city living

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Mon Mar 05, 2018 6:57 pm

I have one game where I'm setting up small residences in lots of towns to try living there. Not surprising city life is much different then country life.

On the plus side you don't have to be a tough fighter as the locals tend to protect you. But you do have to figure out a way to make a living. Mainly I find the flavor of alcohol that sells best and manufacture that. It won't make you rich but you can make ends meet.

Don't bother with making food, it's easier to get it from the bar.

One big issue is resources. you will need hydroponics to get ahead. You can do it with just buying booze ingredients and then making the hooch and selling it, but it is generally more lucrative to produce at least part of the ingredients.
Water is another issue. Most towns don't have a well. Which is silly all towns should have a well. I generally cheat and drop one in using the command line as It will not let me build one otherwise.

The other issue is power, you will likely need to supplement the local power supply, so you will need either a big space for a big generator or a smaller generators in a small building. Small wind turbines on the roof can help, but watch out cause when the wind stops every one in town will be drawing from your reserves.

Scab Labor. A surprising resource that I didn't expect is the friendly neighbors would will come in and work your stoves and stills for free. They just come in and push you out of the way and get to work. Hope they don't expect to get paid cause they are too dang slow.

Any other experiences with living the townie life?

PerfectDeath
Posts: 32
Joined: Tue Apr 17, 2012 2:19 am

Tue Mar 06, 2018 6:55 pm

Solo townies would be a neat idea, I'd likely try it while juggling other townies. (like one per town)
The work would need to accommodate the NPC vendor's operation times and the products they sell. I can see some "careers" not lasting the full day, if I cannot buy enough fabric to make armour 24/7 or if power fails it would be interesting to see what kind of alternative work I could juggle. Especially in order to get tech advancements while balancing income.

Low skill crafters would not earn much income at first until they break the 40 skill mark and some crafting is gated by tech.
Cooking at least does not adjust the value of the meal/drink (maybe that is something for a mod?) so the profit threshold is not as difficult to reach at first. Though, for armour crafting you could always powertech plate beating (1 engineering science) in order to turn iron ore into armour plates to sell and train a crafter.

Similar thing for crossbow crafting, you can train the skill by crafting the hinges/spring steel.

Might be neat to try out, growing multiple small businesses in each town. =P

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kevinflemming
Posts: 49
Joined: Wed Apr 09, 2014 10:58 am
Location: Plymouth, England

Wed Mar 07, 2018 5:49 pm

The Hub would be good for anything that uses iron as a material, as there is a 100 quality node right there. You can branch out into heavy armour smithing, weapon smithing, or robotics. Plus tons of buildings to purchase and expand upon. Seriously-low power usage from the town itself too, so no chances of them siphoning all of yours constantly. Relatively-central-ish location, ideal for traveling elsewhere. Not much in the way of hazards nearby either, not that I've seen. Few Dust Bandits.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Wed Mar 07, 2018 6:29 pm

Yeah one of my other games I'm planning to buy and rebuild all the hub building. I have to migrate from a temporary base first.
Should be an interesting setup. I have a couple games that have one house in the hub. It's a good starting point.

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kevinflemming
Posts: 49
Joined: Wed Apr 09, 2014 10:58 am
Location: Plymouth, England

Wed Mar 07, 2018 8:42 pm

swillo wrote:
Wed Mar 07, 2018 6:29 pm
Yeah one of my other games I'm planning to buy and rebuild all the hub building. I have to migrate from a temporary base first.
Should be an interesting setup. I have a couple games that have one house in the hub. It's a good starting point.
I've already started doing that, actually lol. I have always looked at The Hub in previous versions (before they allowed you to purchase and rebuild most of the houses), and thought to myself that this would be a great town to "own."

The smaller houses are quite cheap, with only a couple that you can't buy I think. You don't even have to go far to sell anything, with multiple places to sell nearby. There are two shops bang in the immediate area. For my Skeletons, choices are slightly more limited, but the places I can enter (without being attacked) are all within a good distance.

It's also a great location to carry out skirmishes against The Holy Nation. Not that I would do such things.

EDIT: So much for that idea. Forgot that you can't place any exterior buildings in towns, so you would have to put all of the processors quite far away, outside. Sort of defeats the object, really. You might as well just make your own town. Even placing them using the edit mode just defaults the machinery to the town's ownership (which I have no idea how to change, if you can). Putting resources into a town's machine doesn't do anything, except let you work on it non-stop for Labouring skill. It's just wasting raw materials, seeing as you can't take them back out or retrieve your processed material afterwards.

Also tried to use edit mode and put a processor inside one of my buildings. While it fit nicely (and is definitely something I'm going to do in my own towns from now on!), again the ownership is to the town, not yourself.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Thu Mar 08, 2018 6:11 pm

Yeah the big difference about town living is that you have to find a way to buy the materials to build with. Makes for a completely different game style.

Rambler
Posts: 45
Joined: Wed Apr 12, 2017 11:18 pm

Fri Mar 09, 2018 7:14 pm

I like to start in cities now. A clothing bench solves money problems once your skill is high enough, but before that getting an ore storage container is very useful if ore is nearby, which it usually is. They can be placed inside buildings but that won't leave much space for anything else. Can't put the machine that turns ore into regular iron plates inside though.

The armor plate beating strategy would work well if you know where the unguarded ruins with the engineering blueprints are located. If you're going to loot the ruins early you can bring back enough stuff to sell to run the clothing bench at a loss until it becomes profitable.

The new area has constant wind but I like to build lots of batteries in town bases in the older areas. If the other city residents are draining 200 power and the wind is inconsistent, it's really helpful. You can also beeline to that tech and small windmills for a town base.

Maybe there should be a high-level tech that lets you extract water from the air.

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