CITADEL UPGRADE GUIDE - Against The Storm Best Upgrades Tips

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Ic0n Gaming

Ic0n Gaming

Күн бұрын

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This is a Tips & Tricks Compilation for Against The Storm. It features various Gameplay and mechanical advices, helping Beginners and Veterans.
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Пікірлер: 24
@MsOkayAwesome
@MsOkayAwesome 8 ай бұрын
So helpful. Thanks for making these! I never considered that unlocking racial houses like that removes them from the blueprint pool 🤯 That completely changes the value of those options
@joedavison2675
@joedavison2675 9 ай бұрын
Thanks for doing these. Extremely helpful to get a good baseline going to help enjoy the game.
@XtReMz98
@XtReMz98 8 ай бұрын
I’m fresh off 2 wins on viceroy on my 2nd storm cycle. This video really helps me cement the next upgrades I’ll get (the race specific houses). I can see the race ‘powers’ being super useful indeed, as my first settlement was really rough having no fertile soil in over 6 dangerous glades opening and a final pop of 60!! Thank god for the traders and cornerstone that gave me trickle food per minute!
@Thordelan
@Thordelan 9 ай бұрын
just started this game on gamepass (I'm level 7) and felt in love with it and this is exactly what I was looking for, thank you ! Also I really like your videos, beside being helpful, they are also easy to understand for non English speakers like me, the way you talk, the pace, etc, that's perfect for me :)
@Vendetta1337x
@Vendetta1337x 9 ай бұрын
Let's go! I asked for this yesterday and you delivered! Thanks so much!
@tom7245
@tom7245 6 ай бұрын
Two questions please - 1 - What is an "Essential Blueprint"? Are they buildings that are now always available from the start of the next run or newly added blueprints that come up at random as usual? 2 - Do these upgrade trees need to be totally completed to get the benefits / bonuses or do you get each benefit as soon you unlock each upgrade? I ask this because the (top description) "base stat" doesn't change no matter how far up the tree you go. So does the whole tree need to be completed before you receive the buff? Thanks.
@peterhacke6317
@peterhacke6317 5 ай бұрын
essential bps are unlocked permanently and do not come up any more in the selection. half of those upgrades power is not in the bp itself, but the fact that you can roll and unlock another bp, where you would have previously rolled this one. the base stat is a stacking bonus. so if you got 3 upgrades with 1% duplication chance you will have a total of 3% to get double items from production. no need to max out trees.
@anotherfacelessuser
@anotherfacelessuser 9 ай бұрын
Here's a thing that's been a little perplexing for me: production caps. E.g. I don't want *all* of my grass turned into cloth, so I set a cap of 8. But then, once I reach that cap, my workers start idling. Or maybe I set a cap of 15 crop packs for an order, fulfill it, and then forget to turn off the cap, wasting food on packs I'm not going to use for two years. What's the preferred course of action here? Do you deactivate the building? You get your workers back doing something, but later you might spend that buffer of cloth on something and, having forgotten to staff the Weaver, end up without cloth, which can become a bottleneck for an order or a glade event. Do you keep them idle in the building? That keeps you from the tedious micromanagement of staffing and re-staffing workshops, but doesn't that take a toll on available workforce? Would love to hear your experience with managing production caps.
@GhostStyle007
@GhostStyle007 9 ай бұрын
I disable a building when I dont need it anymore and send my guys elsewhere (you get a notif when you guys are idleing so just stay aware on those notifications). A good tip before disabling a building is to first "uncheck" all materials, and give the workers time to finish their current work+transport it to a warhouse and then when they finally idle, disable it. Otherways you will lose everything getting stored/produced in that building immediatly after disabling it. Also for everything you have exceeding, trading will always be your best friend, especially "packs" they are a good deal.
@timmietimmins3780
@timmietimmins3780 8 ай бұрын
Pay attention to production cycle timings and then enable or disable building slots. For example, I estimate you get about a rock every 6 or so seconds from a stone camp worker slot (you get one every 4, but they have to drop it off at the camp and go back to the patch, and then you have to haul them to a warehouse). Most brick recipes only use about 1 stone per 10 seconds per worker slot. Similarly, the kiln needs to produce 1 coal every 42 seconds to fuel a hearth. you make 5 coal per minute per worker. So... don't use all your building slots. Figure out how much you need, and then scale your production to roughly match this. Then funnel all your excess worker time into upgrading hearths, exploration, expansion, and things you can't do later, like woodcutting (due to hostility). I will typically surge production as soon as a new resource comes online, particularly complex food, and then as the workers finish a production cycle, I pull them off and start focusing them onto long term value generation: exploration, stockpiling luxuries, This also prevents you from wasting a ton of worker time doing something very inefficiently that you will get perks or better buildings to do much better later.
@siabatislaong
@siabatislaong 8 ай бұрын
