Hello fellow amevian (and lizardmen in general) enjoyer! Just picked up this game last weekend (before finding your video) and have been having a go with the lizards on the v67 beta. On my third run after making many mistakes (and learning from them!) and I have a few tips. - if you want more scaly bois, check out the mod for the Draken race, made by the same author that did the technology expanded mod you are using (so they also work with it). The drakens work well alongside the amevians as they do good as researchers and crafting, while the amevians can focus on fishing and farming. And they dont hate each other! 😅 If you decide to use this mod I suggest keeping the population a 50/50 split. - barber shops produce leather when used by amevians. Think it is on the thought space of them shedding their scales and reusing them lol. Tho, it aint a lot. It does not keep up with the demand of using leather for clothes, so dont rely just on a barber for mainline leather production, just as a nice bonus. - when building crafting areas, fishing zones, etc, keep an eye on the efficiency stat and place enough auxillary spots to get it to 100. Larger zones and more crafting benches require more auxillary spots to get to 100. - for amevians, dont worry about that starter pack of wheat. They dont need it. Let it rot, or sell it to a neighbor. - eggs are useless as trade goods, but make your boys happy.
The whole doing a thin line out to the edge of the deep water, where the red fish icons are, then a thin line along the icons. Again, I only just started playing myself, so I just figured any fishing area that borders the deep water just gets a bit of a buff. I do know that the amount of fishermen you can ultimately have working that zone is directly tied to the number of water tiles added to the zone (tip: those little corner tiles along the shore that appear half land half water, count as water!). I was just confused as I am unaware of if the exact tiles that have the fish icons are better or not, and that doing it the way you did when starting out with a small fishing area is viable over just doing a small square near the shore. I have been maximizing the zones to include as much water from shore to the deep water as I can and have a minimal amount of land allocated to get enough auxiliary spots to get 100 efficiency + some storage. I just got home from work and will be doing some testing on this. Will get back to you on the results.
Aight, did some testing. The fish icon tiles do give more towards the worker cap (workers benefit production directly.) It takes 64 basic water tiles to get you a single worker, where as it only takes 4-6 fishy tiles to get a worker. Auxillary spots and efficiency benefit production directly. So I can see where doing a single line out to the edge of the deep water and get only the fish spots will get you more on a smaller setup early on, and quicker to get up and running. BUT when you are expanding and getting further along, just maximizing all the water space available will get you the max output to the limits of a fishing area (within a 55 tile width/height, the cap for zone sizes)
Yeah you more or less figured it out, I keep my fish as long lines for the sake of not running out of room to quickly and honestly the fish tiles is what you want ya know?
Hello fellow amevian (and lizardmen in general) enjoyer! Just picked up this game last weekend (before finding your video) and have been having a go with the lizards on the v67 beta. On my third run after making many mistakes (and learning from them!) and I have a few tips.
- if you want more scaly bois, check out the mod for the Draken race, made by the same author that did the technology expanded mod you are using (so they also work with it). The drakens work well alongside the amevians as they do good as researchers and crafting, while the amevians can focus on fishing and farming. And they dont hate each other! 😅 If you decide to use this mod I suggest keeping the population a 50/50 split.
- barber shops produce leather when used by amevians. Think it is on the thought space of them shedding their scales and reusing them lol. Tho, it aint a lot. It does not keep up with the demand of using leather for clothes, so dont rely just on a barber for mainline leather production, just as a nice bonus.
- when building crafting areas, fishing zones, etc, keep an eye on the efficiency stat and place enough auxillary spots to get it to 100. Larger zones and more crafting benches require more auxillary spots to get to 100.
- for amevians, dont worry about that starter pack of wheat. They dont need it. Let it rot, or sell it to a neighbor.
- eggs are useless as trade goods, but make your boys happy.
Oh, also, just a little curious about your fishing zone design. Now I have only played less then a week, but am I missing something here?
I’ll do my best to keep those tips in mind as I play! But what do you mean for the fishing zones?
The whole doing a thin line out to the edge of the deep water, where the red fish icons are, then a thin line along the icons. Again, I only just started playing myself, so I just figured any fishing area that borders the deep water just gets a bit of a buff. I do know that the amount of fishermen you can ultimately have working that zone is directly tied to the number of water tiles added to the zone (tip: those little corner tiles along the shore that appear half land half water, count as water!). I was just confused as I am unaware of if the exact tiles that have the fish icons are better or not, and that doing it the way you did when starting out with a small fishing area is viable over just doing a small square near the shore.
I have been maximizing the zones to include as much water from shore to the deep water as I can and have a minimal amount of land allocated to get enough auxiliary spots to get 100 efficiency + some storage.
I just got home from work and will be doing some testing on this. Will get back to you on the results.
Aight, did some testing. The fish icon tiles do give more towards the worker cap (workers benefit production directly.) It takes 64 basic water tiles to get you a single worker, where as it only takes 4-6 fishy tiles to get a worker. Auxillary spots and efficiency benefit production directly. So I can see where doing a single line out to the edge of the deep water and get only the fish spots will get you more on a smaller setup early on, and quicker to get up and running. BUT when you are expanding and getting further along, just maximizing all the water space available will get you the max output to the limits of a fishing area (within a 55 tile width/height, the cap for zone sizes)
Yeah you more or less figured it out, I keep my fish as long lines for the sake of not running out of room to quickly and honestly the fish tiles is what you want ya know?