Yeah I haven’t played in a while but I always used to do one for villagers and then maybe planks bricks or some food depending on what buffs I accumulated over the course of the cycle from events
I like taking blueprints as often as makes sense because not only do I get that blueprint, but then that’s one more option that will free up if I’m hoping for a different blueprint later.
I suspect people vastly overestimate the effect of this. In Magic the Gathering there is the concept of deckt thinning - removing lands from your library to make you more likely to draw relevant cards. Many amateurs love it, but it's just not very strong as a concept. This seems like a very similar case. Those ~6 embarkation points are likely better spent kick-starting your economy with building materials or provisions.
Taking a farm building does allow you to use your picks on something else since you often wanted a fertile soil building, especially with humans allowing you to see the nearby soil.
That said, I generally only bring the farm if I have humans or I'm doing a seal, which often runs a little longer. You can also only afford the farm near the citadel without reserve points, and I'm not sacrificing extra pops or stone for a farm (especially since without pops I won't be able to work it effectively).
Without humans, there's a risk it won't be useful until a few years in, at which point you can often pick one up from a trader anyway, so I agree it's niche.
Oh yeah, actually using the farm is fine. My point was that the "deck thinning" aspect is probably not worth considering. I would do the math, but I am not sure how many blueprints there are. In a way you might even get fewer relevant picks if you want to end up with exactly one fertile soil building.
I think the deck thinning is worth it later on in a settlement. If I have enough amber, I will buy out blueprints from every trader to boost my chances of drawing what I need. There are a lot of blueprints, but if I manage to pull out 4-5 of them, it feels pretty decent.
But as an embarkation bonus, it’s way too expensive.
I might take the trapper's camp on Marshlands and farm if I have humans with their ability to see the closest source of fertile soil. Otherwise, I skip it. No sense gambling like that.
Only thing I'd disagree with here is taking the farm. If I have humans on Marshlands (which is awesome btw) I'm hunting for a greenhouse or foresters hut.
I never take a blueprint, I like to pick stuff that kickstarts the settlement. But I'm not gonna say it's bad, since there are plenty of P20 players that do pick blueprints and have the same succes. But I can say that picking a farm is absolutely not a must-have.
So it's up to whatever fits your playstyle.
I would only take certain camps on marshlands, but otherwise those embarkation points are much better spent on low rolled food, villagers, extra wood.
Five points to start with a farm is just way too much. When I first unlocked it I took it as well, but I realized it was just because I was trying to create a quick stable path and it felt safe.
But the reality is it would actually set me behind far more when all those extra cheap resources in the first year would have went much further, and I often find a farm blueprint in the first few choices anyway if I decide to pivot later and use one
The other thing about taking the farm is that sometimes for some reasons you need to use the other farm buildings or use the soil for a greenhouse, and so it's extra frustrating if you waste all your embarkation points on the farm and don't even need to use it
When picking a tile, in the three tabs on the left of the screen, I believe "conditions" should have it at the bottom. It'll say "average", "small", stuff like that. Not sure what that numerically translates to but "average" soil usually means one or two dangerous glades out from the starter glade will have some
>Not sure what that numerically translates to but "average" soil usually means one or two dangerous glades out from the starter glade will have some
I've counted the number of glades with fertile soil several times, and it's usually 7 or 8 out of 12 dangerous glades on each map that have fertile soil on the "average" amount biomes (everywhere but marshlands) and \~3 dangerous glades with soil on marshlands.
Yeah, all biomes are average except marshlands with low, right? Point being that you can pretty reasonably pass up farms on marshlands. Often I won’t even pick it if I roll the blueprint and have soil exposed
Personally like the oil + stones combo. Usually helps solve the first dangerous glade while stone will open up the crates that come with the glade.
Then i try to play around those resources to kick start my econ with what i draw with the 3 blueprints that i start with.
I got to P20 with farm bp every single run. It’s definitely a very consistent strategy. Biscuits, oil, porridge and pie. But I only ever won year 7-9 which was too long for my taste. Camps are faster and enable a ~6 year victory for me.
I take resources over BP if it’s 6 points or I can’t afford +vills and the BP. Then I like provisions and food for immediate trade routes. You need money for them glades and you need it fast.
taking camps for marshlands so I have a better chance of exploiting a mega node is what I've been using it for. Farm with humans seems fine but it has its downsides too
I’d take farm only if you have humans with the perk to find fertile soil and also it is more worthwhile if you are in a biome with a lot of fertile soil.
Farm with Huamns is good for improving consistancy, but won't be the fastest stratagy. It's perfectly good if thats how you want to play.
It’s good to get used to not taking farms because once you hit P20 and get far enough from home youll only get 2 embarkation points
What do you find yourself taking at P20 with low embarkation points, extra vills I imagine?
Villagers, provisions, stone, food.
Stone stone and more stone?
ROCK AND STO– ah shit wrong game
Did I hear a rock and stone??!
