The same is true for grain: My villagers were neglecting other tasks to sow and reap barley. They’re unlimited by default but I quickly put that right, prompting my citizens to… erm… send the extra goats to another farm far, far away. What I hadn’t realised is that in the intimidating ‘limits’ panel you can set the maximum number of each animal type, just like any other resource. Plus, my citizens were overworked from having to milk them so often. My four goats soon became 14, and I was running out of both stable space and straw for them to eat. You can domesticate donkeys, cattle, goats, boars, horses, dogs and sheep-but they all breed like rabbits. In the third and fourth ages (out of six) you tame animals to produce wool, milk, meat and hide. It’s not always perfect, but you can normally figure out how to fix it by digging into the menus. If that doesn’t seem like your speed, then there’s a hardcore mode with more aggressive enemies, as well as tougher maps with less resources. I’ve been playing while listening to podcasts and cooking, keeping an ear out for the ‘thunk’ of the notification bar telling me I have business to take care of. As someone who hates micromanagement in city builders, it’s a dream. ![]() I set wool outfit production to 100%, and dropped skin outfits to 25%, just to keep some spare.Īs Chris noted, you can afford to play on 8x speed most of the time, admiring the scenery and watching the cute animations until you’re told something needs your attention. It’s easy to switch over production when you find a better version of an item: when I discovered wool outfits, I figured I didn’t need as many tops made of animal skin, which had been keeping everyone warm for past winters. In that case, you just set up another one with two clicks. You’re alerted whenever you need to act, such as when a work area runs out of resources. ![]() I kept being surprised by how efficient my villagers were, and mere minutes after I opened my first copper mine I already had a stack of copper axes in my storage hut.Īs someone who hates micromanagement in city builders, it’s a dream. With the resource management and crafting taken care of, you can sit back and wait for the strategic decisions about the next step on your tech tree, or how you want to lay out your growing settlement. When a spear broke, someone immediately headed to the crafting tent to replace it.įor a game about harsh winters, fending off raiders and hunting giant mammoths, this automation makes Dawn of Man feel unexpectedly and wonderfully relaxing. ![]() ![]() I set it up so that 75% of my town would always have spears for when raiders attacked, while 50% had bows to fire from watchtowers. Handily, the ceiling is based on the percentage of your population, rather than a raw number, which means you don’t need to touch it as your town grows. But if you right click, you’ll set it to continuously produce up to a chosen limit. You can click on an item in the crafting menu-an axe, say-to build one. Townsfolk automatically funnel resources to the right place, dropping their bundles into storage, to your crafter or to a construction area for a new building.Ĭrafting is similarly hands-off. The AI seems smart about how many people it sends-it won’t trigger a whole group to chop down trees when you dip to 14 logs, for example. In the early game you’re building lots of drying racks out of sticks, so you’ll want to set the limit for sticks quite high to ensure a steady supply. Adjusting these numbers lets you prioritise what to collect.
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