Thank you very much for playing Dorfromantik and making this detailed and informative video! Your voice also fits just perfectly to the calm and relaxed mood in Dorfromantik :) You've definitely worked out a lot of good methods already and the 100k is just around the corner. We wish you good luck and look forward to more videos from you!! Also your German is pretty solid! Liebe Grüße zurück aus Berlin!
Thank you, Toukana Interactive for your kind words and for making a great game! I have thoroughly enjoyed the challenge and look forward to further updates, and hopefully other games in the future! :D
Just got this game. Personally, from a creative standpoint, I would like to see the game give you the option of starting with a HUGE eff off stack of tiles. That way you could play for a satisfying amount of time, and lay things out in interesting and pleasing ways. As it is, the idea of having rivers and train tracks so far from my towns is kind of disappointing, insofar as it doesn't nearly match up with my vision of a functional, productive world.
Hi Chris, there’s actually a separate creative mode you might want to try which gives you endless tiles and isn’t points based. I haven’t spent too much time in it tbh but it looks interesting.
Ya I like the game, it’s very zen but after even a couple hours you feel like you have seen most of it. I have a huge problem with having the tracks and river systems being disassociated with the houses mostly. It seems weird having all that stuff completely removed from what they actually exist for.
Interesting, I didn't know about the flag quests wanting to be closed off. I've already been trying to do the quadrant concept but the train tracks are really screwing with me. Oh well. It's a lot of fun either way!
Thank you! Very useful - I didn't realise the importance of perfect tiles (they award more tiles!) and I'd been focusing too much on those "set number of tiles" quests.
You covered a lot of GREAT tricks in this video, and it’s very useful as a basic method, however there is a mechanic that you haven’t stumbled across yet that is important to gameplay: Quest size manipulation. I’ve tested this myself, so I’m certain of it: if you enclose a group of a tile type, the next quest of that type will be smaller. I think that when a quest spawns it counts all EXPOSED tiles of it’s type when calculating it’s number, and if it is a limit quest (not + quest) it will try to be a little smaller than the largest open group. I have seen exceptions to that latter rule though, so I’m not 100% on what limit quests take into account when their number is generated. I’m almost certain that a + quest spawns with a certain % larger number than the largest open group, so that every quest requires you add more tiles to that group to complete it. For example: If you have a large group of 20 trees, the next tree quest might say 25. But if you have a large group of 200 trees, the next quest might say 250. So enlarging your groups will eventually lead to quests that demand larger and larger numbers on the ‘easy’ quests until they become really hard to accomplish. If a quest rewards 5 tiles but requires you spend 6 non-perfect tiles finishing it you’ll end up in deficit.
Hi Stav, thanks again for the detailed comment! I appreciate the insights you are sharing. I will be giving this a go in my next game, to try and replicate what you are seeing and see how it works with the quest numbers. If that is the case, then a modification to my method would be warranted, or a compete rethink on the gameboard. One thing I will say on prioritising the forest as a big group, is that despite the quest numbers going up higher and higher, the combination tiles really help, as everything flows into the forest. Obviously, if this increase works on a % then this can't go on into infinity, so at some point the benefit would be cancelled out. I'll see what I can come up with :)
nice man! I love this game, and especially this type of game. Streamlined indie strategy games which have a simple set of rules and mechanics but are difficult to master. Other titles that fit in this category and have completely mesmerised me for weeks on end are Harvest Massive Encounter, Bad North and Empires Of The Undergrowth. They both have a combat aspect to them which makes them slightly less relaxing but still highly addictive. Other suggestions without combat would be Snowtopia or Parkitect. You might wanne give those a try once you've had your Dorfromantik fill! Anyone who finds this comment useful, know that I am always on the look for beautiful, simple and mesmerising indie games that offer lots of hidden depth. My favourite genres would be strategy, basebuilding, tycoon, management or tower defense type games. Suggestions are always welcome ;). good luck and much fun with your Doorfromantik plays, I've only just scratched 15000 on my highscore. Time to implement these tips!
Thanks for the recommendations dude! The only game I could recommend is Townscaper. It's very sandbox, no scores, nothing, all you do is put down cube blocks, and all you can do is change their color. But it's a really relaxing game. Personally, I play this while watching Critical Role. Maybe you'll like it.
After watching your video reminding me that getting a perfect placement gives you an extra tile (which I think is also covered in the tutorial, but I'd completely forgotten about it), I went on to outright crush my old high score of 15k and went all the way up to almost 53k score, in a session that lasted almost 8 hours 🤣
Hi Jeff, I don’t plan on making an updated hints and tips video as in large part not much has changed, but I will mention this for yourself and others: - once you hit around 150k you have a lot more tile placement options so it makes it a bit easier - eventually your groups will get so big and have so many flags that it will start to make sense closing them off - the undo button has minimised the chances of getting stuck with a few crappy tiles and killing your game - the more you play, the more used to the common tile types you become - and lastly, have fun playing it otherwise it’s not worth your trouble 😄
I'm currently hyperfixated on this game, and I'll watch your 1,000,000 point videos when I'm not playing it myself LOL I'm on my way to 20,000 even though I only bought it yesterday, and I'm hoping I can get even further using your tips! Thanks for the content, I hope we can see more in the future!
I'm having my best save right now nearing 35,000 points (yeah, not that impressive overall, but it is to me). What I found particularly useful is semi-ignoring the flag quests until they become 3 or more in a group. Then, whenever I'm really low on tiles I can close them, even with a shitty placement, and get 15+ tiles to save me.
Thank you for the video I am hard stuck around a mere 11,000 and I have been trying to find ways I can build on this score. Great concise explanations which I look forward to trying, keep it up!
Thank you so much for this account of the most important tips for Dorfromantik. I just watched it to look for something I could have missed so far. My actual score is already beyond 700.000, and I have more than 900 tiles in the stack (at the moment still growing). As a mathematician, I want to share my view on the game, adding some more tips, reinforcing your tips by adding some aspects and pointing out at least one question. To avoid overlong commentaries, I'm going to answer my own post repeatedly, one comment for each subject and tip, respectively. Nevertheless, I start with 2 longer commentaries to have a basis I can refer to. The actual version of Dorfromatik is 1.0.7 22052300. My comments are based on this version, and they refer to the classic mode of the game.
