.
I plan to make several short videos on each part once I finish part 2.