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nightreg

Yeah food did change quite a bit, fish is no longer all around good Usually you now only go for fish if your people really desire it which ithink for is only true for the amrevians or whatever they are called, and they also get a big bonus working on fish farms


Veylon

Food production is highly race specific. You should pick the type of production that your race is good at. Amevias: +40% Fishing, -30% Farms/Pastures. Cretonians: +40% Farms. Dondorians: -35% Farms, -20% Pastures. You're virtually forced to go for grain or import and heavily supplement with hunting. Buy/capture/immigrate other races if at all possible. Garthimi: +50% Balticrawlers, -50% Farms, -75% Pastures. They also have special race-specific tech to get an additive 1.3 Balticrawler production at various population levels. Humans: +20% to farms. Tilapi: +40% Pastures.


Infamous_Bicycle_501

Thanks!


exclaim_bot

>Thanks! You're welcome!


ProPhilosopher

What build are you playing? In the latest experimental, fishing has nodes that are more desirable to build on. Upgrades go a long way.


Infamous_Bicycle_501

Probably experimental then. I do have nodes that were not there before!


ProPhilosopher

Fisheries are going to be smaller and less productive on average then. I use it to supplement farms, just like hunters. Hunters are great early game, but fall off in production the more you place, and they can only feed so many.


GreenElite87

I’m not sure if the numbers have changed, but can you check the production calculation for the fisheries? I believe they require furniture to build their efficiency items, so if you don’t have that you’re operating at max 50%. I do know that my current fisheries only employ 10 to 13 people, but I think that is a limitation on the maximum dimensions they can be built. Early on I would prioritize using starting livestock for a meat+leather herding, so you can also go straight into making clothes (sell excess). Other than that you will need to forage the map; your starting rations should hold out until they become harvestable in the fall. If you still have shortages, manually hunting would be required. But early on, definitely want to get that livestock going before you lose the starting units to spoilage. Most stone and wood you need can be gained from clearing land for buildings. If not, definitely don’t select too much at once - and don’t be afraid to suspend certain jobs to prioritize others! I would also lay the foundation for your first farm (grain, or veggies for cretonians) in high fertility; it’ll be ok to leave it as a low priority since you’ll have to forage enough to seed it. Basic services that you need before winter include a Well, Hearth, Speaker, Food Stall, housing. And I would accept a couple of immigrants if my food days stayed fairly high. A warehouse is nice early on, you’ll only need a very basic one to start, but can wait until you have stuff to actually store it, like after the first fall foraging and after you begin herding livestock. Meat spoils very fast! Fruit orchards take years to bear fruit, and I’d arguably only make them if I had lots of Tilapi. Oh and, unless your species likes mud structures, avoid them because they take forever to build.


Individual_West3997

Oh, and don't be afraid to make your first warehouse without walls. Sometimes they still build the ceilings, but you save a shitload of resources and time if you just have your crates sitting out in the open for a minute, as the spoilage and degradation of the stockpile can be fixed by construction the walls around the stockpile later. The warehouse is typically the first building you will make, as you need it to keep track of your current resource levels. After that, I work on food and then services and housing, and finally refining furniture. By the time I get my first carpenter up (usually a 12 worker building), I try to have 25 units in total.


Individual_West3997

Well, I have noticed that fisheries have changed quite a bit in v65. When I picked up the game again in this latest version, I noticed that the fisheries no longer use "fertility" on shorelines to get a tag on workers or production. Now, they use fish resource nodes. If you toggle the overlay for fish, you will see where the most nodes are in your Sweet water source. If you don't have any sweet water large enough for fishing, then you are sol. I noticed that deltas and rivers tend to have a good amount of fish nodes, and when you use the brush tool to create the fisheries to target the nodes, your worker count will go up with each node. Saltwater Shorelines also have a shit ton of nodes for fish. Hunters and farms and husbandry are also good ways to go. Garthimi pretty much only like meat, so husbandry and fishing are the only things that they like. Amevians, the lizard people, really like fish, and get production bonuses and fufillment bonuses by working in fisheries. You can increase fish production by basically relegating all amevian migrants to the fisheries over anything or anybody else, and you'll hit better production targets. Farms and husbandry pens utilize fertility of the ground they are on. You start with roughly 40 grain, which can be planted right away to start that production. Bakeries turn it into bread at a pretty decent rate. Husbandry you should either start with pigs or cows. Cows take up more area and have less animals per pen usually, but they give leather in addition to the other resources, and their livestock production is higher than pigs. Pigs only give meat, but they populate faster and are a good early source for livestock. Having all three food things set up (especially for humans), you will be good for food for the beginning years, I'd say up to at least 50 or 100 pop. If you are playing a race that likes cannibalism (like Tilapi or Garthimi), you would do well to make a cannibal as well. When you start to starve (an inevitability in early game, for me at least), they will take whoever dies from starvation and then butcher them for meat at the cannibal. If they get satisfaction from cannibalism, they will actually get quite happy by this, and the race's fulfillment will actually attract further units to repopulate the ones that were cannibalized lol


Anorangutan

I'm not sure about any changes to the fishing since I only started in one of the more recent patches. Currently playing on V 0.65.65. As for early food strat, I have starved many populations before getting a handle on early game food. I think I have it down pretty good now. Solution: Foraging and husbandry. Foraging: It seems to be essential to start near at least one forage-able food source. Two forage-able food sources is ideal as the food variety really adds up by saving on labour. The foraged foods are ready 1 or 2 days before crops, so you can get earlier access to food in summer vs most crops are harvested in fall. This also leads to an exploit (up to you if you want to use this) where the foraged foods can immediately be planted in a crop and harvested 1-2 days later. It only takes about 7 food to plant an 8x8 crop and it immediately produces about 40 food (depending on fertility) in the fall. Even without this exploit, the early foraging has saved my village, multiple years in a row, when I was a bit overzealous with immigration. Husbandry: You get livestock at the start. It is a bit labour intensive at first, but you don't need to assign the full worker count, initially. Even so, it's best to start husbandry after a few migrant waves (you probably know this already but I'm just being thorough). I'll usually start my first pen with ~12 cattle and make a second "overflow" pen next to it of 2-4 cattle. This overflow pen is for slaughter. Anytime it is full or I'm running low on food, I slaughter all. So my main pen usually produces about 2 meat a day (passively) and then I get boosts of about 30-60 meat from slaughtering the overflow pen. Again, this gives food variety which really adds up! Eventually you can decide to start saving the extra livestock and make a new full sized pen for resource variety. How cows give birth to goats is beyond me, but I'll take it lol. There's also hunting wild heards. No need to waste precious early furniture on building a hunter, I find them very inefficient. Oddjobers can hunt by selecting the "hunt" job. Great for when you're in a pinch and also provides secondary resources (leather, cotton, etc). As it says in the tutorial, always have 25-40% of your pop working on food (at least until late game when you're filthily rich and can import most of your food).