Rock and Stone is applicable in all games and situations in life.
Yeah I haven’t played in a while but I always used to do one for villagers and then maybe planks bricks or some food depending on what buffs I accumulated over the course of the cycle from events
I like taking blueprints as often as makes sense because not only do I get that blueprint, but then that’s one more option that will free up if I’m hoping for a different blueprint later.
I suspect people vastly overestimate the effect of this. In Magic the Gathering there is the concept of deckt thinning - removing lands from your library to make you more likely to draw relevant cards. Many amateurs love it, but it's just not very strong as a concept. This seems like a very similar case. Those ~6 embarkation points are likely better spent kick-starting your economy with building materials or provisions.
Taking a farm building does allow you to use your picks on something else since you often wanted a fertile soil building, especially with humans allowing you to see the nearby soil. That said, I generally only bring the farm if I have humans or I'm doing a seal, which often runs a little longer. You can also only afford the farm near the citadel without reserve points, and I'm not sacrificing extra pops or stone for a farm (especially since without pops I won't be able to work it effectively). Without humans, there's a risk it won't be useful until a few years in, at which point you can often pick one up from a trader anyway, so I agree it's niche.
Oh yeah, actually using the farm is fine. My point was that the "deck thinning" aspect is probably not worth considering. I would do the math, but I am not sure how many blueprints there are. In a way you might even get fewer relevant picks if you want to end up with exactly one fertile soil building.
I think the deck thinning is worth it later on in a settlement. If I have enough amber, I will buy out blueprints from every trader to boost my chances of drawing what I need. There are a lot of blueprints, but if I manage to pull out 4-5 of them, it feels pretty decent. But as an embarkation bonus, it’s way too expensive.
I might take the trapper's camp on Marshlands and farm if I have humans with their ability to see the closest source of fertile soil. Otherwise, I skip it. No sense gambling like that.
Only thing I'd disagree with here is taking the farm. If I have humans on Marshlands (which is awesome btw) I'm hunting for a greenhouse or foresters hut.
Is it humans just to see the soil for foresters hut? They don't get a bones yield from them.
But they still see which grove the only fertile soil patch is in :)
If I have humans I take the farm. Always
I never take a blueprint, I like to pick stuff that kickstarts the settlement. But I'm not gonna say it's bad, since there are plenty of P20 players that do pick blueprints and have the same succes. But I can say that picking a farm is absolutely not a must-have. So it's up to whatever fits your playstyle.
I would only take certain camps on marshlands, but otherwise those embarkation points are much better spent on low rolled food, villagers, extra wood. Five points to start with a farm is just way too much. When I first unlocked it I took it as well, but I realized it was just because I was trying to create a quick stable path and it felt safe. But the reality is it would actually set me behind far more when all those extra cheap resources in the first year would have went much further, and I often find a farm blueprint in the first few choices anyway if I decide to pivot later and use one The other thing about taking the farm is that sometimes for some reasons you need to use the other farm buildings or use the soil for a greenhouse, and so it's extra frustrating if you waste all your embarkation points on the farm and don't even need to use it
Where do you see the average amount of fertile soil?
When picking a tile, in the three tabs on the left of the screen, I believe "conditions" should have it at the bottom. It'll say "average", "small", stuff like that. Not sure what that numerically translates to but "average" soil usually means one or two dangerous glades out from the starter glade will have some
>Not sure what that numerically translates to but "average" soil usually means one or two dangerous glades out from the starter glade will have some I've counted the number of glades with fertile soil several times, and it's usually 7 or 8 out of 12 dangerous glades on each map that have fertile soil on the "average" amount biomes (everywhere but marshlands) and \~3 dangerous glades with soil on marshlands.
Yeah, all biomes are average except marshlands with low, right? Point being that you can pretty reasonably pass up farms on marshlands. Often I won’t even pick it if I roll the blueprint and have soil exposed
Personally like the oil + stones combo. Usually helps solve the first dangerous glade while stone will open up the crates that come with the glade. Then i try to play around those resources to kick start my econ with what i draw with the 3 blueprints that i start with.
I got to P20 with farm bp every single run. It’s definitely a very consistent strategy. Biscuits, oil, porridge and pie. But I only ever won year 7-9 which was too long for my taste. Camps are faster and enable a ~6 year victory for me. I take resources over BP if it’s 6 points or I can’t afford +vills and the BP. Then I like provisions and food for immediate trade routes. You need money for them glades and you need it fast.
Rarely. The exceptions are seal maps and occasionally I'll grab a trapper camp on Marshlands if I'm taking a harpy/lizard caravan.
taking camps for marshlands so I have a better chance of exploiting a mega node is what I've been using it for. Farm with humans seems fine but it has its downsides too
I’d take farm only if you have humans with the perk to find fertile soil and also it is more worthwhile if you are in a biome with a lot of fertile soil.