0. Main Analysis ============= In order to extend a game of Dorfromatik "infinitely", you need a regular income of further tiles (otherwise, your game inevitably dies, and your high score will be limited, no matter how many points you get per tile by your style of play). There are two sources: - perfect tiles (tiles where all 6 edges are fittingly matched) - quests and flags These sources are adressed in the video, and I will go about them in more detail in further comments. You need both sources to be successful. - The growing solid area of your Dorfromatik world should consist of perfect tiles only (with as few exceptions as possible). This way, you get a new tile for each placed tile in the long run - only the rim of holes in the solid area and (inevitably!) the meandering outer rim of your world consist of tiles for which you didn't get back tiles so far. - The 40 starting tiles and all the tiles from fulfilled quests and flags are excess tiles to feed the holes and meandering outer rim of your Dorfromatik world. As long as this income of tiles is greater than your need, your're fine. To keep it simple, I will assume the solid Dorfromatik area as an approximation to a perfect circle (which has the best circumference to area ratio of all 2-dimensional geometric figures). Of course, in a real game the situation is much worse - the rim is meandering, and the shape of your world of Dorfromantik may not at all resemble a circle. However, it still has one important thing in common with the ideal circle - if the radius of your shape grows, the area grows in a quadratic way (approximately: growing radius times growing radius), whereas the length of the rim grows in a linear way (approximately: growing radius times constant factor). This means that if you double the radius of your Dorfromatik world, you need four times as many tiles to achieve that (for example, a solid circle of radius 10 consists of aprroximately 315 tiles, whereas a solid circle of radius 20 consist of approximately 1260 tiles), whereas the rim would just approximately double its length. If you would triple the radius, the area would consist of approximately 9 times as many tiles, whereas the rim is only thrice as long. And so on. I assume that the number of quests you get depends roughly on the number of tiles you have played (that assumption leads me to some questions later). However, during the course of a game of Dorfromatik you get quests more scarcely, and at the same time the quests get more difficult (need more tiles to be achieved). As far as I have played so far, the number of tiles I have in my stack is still growing (which means that my "income" generated by quests and flags is still bigger than the growing need of the meandering outer rim and the holes). The explanation for this is probably that the area of the solid area is still growing so much faster than the rim (needing so many more placed tiles than the rim) that the number of new quests (which supposedly depends on the number of placed tiles) is still outperforming the need of the rim. At the moment, the global high score is already well beyond 2 million points. This leads to the question: Could you really extend the game into infinity? This is not clear. The number of quests and flags becomes more and more scarce. If this scarceness reaches a level so that even the quadratic growth of the solid area cannot make up for it (the number of tiles you get through quests and flags becomes sublinear in comparison to the growing radius) than an end of the game may become inevitable. Your rim grows only linearly, but it grows inevitably. You need more and more extra tiles to "feed" it. It could also well be that such a level of scarceness will never be reached. As long as players keep achieving higher and higher high scores (and the authors of the game remain silent, and reverse game engineers don't find out) this question cannot be answered for sure. If, however, the living games with growing high scores would begin to die (for example, around 10 million points or any other limit), the probability that you can't play to infinity would tremendously grow. That is the reason I wrote "infinitely" and not infinitely in the first sentence of this comment. There are even more complications due to the fact that the game is a random process - this may have a decisive impact on answering the theoretic question whether you could play theoretically to actual infinity or not (leaving aside the time problem). However, I'm not going through this.
1. Game Phases ============== It seems useful to me to distinguish different phases of the game: a) starting phase b) critical phase (phase when you repeatedly have 10 or less tiles in your stack, and where you may very well be down to a stack size of only 1 tile) c) relaxing phase (phase of growing stack size) a) Starting Phase The *starting phase* is characterized by insufficient possibilities to lay tiles perfectly. You may have to accept some imperfections - for example, if your first tile has 6 forest edges, you are forced to accept an imperfection since the starting tile has 6 green edges. You may very well consider restarting the game. On the other hand, such a game is not automatically lost - much more is depending on the further flow of tiles. If you constantly restart the game at the first real problem that occurs you will never get very far. In the starting phase I recommend the strategy given in the video: try to achieve different areas for the different ingredients in the game: a housing area, a forest area, a field area, a water area and a railroad area. You may have also one or more smaller areas for placing some mixed tiles with only a few elements. Reasons: - You can put fitting quests together into the same structure. This way, if you are placing a forest tile, for example, you are working on all forest quests at the same time. - For placing most of the tiles, you have to consider only a restricted area instead of the whole board. This saves you time and concentration. During the starting phase, you may also consider to place a limited amount of nasty tiles imperfectly to avoid the necessity of too many crazy tiles that may very well come only after literally ten thousands of tiles. Your overall structure needs to stay promising, not convoluted. The starting phase lasts until you reach your first real crisis in the game. In most cases, the end of the starting phase should occur somewhere after the first few hundreds of tiles. b) Critical Phase The *critical phase* is characterized by repeated tile shortage. You may be down even to 1 tile only. You may very well recover from that only to have the next crisis 50 or 100 tiles later. I recommend you to become quite watchful when you have 10 tiles or less. You should start to consider to place imperfect tiles in the holes of your board, especially if you find tiles that are fitting 5 edges. You should be reluctant to do this with holes where frequently occuring tiles could be placed. For example, tiles with 5 green edges and one other edge are quite common. On the other hand, if you have some hole with a rather complicated edge pattern, it is a good idea to fill it with a 5-edge-fitting tile. By all means, you should avoid to be down to 1 tile. In that case, you can't see the next tile. If it is an awkward tile it may not fit into any place to generate a further tile, and the game will be over. Depending on the quality of your start (either by luck or by skill, or both), the critical phase may last until 50.000 to 200.000 points (in my own game, I had to struggle until around 150.000 points). After that, you should experience a growing stack of tiles and enter the relaxing phase. There are a lot of tips that can help you to master the critical phase. You find them in further comments below. Most of these tips are also valid during the starting and even the relaxing phase. Nevertheless, they are most important until the end of the critical phase. In my opinion, if you survive the critical phase, it ends _inevitably_ due to at least 2 reasons: - First, the rim of your board and the number of holes in it become so large that you can place any tile perfectly. - Second, the number of fulfilled quests and flags becomes so large compared to the length of the rim and the number of holes that it tends more and more to overcompensate your problems (see "0. Main Analysis" for a possible explanation). Be patient and persistent to overcome the critical phase. I needed several attempts to have a game where I reached the relaxing phase. There were even games where I barely survived the starting phase. Don't let you discourage by failures. Learn from them, and take into account that you also could have had some bad luck. c) Relaxing Phase The *relaxing phase* is characterized by a growing stack of tiles. You can play much sloppier than in the critical phase with respect to many of the following tips. However, you should stay absolutely adamant in placing tiles perfectly and in not wasting quests. You can afford it in this phase. The game may have a fourth "final phase" where new quests and flags are so scarce and/or so difficult to achieve that you can't support the growing rim anymore (though this it not sure yet). In that case, you should have saved as many excess tiles as possible to get the highest possible score.
