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(DONT SCROLL DOWN)
i do really stop scrolling!
stop please
aaaaaaaaaaaaaaaaaaa!!!
stoppppppppppppppp pleaseeeeeeeeeeeeeeeeeeeeeee
ok fine mi secret then youll stop mi sis picks her booger :wispers(i dont really have a sis im lying)
ok now stoppp
for real did you hear mi whisper ok fineeeeee reall secret i play minecaft all vershuins without sales (true)
====
ok stop now
aaaaaaaaaaaaaaah you found mi base!!!
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= = (SORRY IF IT LOOKS BAD YOU DID NOT STOP
= ------- = SCROLLING)>:(
= I I =
= I ' I =
= I I =
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I've also found that population maintenance can be accomplished without creating new homes but requires the use of the larger multi-family residence. If an older couple or individual remains in a house, you can mark the house for destruction, forcing them into the communal living space. If you do this with a few individual eligible adults as well, they will form new families in the communal living space. Then reclaim the house before it is destroyed and the new couple has a chance to move back into the home, with the older couple living in the communal residence.
Aiming for isolationist, some of this guide needs to be adapated. I circumvented some of the issues by spreading out and ensuring I had a decent and expendable area to place a quarry, mine, and lots of harvesting locations, though I made sparse use of forestry. Wasn't necessary, and natural forest regeneration covered my needs nicely.
I achieved the objective by building little satellite villages, with 4-6 cabins, a barn, well, and secondary industries, where they felt like a good idea. Only had two die-offs, and recovered from tool shortages.
I wasn't aware that mines/quarries used more tools. That's a hidden mechanic.
Building more houses does not cause population growth. There must be other factors or this game is broken.
In my experience, it helps a lot to have pastures with chickens/sheep/cattle and split them into additional pastures to have a strong food source and each pasture can be manned by just 1 person.
The next food source is crops 10X10 size which only requires 1 person and then hunter cabins and gather huts.
- Pastures
-10x10 Crop fields
- Hunter cabins
- Gathering huts
Markets helped if placed with houses around them since it is the easier way for the pixel people to place and take resources they need.
So far I made it close to 200 populations with nomads, a boarding house helps keep them housed while you build new homes or wait for unoccupied ones. I have been playing for a very long time and it's always fun trying new strategies and never getting bored.
Good luck guys!
Based on direct observation, *this is not true* _unless_ either the Boarding House is completely full (so that it has no free slots for children to occupy) or it has no female residents of child-bearing age. I have seen this misinformation a bunch of times in many different articles, so I don't know where in the heck people are getting this information (or making this assumption) unless it's due to a mod that they have forgotten about.
In the base game, adult couples in a Boarding House have the same chance of having children as they do in individual houses (again, as long as the house is not full). The only other exception I can think of is a family that has both a male and female adult member other than the parents..Only one adult couple in a given family will have children. As far as I know, getting relocated to a Boarding House does not affect this, but I could be wrong about it.