Slowly Scale Negative Effects/Adjust Medicine
Negative Effects are VERY harsh early game, especially since Medicine cannot be made until metal and cogs are unlocked. Either slowly scale up the negative effects from early to mid game, (like the droughts), or reduce the cost for medicine as the tents don't seem to work without it.
I'm an experienced player who has brought several colonies to end-game stage (happiness 25) and I experienced a TPK (total party kill) today.
It will now be named the Lost Colony of Roanoke :(
Comments: 1
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08 Jul, '22
Gin Fuyou AdminMedical beds work without medicine and injuries mainly happen from factories, so I can't confirm there is a major problem at least in the early (on later some reports suggest rate is a bit too high.) Honestly I didn't noticed any problems at all (played custom difficulty wit 8-25 days droughts) but let keep it open for more input.