2. Tips For Tile Placement ========================== 2.a Green Edges =============== Green edges appear to be "empty". Probably, your attention is drawn to the other edges, and you may only try to find patterns where these other edges fit. However, if this doesn't work, you should also look if you could fit in the green edges somewhere. Doing so makes you slightly more flexible.
2.b Water Edges =============== Water edges fit with water edges, with canal edges, and with green edges. Green edges fit only with green edges and water edges. Therefore, water edges are slightly better than green edges. If you have a tile with one or more water edges, and you have the choice, you should try to put as many water edges as possible (instead of green edges) to the outer space. Doing so may be of help in the future in the case you get awkward canal tiles. Don't confuse water edges with canal edges. You can't place a tile at a canal edge unless it has a fitting water, canal, or water station edge. At a water edge, you can place any edge except a railroad edge.
2.c Water Stations ================== Water stations are the best tiles in the game. They fit with green, water, canal, and railroad edges. Whenever you get a water station, you should think twice about its use. My recommendation is to use them exclusivly to fix railroad problems (and only in an emergency to fix canal problems) since railroad problems are much more severe, tend to last much longer before fitting tiles occur, and canal problems can be fixed by water tiles which occur quite frequently. In the lucky case you don't have any railroad problems, you should place the water stations prophylactically to avoid future problems. Proper use of water stations may increase your Dorfromatik playing strength considerably.
I really love your Dorfromantik series! Unfortunatly I can't play it by myself but I am very happy that I've found your channel! Thank u for ur content
This is probably one of the most aggravating games I've ever played. It's not a city builder at all. It's a puzzle - that's it, rotate a piece until it fits, except the computer decides to give you pieces that don't fit anywhere constantly. Not fun.
Thanks a lot for your comment and support! I'm also very impressed that you watched the 70k videos in one go! ...sorry for missing the 61-64k section :/ Regarding this game, I'm actually really excited to see what comes of it. If they can manage to get this on mobile one day, it should explode... and hopefully that will help to grow this channel too. Cheers for sticking around! :)
i thought the lakes merged with plains, but your video did show the plains didnt perfect. thank you for the tips, my high score was 10k only, still enjoying the game. have a nice day.
Thanks for your explanations, I really improved because of you. Now the starts of a game is much less random and you don't need to reload a game 10 times before having a good shot. Now that the game as left early access, maybe you could update with new hints you discovered using new mechanics such as the undo button and how it affect your strategy ? Thanks again for what you shared with us!
Hi Scotsmanship, thanks for your comment and I'm glad it has helped out. There's not too much more to the hints and tips so I won't be planning another video, but definitely the undo button extends the game and helps to avoid dodgy placements.
Wow! You are so talent, and you have the ability not only to get a very respectable score, but also to create the most beautiful landscapes that I have ever seen. Thank you for posting. 🎉✨👍🏼
awesome video! i'm still hoping that one day the game will be released as an app on the google play store so i can use these tips, until then i'll just continue to watch you get new high scores :) p.s. dankeschön for creating content :D
Haha, you're welcome. I'm glad you enjoyed the video :) They would really expand their game base if this came out on the phone, so hopefully the developers get on to it soon. Thanks for the support!
Good stuff! I've wondered about the usefulness of the smaller fixed number tiles, and have mostly been trying to do them, until later game. But if it leads to more 'replacement' quest tiles coming up I'll definitely give a try to just abandoning them instantly.
I just picked up the game and the way you explained it all makes total sense to me. Thank you for the lovely video. I'm looking forward to trying your tips!
Thank you, Mr Quartet! I appreciate your support, and I'm glad you're a fellow SoM fan! :) Trials of Mana (Seiken Densetsu 3) might be the next old school RPG I play, so keep an eye out for that one if you're interested.
It’s weird that I’m just seeing this because I love this game! I will say though the best advice is just perfects. Always go for perfects! Always! My scores used to be around the 30k range with my highest being like 45k. Now that I’m going for perfects 100% I’m sitting at 75k with over 100tiles left and they keep going up!
Great helpful tips! Do you know if is there any website with list of possible tiles? I usually leave holes, but later realize that combination I need never comes... It will be cool to know in advance which combinations are not possible to plan accordingly.
Thanks for the tips! I have a question for a perfect combination. I haven’t figured out what other tiles make a lake tile and a station tile perfect. For sure, a lake makes it perfect with a water and a station tile. But I feel like a grass tile also makes it perfect as well. What do you think ?
I think you're right. I seemed to have noticed that recently, although I'm not sure it works the other way around and makes the grass tile perfect... still working that one out to be honest.
The most informative video i found with tactics on this great game. I am not after high scores. I just want to continue on my maps. :=) This will help. Thanks for the guide!
Not too much to it really, it's just trying not to box yourself in. It is a lot easier to match 3-4 sides than 5 or 6, so if you build out from the centre then you will be able to keep your game open. I know it's easier said than done but after a while you get a feel for it and you know what works and what doesn't. Hope that helps :)
I'm glad it helped! Regarding the challenges, my thinking is that they are more for unlocking new tile skins, rather than for providing a significant bonus to your score, so they should be treated like any other quest. I'm happy to be corrected on this though, as I haven't spent too much chasing these quests.
@@gpa like the challenges as it give me a goal to work towards and getting the new title skins as the art style was the main reason I got Dorfromantik, but as you say in your disclaimer there are a few different ways of playing the game
Any chance of an update to this video? I'd love to know how you've managed those incredible scores (but without having to sit through each video hoping to come across some advice).
