![]() That's fine, but don't waste our time telling us about how good your obviously casual build is. I dunno, I think there's a place for Utopia runs, but it sounds like your grasp of game mechanics has decidedly taken a back seat to your arbitrary preferences of play based on lore and sentiment. Then on the back of that you're bragging about exploiting the limited randomness of the world map. All of this fits a campaign where you wait several days to research hothouses without optimized tech progression, so let's assume that's what you're doing. ![]() There's no reason you would need that much food unless you're waiting until everyone is hungry and you've lost a lot of your starting supply to begin producing food. In fact you're slow enough that I strongly doubt you have any margin for error if you're actually surviving, and lemme just go ahead and guess that means you're save-scumming. Also lets talk about keeping a labor-intensive strategy without child labor or emergency shift use: you're slow. Ok, Thumpers are pretty good and I can see why you'd sometimes use them, but never? You're just wrong. Coal mines are more efficient than thumper setups. It also means your research timeline is nowhere near as fast as mine. You just spent 24 hours on a law then skipped using it. You have zero deaths, that means you never used emergency shift. The player must either budget and timeline resources for bridges or accept strategies based on a very different availability of resources. This is especially welcome for the powergaming meta where thumpers and sawmill are considered non-optimal, and too costly in terms of research time to pursue. The player has to count how much of each resource is available on their mesa and think about how much of that they need to commit to bridges to access more. When you open a map you are presented with novel planning challenges. Now wood and steel are given a vital role in the player’s access to all resources except food, health, and community sentiment. Wood and Steel were secondary commodities that primarily influenced how efficiently you would be able to spend food and coal through a research timeline and development of buildings in the colony. In past Survivor campaigns we’ve been faced with the treadmill of food and coal: you simply have to keep up with these two resources or you will lose in a more direct fashion. So I’ve begun an extreme Rifts campaign, and I find it profoundly changes the game in terms of the player’s relationship with resources and the challenge it presents them to think about finite quantities of resources.
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