Droughts/Badtides are too hard to recover from
After 300 hours I've noticed it's reeeally an uphill battle after a drought, and now especially after a badtide. All of your beavers are too busy running over to the next water pump to use their own and productivity hovers between 0% and 30%, basically making the water pumps useless. Your farmer beavers are all running around to the other farmhouses to grab the first bit of food harvested. Resources are not regained but rather burned through immediately. I think having eating and drinking on a schedule instead of just whenever possible would help build resources up tremendously. Thirsty beavers should keep working until that time is there, so that there's actually something there when its time to drink. A badtide is even worse. All your crops (and most aggravatingly: berries) are dead and its gonna be another half/full cycle before they're back. All while your rivers are flooded with badwater for days after it ends. No food production, no water pumping, just beavers dying in mass.
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20 Dec, '23
morinkaHighlighted comment
I agree, I really do NOT like this game mechanic. We need the option to turn it off. -
19 Jul, '24
BirdThoThe tutorial told me to build the replanting structure last, and the one water pump is insufficient to catch up with societies' needs after the first draught in the tutorial. I told the tree planter to get planting, but they wasted too much time between running back and forth between work and the water pump, never working or drinking either way. I say that,. if they won't die imminently, they should do their job for a bit, then drink.
And something like a round-robin or priority queue should exist for the water resource. As it is the AI is unproductive. How do CPUs schedule tasks? Please fix.