Hi Erica, no plans for an update as yet. Since the last high score I’ve been trying with different play styles and the one I’ve described in this video seems to be giving me the best results. No luck as yet in getting a better score but hopefully some time soon, and then I may look at making a short hints and tips video for the late game. Thanks for your comment.
If you build like the "Big group method" and you end up with a big map and opens up a hidden quest tile on the "wrong" side of your map, then what is best to do with it? Like if you find a quest for houses in you water area. Do you close it or build a new house area next to the water area?
It’s been a while since I’ve played it, though I’m assuming the mechanics are still the same… if my big group type isn’t near the revealed tile, I will either work my way towards it or close that quest off. It doesn’t make sense to close off your group and then start another one there because the quest number will be really high and will take forever to close it off. Hope that makes sense.
@@gpa thats definitely one of my main problems. i get to 20-30k quite easy but then i just end up with tons of mixed tiles and i cant fill the gaps anymore :(
Hi Emissary of Wind, I have moved on from this game so won't be uploading any more videos on it (except maybe creative maps at some point). If you are after some more hints and tips have a look through the comments of this video. You should be able to find some more helpful info there.
Thank you very much for playing Dorfromantik and making this detailed and informative video! Your voice also fits just perfectly to the calm and relaxed mood in Dorfromantik :)
You've definitely worked out a lot of good methods already and the 100k is just around the corner. We wish you good luck and look forward to more videos from you!!
Also your German is pretty solid! Liebe Grüße zurück aus Berlin!
Thank you, Toukana Interactive for your kind words and for making a great game! I have thoroughly enjoyed the challenge and look forward to further updates, and hopefully other games in the future! :D
I am thinking of putting together a Dorfromantic E Sports team.
And every competition will end in years
@@AbangYusuf😂
This is just such an relaxing game
That damn "x"/"end quest" piece always hurts me
Same but I've learned to give up a quest if it's not beneficial to me end game.
Just got this game. Personally, from a creative standpoint, I would like to see the game give you the option of starting with a HUGE eff off stack of tiles. That way you could play for a satisfying amount of time, and lay things out in interesting and pleasing ways. As it is, the idea of having rivers and train tracks so far from my towns is kind of disappointing, insofar as it doesn't nearly match up with my vision of a functional, productive world.
Hi Chris, there’s actually a separate creative mode you might want to try which gives you endless tiles and isn’t points based. I haven’t spent too much time in it tbh but it looks interesting.
Also custom mode can be set to up to infinity tiles :)
Ya I like the game, it’s very zen but after even a couple hours you feel like you have seen most of it.
I have a huge problem with having the tracks and river systems being disassociated with the houses mostly. It seems weird having all that stuff completely removed from what they actually exist for.
Interesting, I didn't know about the flag quests wanting to be closed off. I've already been trying to do the quadrant concept but the train tracks are really screwing with me. Oh well. It's a lot of fun either way!
Loving that zoning strategy. Switched to using it and my high score jumped from around 20K to a 37,860 in one game. Good stuff!
Nice! I'm glad it has helped :)
Thanks for doing this! Watched some of the 70,000 high score and was absolutely enthralled. Cheers!
Thank you, Braden! I'm glad you enjoy the videos :)
The ‘Big Group Method’ is very helpful! Thank you. Got a high-score immediately upon implementing this technique.
Nice one! Thanks for the feedback 😄
Thanks for the video. Especially the way you handle forests and the tip to throw away bad quests seems worth a try.
My pleasure. I hope it improves your game :)
throwing away bad quests is the best advice!
Thank you! Very useful - I didn't realise the importance of perfect tiles (they award more tiles!) and I'd been focusing too much on those "set number of tiles" quests.
You covered a lot of GREAT tricks in this video, and it’s very useful as a basic method, however there is a mechanic that you haven’t stumbled across yet that is important to gameplay: Quest size manipulation. I’ve tested this myself, so I’m certain of it: if you enclose a group of a tile type, the next quest of that type will be smaller.
I think that when a quest spawns it counts all EXPOSED tiles of it’s type when calculating it’s number, and if it is a limit quest (not + quest) it will try to be a little smaller than the largest open group. I have seen exceptions to that latter rule though, so I’m not 100% on what limit quests take into account when their number is generated.
I’m almost certain that a + quest spawns with a certain % larger number than the largest open group, so that every quest requires you add more tiles to that group to complete it. For example: If you have a large group of 20 trees, the next tree quest might say 25. But if you have a large group of 200 trees, the next quest might say 250. So enlarging your groups will eventually lead to quests that demand larger and larger numbers on the ‘easy’ quests until they become really hard to accomplish. If a quest rewards 5 tiles but requires you spend 6 non-perfect tiles finishing it you’ll end up in deficit.
Hi Stav, thanks again for the detailed comment! I appreciate the insights you are sharing.
I will be giving this a go in my next game, to try and replicate what you are seeing and see how it works with the quest numbers. If that is the case, then a modification to my method would be warranted, or a compete rethink on the gameboard. One thing I will say on prioritising the forest as a big group, is that despite the quest numbers going up higher and higher, the combination tiles really help, as everything flows into the forest. Obviously, if this increase works on a % then this can't go on into infinity, so at some point the benefit would be cancelled out.
I'll see what I can come up with :)
Great video. Thanks for sharing! Just picked up Dorfromantik yesterday and I need the best strat. 🤓
nice man! I love this game, and especially this type of game. Streamlined indie strategy games which have a simple set of rules and mechanics but are difficult to master. Other titles that fit in this category and have completely mesmerised me for weeks on end are Harvest Massive Encounter, Bad North and Empires Of The Undergrowth. They both have a combat aspect to them which makes them slightly less relaxing but still highly addictive. Other suggestions without combat would be Snowtopia or Parkitect. You might wanne give those a try once you've had your Dorfromantik fill! Anyone who finds this comment useful, know that I am always on the look for beautiful, simple and mesmerising indie games that offer lots of hidden depth. My favourite genres would be strategy, basebuilding, tycoon, management or tower defense type games. Suggestions are always welcome ;). good luck and much fun with your Doorfromantik plays, I've only just scratched 15000 on my highscore. Time to implement these tips!
Thank you for the tip. Bad north was 10/10 for me. If you have not tried it yet try Islanders.
