Dotage: Difference between revisions

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(Created page with "* Early on, especially during the tutorially bit, be careful of investing in making a resource you can't directly use. Especially when buildings need a profession (which will need you to have tools). You can poke and right click around the Agepedia if you want to be sure. ** For instance : Herding chickens, requires other building to make use of them while needing seeds to keep them alive. Wild chickens feed themselves and respawn except in winter. Hunt before you herd....")
 
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* Cooking is a big food multiplier.
* Cooking is a big food multiplier.
* Inspect crops and other sources of food and determine their growing season. Many plants only grow in specific seasons, and animals will not replenish during the winter.
* This game has a meta progression of new buildings, events, special pip types, and resources. The vast majority of these will not apply to the in-progress playthrough.
* You don't get anything for overshooting a doom event. Accumulated heat/nature/health/happiness will be reset after each event and all the excess will be lost. Also, heat/cold domains are reset at the beginning of autumn and spring, which might leave you with very little time before the next domain event.
* Resources can be spent the same turn they're received. You can que up the blacksmith to make a tool and use it to train someone, or gather a food and process it. So long as your revenue + stored resource are >= to your expenditures at the end of the turn you can do whatever you like.
* There is a scaling domain malus for pip populations over 35. Despite this, it's generally best to birth as many pips as you can house and feed. The malus can be easily overcome if you have good domain buildings and the infrastructure to support them. Domain events do *not* scale to anything other than time and season, and overcoming later events is a lot easier with a large population.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 06:25, 2 October 2024

  • Early on, especially during the tutorially bit, be careful of investing in making a resource you can't directly use. Especially when buildings need a profession (which will need you to have tools). You can poke and right click around the Agepedia if you want to be sure.
    • For instance : Herding chickens, requires other building to make use of them while needing seeds to keep them alive. Wild chickens feed themselves and respawn except in winter. Hunt before you herd.
  • Planting Tomatoes is great early. Planting Barley, not so much.
  • Cooking is a big food multiplier.
  • Inspect crops and other sources of food and determine their growing season. Many plants only grow in specific seasons, and animals will not replenish during the winter.
  • This game has a meta progression of new buildings, events, special pip types, and resources. The vast majority of these will not apply to the in-progress playthrough.
  • You don't get anything for overshooting a doom event. Accumulated heat/nature/health/happiness will be reset after each event and all the excess will be lost. Also, heat/cold domains are reset at the beginning of autumn and spring, which might leave you with very little time before the next domain event.
  • Resources can be spent the same turn they're received. You can que up the blacksmith to make a tool and use it to train someone, or gather a food and process it. So long as your revenue + stored resource are >= to your expenditures at the end of the turn you can do whatever you like.
  • There is a scaling domain malus for pip populations over 35. Despite this, it's generally best to birth as many pips as you can house and feed. The malus can be easily overcome if you have good domain buildings and the infrastructure to support them. Domain events do *not* scale to anything other than time and season, and overcoming later events is a lot easier with a large population.