Agree with the replies so far. A couple of things to add. (1) Turn off all the ingredients that you do not need on a production building. This will help keep the resources from dwindling unnecessarily. (2) Another thing to keep in mind is to try to think of your endgame as early as you can. This can be from fulfilling species-specific food or service needs to fulfilling trade requirements to fulfilling orders. Thinking the endgame early will help build the supply chains more sustainably. Couple this with consumption control and you've got a momentum. I purposely turn off consumption of services or even the processed foods right when I decide to build and start to create them. This lets you build a surplus before releasing it to our amazing explorers at the small expense of some early dissatisfaction. Happy exploring!
@christianflanery8839
@christianflanery8839 7 ай бұрын
Do you use haulers regularly? I feel they minimally increase productivity since workers leave to take breaks anyways and they make bad triaging decisions for where to haul from.
@NorrisLeChuck
@NorrisLeChuck 8 ай бұрын
Very useful as always
@sundays9143
@sundays9143 7 ай бұрын
love your guides, i just got into the game and am addicted, its great! just a question, i feel silly asking, but some really good stuff is on the minus queen's impatience unlock line, i really dont like the thought of timed orders, is there any way around this?
@esb422
@esb422 7 ай бұрын
If it helps any, Timed Orders don't replace regular orders; they're just a new, potential option. You still get your two (by default) standard order options, but sometimes you now get an additional option that is a timed order.
@cristianyh7963
@cristianyh7963 7 ай бұрын
Well the good thing here is that you will eventually get all the upgrades, right? or there is a limit in the number of upgrade that you can buy?
@Ic0nGaming
@Ic0nGaming 7 ай бұрын
Yes, eventually you'll have the entire tree unlocked.
@cristianyh7963
@cristianyh7963 7 ай бұрын
@@Ic0nGaming I really love this game but somethings I am getting lost, thanks for your videos, the ingame tutorial is not enough. I think that the main problem is that the game doesnt have a proper "campaing" like Starcraft 2 where you learn the mechanics of the game while progressing.
@riadiadipurwanto2020
@riadiadipurwanto2020 9 ай бұрын
Would appreciate a guide on building ratio
@Ic0nGaming
@Ic0nGaming 9 ай бұрын
Would you mind explaining a bit more detailed what you mean with building ratio? I'd love to help out, I'm just not sure if I get the whole scope of your question right =)
@riadiadipurwanto2020
@riadiadipurwanto2020 9 ай бұрын
The effective building amounts to collect resources (say, you need 2 small farms to effectively utilize the average field) and the ideal amount of manufacturing building to process those. There's also pipes and when's the best time to use it.
@Bla_Razor
@Bla_Razor 9 ай бұрын
@@riadiadipurwanto2020 usually I'm pretty obsessed with ratios and maximising effectiveness of buildings in games and play most city-builders/tycoon games with dedicated spreadsheets. However in my 160+ hours of Against the Storm I've never felt like the spreadsheet approach would work - there are just too many variables. To use your small farm example - say the average fertile patch is 12 fields and can be worked with 1 small farm with 2 workers to 100% base efficiency. This would yield 72 grain/year, which you can turn into an average of 140-150 Ale/year. This is just a simplified example of a production chain, but I don't think you need that type of information for this game. Instead with the same small farm you get faced with a plethora of questions that impact the production/value chain: Which races do I have, i.e. do I have humans for farming? What perks/cornerstones do I have? (something to boost farming speed/season length) What buildings do I have? (what can I even do with the grain?) Can you keep the whole chain running, i.e. do you have all the other needed resources/buildings to make it to the final product? How do I get the most value out of the grain, i.e. how much to go into flour/ale/meat? How many villagers you have to "feed" with that production chain? (do you want them all consuming the end product?) Absolutely love how this game manages to keep you on your toes and makes you about each of those little decisions instead of letting you develop habits and comfort builds. With playing time and experience you just get a feel for what's the most efficient thing to do in the current situation...
@timmietimmins3780
@timmietimmins3780 8 ай бұрын
@@riadiadipurwanto2020 This would be very difficult as you can and probably should increase key building production by 50%, but also, every neighborhood you get (I rush these) increases your secondary building production speed, but does not seem to speed farms (not sure about gathering), and there are also cornerstones and biomes that have major effects on this. You really just want to pay attention to the production times and quantities. You can also go into your warehouse and click on items, and this "tracks" them, which means you can have a separate resource tab at the top of the screen for "tracked" resources. I typically do this for resources that tend to get out of control, particularly wood, as it is very easy to start out using wood for something While you have 9 wood cutters and nothing else to do with your villagers, and then forget you are using wood and all of a sudden you can't make coal because your villagers turned it all into scrolls you don't need or burning fire or something. Track wood, and you can notice when all of a sudden you drop from 500 to 300 in a couple seasons.
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