Thanks for the recommendations dude! The only game I could recommend is Townscaper. It's very sandbox, no scores, nothing, all you do is put down cube blocks, and all you can do is change their color. But it's a really relaxing game. Personally, I play this while watching Critical Role. Maybe you'll like it.
Thanks Rutger... I'll need to try out some of your suggestions!
I love these type of games too have you tried Factory Town?
thx for the content. i realy didn't realise the "perfect" trick.
You're welcome! I'm glad it helped :)
Thanks so much this game is so addictive but my high score was only 11000. I'll deffo try your way. Keep up the good work 😊
My pleasure. Thanks for the support!
its already pretty good mate, it took me like 50h of gameplay to hit that score
@@louiscrasher 126 hours in total for me.
After watching your video reminding me that getting a perfect placement gives you an extra tile (which I think is also covered in the tutorial, but I'd completely forgotten about it), I went on to outright crush my old high score of 15k and went all the way up to almost 53k score, in a session that lasted almost 8 hours 🤣
Nice one 👍🏼
I’m definitely subscribing. This video is pure quality.
Thanks for the support, Carl! Much appreciated.
Very helpful video for a new player! Would really like to see an updated Hints & Tips video for the full game release. Thanks
Hi Jeff, I don’t plan on making an updated hints and tips video as in large part not much has changed, but I will mention this for yourself and others:
- once you hit around 150k you have a lot more tile placement options so it makes it a bit easier
- eventually your groups will get so big and have so many flags that it will start to make sense closing them off
- the undo button has minimised the chances of getting stuck with a few crappy tiles and killing your game
- the more you play, the more used to the common tile types you become
- and lastly, have fun playing it otherwise it’s not worth your trouble 😄
I'm currently hyperfixated on this game, and I'll watch your 1,000,000 point videos when I'm not playing it myself LOL I'm on my way to 20,000 even though I only bought it yesterday, and I'm hoping I can get even further using your tips! Thanks for the content, I hope we can see more in the future!
My pleasure, Misty Lam!
I'm glad you enjoy it 😀
I'm having my best save right now nearing 35,000 points (yeah, not that impressive overall, but it is to me). What I found particularly useful is semi-ignoring the flag quests until they become 3 or more in a group. Then, whenever I'm really low on tiles I can close them, even with a shitty placement, and get 15+ tiles to save me.
That’s a great score, I hope you can continue your run!
@@gpadied before 40,000 but with your tips next game should be 50,000 at least!
Thank you for the video I am hard stuck around a mere 11,000 and I have been trying to find ways I can build on this score. Great concise explanations which I look forward to trying, keep it up!
Thanks for the feedback, Chark! I hope the tips help :)
just got this today and played for 6 hours straight, found thi video super helpful after wards and cant wait to give this a go tommorow!
Let me know if it helps 🙂 good luck!
Today I found this game and have been looking for an explainer video. Yours was nailed it.
Thanks for sharing your method for this great game. I look foreword to seeing more of your rolling landscapes, a tile at a time. :2)
You're welcome, Ethan! Hopefully the next one will be a 100k episode(s).
Thank you so much for this account of the most important tips for Dorfromantik. I just watched it to look for something I could have missed so far. My actual score is already beyond 700.000, and I have more than 900 tiles in the stack (at the moment still growing). As a mathematician, I want to share my view on the game, adding some more tips, reinforcing your tips by adding some aspects and pointing out at least one question.
To avoid overlong commentaries, I'm going to answer my own post repeatedly, one comment for each subject and tip, respectively. Nevertheless, I start with 2 longer commentaries to have a basis I can refer to.
The actual version of Dorfromatik is 1.0.7 22052300. My comments are based on this version, and they refer to the classic mode of the game.
0. Main Analysis
=============
In order to extend a game of Dorfromatik "infinitely", you need a regular income of further tiles (otherwise, your game inevitably dies, and your high score will be limited, no matter how many points you get per tile by your style of play). There are two sources:
- perfect tiles (tiles where all 6 edges are fittingly matched)
- quests and flags
These sources are adressed in the video, and I will go about them in more detail in further comments. You need both sources to be successful.
- The growing solid area of your Dorfromatik world should consist of perfect tiles only (with as few exceptions as possible). This way, you get a new tile for each placed tile in the long run - only the rim of holes in the solid area and (inevitably!) the meandering outer rim of your world consist of tiles for which you didn't get back tiles so far.
- The 40 starting tiles and all the tiles from fulfilled quests and flags are excess tiles to feed the holes and meandering outer rim of your Dorfromatik world. As long as this income of tiles is greater than your need, your're fine.
To keep it simple, I will assume the solid Dorfromatik area as an approximation to a perfect circle (which has the best circumference to area ratio of all 2-dimensional geometric figures). Of course, in a real game the situation is much worse - the rim is meandering, and the shape of your world of Dorfromantik may not at all resemble a circle. However, it still has one important thing in common with the ideal circle - if the radius of your shape grows, the area grows in a quadratic way (approximately: growing radius times growing radius), whereas the length of the rim grows in a linear way (approximately: growing radius times constant factor). This means that if you double the radius of your Dorfromatik world, you need four times as many tiles to achieve that (for example, a solid circle of radius 10 consists of aprroximately 315 tiles, whereas a solid circle of radius 20 consist of approximately 1260 tiles), whereas the rim would just approximately double its length. If you would triple the radius, the area would consist of approximately 9 times as many tiles, whereas the rim is only thrice as long. And so on.
I assume that the number of quests you get depends roughly on the number of tiles you have played (that assumption leads me to some questions later). However, during the course of a game of Dorfromatik you get quests more scarcely, and at the same time the quests get more difficult (need more tiles to be achieved). As far as I have played so far, the number of tiles I have in my stack is still growing (which means that my "income" generated by quests and flags is still bigger than the growing need of the meandering outer rim and the holes). The explanation for this is probably that the area of the solid area is still growing so much faster than the rim (needing so many more placed tiles than the rim) that the number of new quests (which supposedly depends on the number of placed tiles) is still outperforming the need of the rim.
