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I've had this game since roughly early access and I love it. It's much better than Surviving the Aftermath which seems to think it's a mobile game lol.

My main issue is that production for tools and cloths and research are *very* slow. Charcoal too, for that matter...you're burning wood, it doesn't take as long as it does in game. I have so many people that all my shops and stuff are fully staffed. I've got two full pastures (chickens and buffalo), wheat and a tiny peach orchard, and a fishing dock. Plus plenty of water so my villagers are not hungry and thirsty while working!

Also why does research take so many materials?? Are they building toy train scale models or something? It should just require food and water, maybe some coal for writing utensils... we already have to scavenge ruins for "tools"...

I think I'll just replay with no research required because that's ridiculous.
Post edited June 15, 2021 by dreamsunderstars
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dreamsunderstars: I've had this game since roughly early access and I love it. It's much better than Surviving the Aftermath which seems to think it's a mobile game lol.

My main issue is that production for tools and cloths and research are *very* slow. Charcoal too, for that matter...you're burning wood, it doesn't take as long as it does in game. I have so many people that all my shops and stuff are fully staffed. I've got two full pastures (chickens and buffalo), wheat and a tiny peach orchard, and a fishing dock. Plus plenty of water so my villagers are not hungry and thirsty while working!

Also why does research take so many materials?? Are they building toy train scale models or something? It should just require food and water, maybe some coal for writing utensils... we already have to scavenge ruins for "tools"...

I think I'll just replay with no research required because that's ridiculous.
Hey,
it really depends on how many production buildings you have, how long or short your settlers have to walk, and how you designed your settlement. You can boost production with better tools, electricity and improve the confidence of your settlers. Also, you should build a cemetery, because your morticians will recycle tools and clothes about a specific threshold, so "good" stuff won't be wasted.

It also depends on which clothing you produce, while scarves are made kinda fast, suits will take a longer time - and suits are only needed to protect against high radiation.

Research is split into two parts: Gaining knowledge (points) and afterwards, when you have enough points, you invest some resources into a new technology, which your settlers will use to build a prototype and gain knowledge on how to make it properly. After this is done, you unlock the "final" building or technology. :)
The problem with the resarch is largely twofold: It takes too long for them to come up with ideas (the reseach points) and then the resources needed for their "prototypes" are really high. I chose just a 1 point item and it wanted like 30-40 of several things.

My layouts were set up so that the shops that have negative happiness modifiers were *just* out of range of the houses. I have really high happiness/confidence because I am one of those habitual decorators lol. So I have gardens and bushes and lamp posts all over the place (and they are the cheapest to make). I've got so much food that the farmers have a hard time storing it! So that's not a problem. Also I put down a school before the research station, so I had educated villagers first.

And I can't get electricity to speed things up if research takes so long and is prohibitivly expensive. Also why does a grave yard need 10 morticians? lol

As for clothing, I had an edict that had my people looking for other survivors and they wanted 8 radiation suits, and then when they finally got there they wanted like 65 bottles of alcohol! lol Very demanding lot for people wandering a wasteland. Why do they only make scarves and stuff? Are the people actually naked all the time? xD
Post edited June 16, 2021 by dreamsunderstars
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dreamsunderstars: The problem with the resarch is largely twofold: It takes too long for them to come up with ideas (the reseach points) and then the resources needed for their "prototypes" are really high. I chose just a 1 point item and it wanted like 30-40 of several things.

My layouts were set up so that the shops that have negative happiness modifiers were *just* out of range of the houses. I have really high happiness/confidence because I am one of those habitual decorators lol. So I have gardens and bushes and lamp posts all over the place (and they are the cheapest to make). I've got so much food that the farmers have a hard time storing it! So that's not a problem. Also I put down a school before the research station, so I had educated villagers first.

And I can't get electricity to speed things up if research takes so long and is prohibitivly expensive. Also why does a grave yard need 10 morticians? lol

As for clothing, I had an edict that had my people looking for other survivors and they wanted 8 radiation suits, and then when they finally got there they wanted like 65 bottles of alcohol! lol Very demanding lot for people wandering a wasteland. Why do they only make scarves and stuff? Are the people actually naked all the time? xD
30-40 pieces of a resource are not really much ^^

Well, yeah the attractiveness of their homes is one factor, but confidence is not just attractiveness, it's more. You can see their mood by selecting one settler and see what they do like and what they don't.

A cemetery doesn't need 10 morticians, but you can assign up to 10. At first, the maximum for a cemetery was 5 morticians, but this was too less, especially for bigger settlements. So we changed that. :)

They're not naked, but if you want to protect against radiation, you need some protective clothing, which is especially for this case. A t-shirt doesn't really protect you. ^^