At the moment, the global high score is already well beyond 2 million points. This leads to the question: Could you really extend the game into infinity? This is not clear. The number of quests and flags becomes more and more scarce. If this scarceness reaches a level so that even the quadratic growth of the solid area cannot make up for it (the number of tiles you get through quests and flags becomes sublinear in comparison to the growing radius) than an end of the game may become inevitable. Your rim grows only linearly, but it grows inevitably. You need more and more extra tiles to "feed" it. It could also well be that such a level of scarceness will never be reached.
As long as players keep achieving higher and higher high scores (and the authors of the game remain silent, and reverse game engineers don't find out) this question cannot be answered for sure. If, however, the living games with growing high scores would begin to die (for example, around 10 million points or any other limit), the probability that you can't play to infinity would tremendously grow. That is the reason I wrote "infinitely" and not infinitely in the first sentence of this comment.
There are even more complications due to the fact that the game is a random process - this may have a decisive impact on answering the theoretic question whether you could play theoretically to actual infinity or not (leaving aside the time problem). However, I'm not going through this.
1. Game Phases
==============
It seems useful to me to distinguish different phases of the game:
a) starting phase
b) critical phase (phase when you repeatedly have 10 or less tiles in your stack, and where you may very well be down to a stack size of only 1 tile)
c) relaxing phase (phase of growing stack size)
a) Starting Phase
The *starting phase* is characterized by insufficient possibilities to lay tiles perfectly. You may have to accept some imperfections - for example, if your first tile has 6 forest edges, you are forced to accept an imperfection since the starting tile has 6 green edges. You may very well consider restarting the game. On the other hand, such a game is not automatically lost - much more is depending on the further flow of tiles. If you constantly restart the game at the first real problem that occurs you will never get very far.
In the starting phase I recommend the strategy given in the video: try to achieve different areas for the different ingredients in the game: a housing area, a forest area, a field area, a water area and a railroad area. You may have also one or more smaller areas for placing some mixed tiles with only a few elements.
Reasons:
- You can put fitting quests together into the same structure. This way, if you are placing a forest tile, for example, you are working on all forest quests at the same time.
- For placing most of the tiles, you have to consider only a restricted area instead of the whole board. This saves you time and concentration.
During the starting phase, you may also consider to place a limited amount of nasty tiles imperfectly to avoid the necessity of too many crazy tiles that may very well come only after literally ten thousands of tiles. Your overall structure needs to stay promising, not convoluted.
The starting phase lasts until you reach your first real crisis in the game. In most cases, the end of the starting phase should occur somewhere after the first few hundreds of tiles.
b) Critical Phase
The *critical phase* is characterized by repeated tile shortage. You may be down even to 1 tile only. You may very well recover from that only to have the next crisis 50 or 100 tiles later.
I recommend you to become quite watchful when you have 10 tiles or less. You should start to consider to place imperfect tiles in the holes of your board, especially if you find tiles that are fitting 5 edges. You should be reluctant to do this with holes where frequently occuring tiles could be placed. For example, tiles with 5 green edges and one other edge are quite common. On the other hand, if you have some hole with a rather complicated edge pattern, it is a good idea to fill it with a 5-edge-fitting tile.
By all means, you should avoid to be down to 1 tile. In that case, you can't see the next tile. If it is an awkward tile it may not fit into any place to generate a further tile, and the game will be over.
Depending on the quality of your start (either by luck or by skill, or both), the critical phase may last until 50.000 to 200.000 points (in my own game, I had to struggle until around 150.000 points). After that, you should experience a growing stack of tiles and enter the relaxing phase.
There are a lot of tips that can help you to master the critical phase. You find them in further comments below. Most of these tips are also valid during the starting and even the relaxing phase. Nevertheless, they are most important until the end of the critical phase.
In my opinion, if you survive the critical phase, it ends _inevitably_ due to at least 2 reasons:
- First, the rim of your board and the number of holes in it become so large that you can place any tile perfectly.
- Second, the number of fulfilled quests and flags becomes so large compared to the length of the rim and the number of holes that it tends more and more to overcompensate your problems (see "0. Main Analysis" for a possible explanation).
Be patient and persistent to overcome the critical phase. I needed several attempts to have a game where I reached the relaxing phase. There were even games where I barely survived the starting phase. Don't let you discourage by failures. Learn from them, and take into account that you also could have had some bad luck.
c) Relaxing Phase
The *relaxing phase* is characterized by a growing stack of tiles.
You can play much sloppier than in the critical phase with respect to many of the following tips. However, you should stay absolutely adamant in placing tiles perfectly and in not wasting quests. You can afford it in this phase. The game may have a fourth "final phase" where new quests and flags are so scarce and/or so difficult to achieve that you can't support the growing rim anymore (though this it not sure yet). In that case, you should have saved as many excess tiles as possible to get the highest possible score.
2. Tips For Tile Placement
==========================
2.a Green Edges
===============
Green edges appear to be "empty". Probably, your attention is drawn to the other edges, and you may only try to find patterns where these other edges fit. However, if this doesn't work, you should also look if you could fit in the green edges somewhere. Doing so makes you slightly more flexible.
2.b Water Edges
===============
Water edges fit with water edges, with canal edges, and with green edges. Green edges fit only with green edges and water edges. Therefore, water edges are slightly better than green edges. If you have a tile with one or more water edges, and you have the choice, you should try to put as many water edges as possible (instead of green edges) to the outer space. Doing so may be of help in the future in the case you get awkward canal tiles.
Don't confuse water edges with canal edges. You can't place a tile at a canal edge unless it has a fitting water, canal, or water station edge. At a water edge, you can place any edge except a railroad edge.
2.c Water Stations
==================
Water stations are the best tiles in the game. They fit with green, water, canal, and railroad edges.
Whenever you get a water station, you should think twice about its use. My recommendation is to use them exclusivly to fix railroad problems (and only in an emergency to fix canal problems) since railroad problems are much more severe, tend to last much longer before fitting tiles occur, and canal problems can be fixed by water tiles which occur quite frequently. In the lucky case you don't have any railroad problems, you should place the water stations prophylactically to avoid future problems.
Proper use of water stations may increase your Dorfromatik playing strength considerably.
I really love your Dorfromantik series! Unfortunatly I can't play it by myself but I am very happy that I've found your channel! Thank u for ur content
You're welcome, Giulia. Thanks for your comment and feedback :)
This is probably one of the most aggravating games I've ever played. It's not a city builder at all. It's a puzzle - that's it, rotate a piece until it fits, except the computer decides to give you pieces that don't fit anywhere constantly. Not fun.
Haha, it's definitely not for everyone :) It's a nice, chill game to relax to though, when you're not aiming for the high score.
@@gpa I'll give you that, but who plays without going for a high score? :D
Love your stuff mate, I can’t wait to see where your channel, and this game goes! Also I watched your 70k highscore Videos in one sitting
Thanks a lot for your comment and support! I'm also very impressed that you watched the 70k videos in one go! ...sorry for missing the 61-64k section :/
Regarding this game, I'm actually really excited to see what comes of it. If they can manage to get this on mobile one day, it should explode... and hopefully that will help to grow this channel too. Cheers for sticking around! :)
i thought the lakes merged with plains, but your video did show the plains didnt perfect. thank you for the tips, my high score was 10k only, still enjoying the game. have a nice day.
Thanks for your explanations, I really improved because of you. Now the starts of a game is much less random and you don't need to reload a game 10 times before having a good shot. Now that the game as left early access, maybe you could update with new hints you discovered using new mechanics such as the undo button and how it affect your strategy ? Thanks again for what you shared with us!
Hi Scotsmanship, thanks for your comment and I'm glad it has helped out. There's not too much more to the hints and tips so I won't be planning another video, but definitely the undo button extends the game and helps to avoid dodgy placements.
Wow!
You are so talent, and you have the ability not only to get a very respectable score, but also to create the most beautiful landscapes that I have ever seen.
Thank you for posting.
🎉✨👍🏼
Thank you :)
Thank you, This game is addictive and you've helped to make it more competitive for me.
I just bought this game yesterday, was lost until I watched this video. Thanks!
My pleasure. Good luck!
to my understanding, sea tiles act interchangeably as water AND grass tiles regarding the "perfect".
LSC, glad to see a method to the madness, can't wait to try the big group method for myself.
Thanks for the comment. I hope the method helps :)
Thank you !!
translate into chinese
【板塊放置】
每拼出一個與鄰片相符切邊,分數+10
因為板塊是六角形的,如果六個邊都是與鄰片相符,則稱為完美拼接,完成一個完美拼接,分數+60、板塊+1
【板塊任務】
板塊任務分為兩種,一種是圖形附帶數字以及「+」、另一種是未附帶「+」
「圖形附帶數字及+符號」的任務是指拼接好的板塊上指定圖形數目要超過指定的數目,這類型的任務比較簡單,指定的圖形可能會是房屋、樹木、麥田、水道、鐵軌。
「圖形附帶數字」的任務是指拼接好的板塊上指定圖形數目要剛好符合指定的數目,這類型的任務則需要計算,而且任務完成後,還會附帶新的任務。
此時會在完成的圖案上插上旗幟,新的任務為「封閉區域」,要將剛剛完成的圖案拼成封閉的區域
完成板塊上的任務、封閉區域的任務,分數+100、板塊+4
【心得】
追求高分的過程,增加板塊是一定要的,完成板塊任務很重要,但完美拼接更重要。
再來是布局,建議的布局如下:
畫面正中央為森林綠帶,綠帶的左上為房屋建築群、右上為農地田野群,綠帶左下則為鐵道地帶、右下為藍色河流帶,在鐵軌與河道中間則是用以結合兩者的過渡車站帶。
森林綠帶是最重要的核心區域,大部分的森林任務都是未指定數量的大型任務,而且多數的板塊都會附加一點森林,在拼接的過程中,可以在不同的區域群加入一些小的森林帶,以確保盡量完成完美拼接,還記得嗎?完美拼接可以額外獲得一個板塊。
【其他小技巧】
*有事沒事就玩一下自由模式,可以訓練你的敏感度、拼接圖的經驗。
*如果開局很爛的話,大約10片左右,你覺得布不了局,那就直接重來開一局新的。
*指定數目的任務,如果當下不好完成,建議直接放棄,畢竟為了那個小任務,可能會浪費更多的板塊
*全水路板塊(整塊六面都是水的)有點有趣,不管你怎麼放,每個接面都會分數+10,不過有一個例外,那就是河流火車站,因為有軌道的關係,所以河流火車站與全水路板塊的接邊是不相符合的。
以上是大致的高分方法,也許這不是最佳的方法,但值得你一試。
awesome video! i'm still hoping that one day the game will be released as an app on the google play store so i can use these tips, until then i'll just continue to watch you get new high scores :)
p.s. dankeschön for creating content :D
Haha, you're welcome. I'm glad you enjoyed the video :)
They would really expand their game base if this came out on the phone, so hopefully the developers get on to it soon.
Thanks for the support!
Good stuff! I've wondered about the usefulness of the smaller fixed number tiles, and have mostly been trying to do them, until later game. But if it leads to more 'replacement' quest tiles coming up I'll definitely give a try to just abandoning them instantly.
Thanks Nate, good luck with your game!
awesome dude! you have the perfect voice for video making! :D
Thanks Halidrid! I’m glad it was easy to listen to :)
Thanks for these tips. Helped me a lot to find mistakes i make. PS.: Love the Outro:D
Haha, I hope I didn't stuff it up too bad! :D
...and you're welcome. Thanks for your comment, Joshua!
Thank you man, I appreciate your advice and I will use your technique the next time I play Dorfromantik.
very helpful! working my way up to finally reaching 2000, thank you for this video!!!! :))
My pleasure! I'm glad it helps.
Happy I’m not the only one to restart games if I don’t like the first few tiles 😂
Thanks for making this video! I'm excited to try this method out :)
I'm glad to hear it, Abby. I hope if helps! :)
I just picked up the game and the way you explained it all makes total sense to me. Thank you for the lovely video. I'm looking forward to trying your tips!
Thanks for the feedback, Donna! I hope it helps your game :)
Such a useful infomation! Thank you very much for sharing it :)
My pleasure, Agustina!
This channel is just too underrated. Love the content and SoM gameplay! Always support for you!
Thank you, Mr Quartet! I appreciate your support, and I'm glad you're a fellow SoM fan! :)
Trials of Mana (Seiken Densetsu 3) might be the next old school RPG I play, so keep an eye out for that one if you're interested.
It’s weird that I’m just seeing this because I love this game! I will say though the best advice is just perfects. Always go for perfects! Always! My scores used to be around the 30k range with my highest being like 45k. Now that I’m going for perfects 100% I’m sitting at 75k with over 100tiles left and they keep going up!
thank you for this video :) I was having a tough time placing water and railroad tiles in the same area and I think your method will help.
My pleasure, Marilia :)
rly nice content, well made video and tips! looking forward to more content :)
Thank you, Shavi! I appreciate the feedback.
2 yrs late for this but I will definitely apply your methods thank you!
Thank you for the tips! I'm on 17k now but can't seem to surpass it. I'm going to try this and hopefully get a higher score!
Good luck, you've got this! 😄
Tack! Thank you for great tips. I'm addicted to this game but can't seem to reach that kind of highscore, yet. But still it is alot of fun.
Thank you, I'm a big noob at this game but I enjoy it, so I'll try your tips!
Great helpful tips! Do you know if is there any website with list of possible tiles? I usually leave holes, but later realize that combination I need never comes... It will be cool to know in advance which combinations are not possible to plan accordingly.
Not that I know of, MetalStarver... I've always tried to keep the combinations as simple as possible.
Ill give these tips a try, thankyou!
Very helpful video. Thank you.
My pleasure. Glad it helped!
Thanks for the tips, and congrats on that great score!
Thank you, Kellie, and my pleasure! :)
Thanks for the tips! I have a question for a perfect combination. I haven’t figured out what other tiles make a lake tile and a station tile perfect. For sure, a lake makes it perfect with a water and a station tile. But I feel like a grass tile also makes it perfect as well. What do you think ?
I think you're right. I seemed to have noticed that recently, although I'm not sure it works the other way around and makes the grass tile perfect... still working that one out to be honest.
I just bought the game and absolutely love it
Very helpful and informative.
Thanks, Kunjan!
thank you so much for this video!!!! this helped me a lot!!
Great video! Would love more Dorfromantik content. There's something oddly satisfying about seeing someone else play the game.
Thanks Creepy Banana! Hopefully my next videos will be for a 100k run, whether under this method or a variation.
Thank you, learnt a few new things today :D
The most informative video i found with tactics on this great game. I am not after high scores. I just want to continue on my maps. :=) This will help. Thanks for the guide!
My pleasure, and thanks for your comment. I'm glad it helps :)
The trick you missed was how/when to cave and fill a hole w an imperfect piece. Other than that great vid.
Re: Open game methodology, can you give examples of common patterns Or make a video about it?
Not too much to it really, it's just trying not to box yourself in. It is a lot easier to match 3-4 sides than 5 or 6, so if you build out from the centre then you will be able to keep your game open. I know it's easier said than done but after a while you get a feel for it and you know what works and what doesn't. Hope that helps :)
@@gpa ya that does make sense. Thank you!
This was great help. Thanks!
I m your new sub !! Its just amazing 🔥🔥
Thanks for subscribing, Raynox! I appreciate it 😀
Thanks a lot for your tips!
My pleasure! Thanks for watching :)
cheers, found this very useful. Although you did not mention the challenges and would this method help with them.
I'm glad it helped! Regarding the challenges, my thinking is that they are more for unlocking new tile skins, rather than for providing a significant bonus to your score, so they should be treated like any other quest. I'm happy to be corrected on this though, as I haven't spent too much chasing these quests.
@@gpa like the challenges as it give me a goal to work towards and getting the new title skins as the art style was the main reason I got Dorfromantik, but as you say in your disclaimer there are a few different ways of playing the game
Genuinely useful!
Thank you, Ben. I’m glad it helped.
Very helpful, thanks!
I'm glad it helped. Thanks for your comment, Dina!
Thanks for the video!
You're very welcome!
Great vid!
Thanks Aran!
Big Group Method > Pythagoras Theorem :|
Haha, thank you!
Any chance of an update to this video? I'd love to know how you've managed those incredible scores (but without having to sit through each video hoping to come across some advice).
Hi Erica, no plans for an update as yet. Since the last high score I’ve been trying with different play styles and the one I’ve described in this video seems to be giving me the best results. No luck as yet in getting a better score but hopefully some time soon, and then I may look at making a short hints and tips video for the late game.
Thanks for your comment.
Great video!
Thanks!
Thank you!
Great tips, helped me a lot.
My pleasure, Eddie. I'm glad it helped.
If you build like the "Big group method" and you end up with a big map and opens up a hidden quest tile on the "wrong" side of your map, then what is best to do with it? Like if you find a quest for houses in you water area. Do you close it or build a new house area next to the water area?
It’s been a while since I’ve played it, though I’m assuming the mechanics are still the same… if my big group type isn’t near the revealed tile, I will either work my way towards it or close that quest off. It doesn’t make sense to close off your group and then start another one there because the quest number will be really high and will take forever to close it off. Hope that makes sense.
wow 2 years ago, damn i just found this dude, look at you on the shit when its hot :P
Such a polished video.
Thank you!
It's more like a jigsaw puzzle.
Bedankt
Thank you.
Didn't even realize you changed your name, thought UA-cam unsubbed me lmao. Try a game called Islanders. I believe its on steam
Yes, I’ve made a few changes to the channel of late, trying to figure out the best format.
Thanks for the recommendation! I’ll look into it.
Thank you so much 💕
You're very welcome!
I'll try these tips
Thanks!
❤🔥
What do you think of that 500k high score video?
I saw it a little while ago. I think they did a great job on it… would have taken a long time.
I'm going to try your 'Big Group Method'
Update to come...
Good luck! At the very least it should provide some structure for your game...
do you consider anything else like for example how common some tiles are compared to others?
I do. That’s always on the back of my mind when I start to enclose an open hex. Keeping the play open definitely helps.
@@gpa thats definitely one of my main problems. i get to 20-30k quite easy but then i just end up with tons of mixed tiles and i cant fill the gaps anymore :(
Thanks a lot!
5000 point club, what's up!
15,000 (everything must be perfect!)
27,030 Can't get over the hump.
Do you think you could make an updated tips video now that you've achieved a much higher score and the game has received some updates?
Hi Emissary of Wind, I have moved on from this game so won't be uploading any more videos on it (except maybe creative maps at some point). If you are after some more hints and tips have a look through the comments of this video. You should be able to find some more helpful info there.
cool thanks!
You're welcome, Jedidja! Thanks for the comment.
Thank you