Dawn of Man Cheat Codes

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Dawn of Man Cheat Codes
Nom du fichier : Dawn of Man Cheat Codes - Auteur : DAV - [PC]

Cheat Codes:
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Submitted by: David K

Beginner's Tips, Tricks and Strategies:
---------------------------------------
Written by Cap'n Saccade

Beta will change, so will this guide. It's currently dealing with how to maximise
efficiency from the AI and workaround the gremlins in early - mid game.

-=A Few Tips on Maximising AI Efficiency=-
* After, eg, a hunt - a colonist will butcher the animal and leave several items
on the ground.
* While they may have space for 3 items, they will pick up only one piece of meat
(if at all - perhaps they will decide to take the next pending task on the other
side of the map).
* Select the colonist and then click the pick up three things, to fill their inventory,
and then click a storage unit (domicile or whatever) to place these things.
* If there is more to carry and you choose a colonist who is not in the area, from
the Activity menu (key 5) - the fact that the game zooms to them means having to
re-locate the items in order to issue the command for them to collect the items
on the floor.
* They will take one, then attempt to return it to storage - so you can interrupt
this action by forcing the colonist to collect the maximum carry of 3 items and
then ensure they take them to a storage with space (it will flash blue. If there's
no space, they'll dump on the floor outside).

-=Workspaces, Tasks, Pending and Priorities=-
* If there is no storage space, filling a colonist's inventory will mean they will
drop the items at the place closer to "home" where they will, eg, grab those 2
sticks needed to finish the storage hut to store all the stuff they dropped - it
will now be closer to storage, rather than half the map away - much quicker.
* When it comes to pending tasks, there doesn't appear to be a way to reorder or
raise pending task's priority or to raise priority on workareas.
* There appears also no way to issue a command to a colonist to quickly go and grab
a few sticks to finish that building (red flashing arrow, have to assign more to
workspace, cancel other tasks).
* Raising the building's priority means only that the colonists are more likely to
choose to contribute to it rather than take on another pending task (seen in tasks
- key 6). They won't do this if they are involve in another task (hunting, gathering,
being mauled by bears, etc...)
* To ensure a task has the highest priority of being "next chosen by anyone who does
anything" - it's possible to cancel all other tasks from this menu.
* A good workload in order to maximise efficiency *autonomously* using the AI's
decision making, without your intervention (except with filling an inventory for
transport efficiency), is to have the workload at: 100+(2*colonists)=114% with 7
colonists.
* This is a manageable workload and will ensure the colonists are always busy but
have time to attend to their needs and retain high morale (and recover from animal
attacks).
* Doing all this appears to be the best way to minimise micromanagement, while
allowing the AI's decision making to perform the tasks in decent order and
efficiency.

-=Grouping, Stockpiles and Wasted Storage Space=-
* If colonists become fragmented - scattered all over the map on errands - and
you'd like them to all work together on something (eg, hunting that mammoth
wandering through town), use the F6 alarms to bring them back to "base" (assuming
you're building domiciles in the same area and not using a spread out, village
system).
* You can double click on an age group and it will select all on the screen - even
those in houses, to whom you can issue commands such as - "go kill that peaceful
mammoth", "gather skulls for more totems", "please go up against that bear alone,
grandad, because we're over-populated", etc...
* Kids are good for transport sprints and gathering workgroups, adults for everything
- use them mostly for manual tasks - and old people for workgroups or crafting.
* Setting the stockpile limits for crafting and building resources a little high,
while ensuring that - with every advance - such things as wooden spears are reduced
from 50% to 0% will ensure that your colonists are always kitted out with the best
gear and there is a store of crafting materials ready to use without having to go
out and collect more - straight to the job at hand.
* Filling your storage with out-dated things such as wooden spears, by leaving it
at 100% for population means you've a bunch of out-dated things sitting in storage
that weren't used. Who needs wooden spears in storage when you're using flint or
steel swords?
* One way to clear accidental out-dated stock is through the trader (or not producing
any new things until all the old ones are used up), although items from previous
eras depreciate a lot in value, so don't expect much for a piece of wood and animal
skins when it's all about leather, rock and heavy metal.
* Make sure you collect everything next to the trader - they'll turn up and dump it
in a massive pile on entity #1 - the fireplace from the start, unless you've removed
it.

-=Urbs and Suburbs=-
I haven't tried farming and building a city or anything, because I'm looking at game
function abd how it operates or might progress, rather than simply playing it.

* While it may make sense to consolidate the tribe, there's something to be said for
making several smaller communities around the map, to reduce travel times and improve
defense and efficiency before resources have dwindled back to using sticks and skins
again.
* This is my mining camp, it has some housing, is outside the walls, and crafter that
only makes warm clothes, picks and swords for defence. Food is kept in the houses.
There's a hearth and a few totems, just to ward off bad guys.
* Down the street (a path cut through the trees), by the lake, there's the food area
that deals with curing fish and meat, The walls start here - anyone stupid enough
to try raiding across the lake ends up feeding the fish. Here are a few more totems,
because some people don't go past here, so it marks the end of the world as they
know it.
* Further inland, there's the storage areas, where the mining guys take the stone as
they pass the food and drink. This is also one of the main crafting areas, and
surrounds a big stone that people think is important.
* That's next to the weaponsmith, that has a storage shed full of protective garments
and rocket launchers. There's a lot of skulls here, to make sure the well is always
polluted and here forms the first of the inner gates.
* Adjacent to both of these, there's the dead centre - the spiritual hub of the urb.
It's a nice centrepiece and people wandering to and from workplaces have to go
through the gate right pass it, so they keep their morale high.
* Then, there's the housing estate. When the alarm is called - everyone books it #
back here and has a massive scrap around the sacrificial stone circle.
* For every few fallen enemies - another skull totem is raised next to a house,
just because we're a violent and brutal society.
* Keeps everyone happy and thirsty for blood and every idler is sent hunting or on
gathering errands.

Because there are no fighting pits for entertainment, yet.



Limiting Production:
--------------------
* Under Manage –> Limits (or Press F4) you can set limits to all resources.
* It goes from 0 to 1,2,3,4,5,10,15,20,25,30,40,50,100 then 25%, 50%, 75%, 100%,
125%, 150%.
* The first row of numbers stand for the exact amount.
* The second is the percentage of people in total. That means,
* If you have 100 settlers, they will accumulate 25, 50, 75, 100, 125, 150 of this
particular item.



Tips & Tricks:
--------------
* Gather berries and fruits during summer and save longer lasting resources such as
cured meat, dry fish and grain for winter.
* Avoid targetinh healthy adult animals when hunting in the early game, as they are
hard to kill and might fight back.
* Use work areas in conjunction with resource limits to automate your settlement as
much as possible.
* Do not expand too fast if you do not have the infrastructure to feed your people.
* Domestic animals need to be fed and given water in winter. Avoid having too many
if you can not maintain them.
* In paleolithic hunter-gatherer socities, conflict was rare as the human populations
were sparse. From the neolithic onward, though, you really need to be prepared for
battle.
* It’s hard to achieve large populations in early eras. Only with farming and other
technologies you will be able to sustain a large settlement.
* Make sure that when winter comes you have plenty of non-perishable, food in storage,
otherwise starvation will be a serious problem.
* Getting someone to go to rivers, lakes, or wells to collect and store water is way
more efficient than having your people go drink away from town everytime.
* Double-right click on the terrain to get a selected human to sprint to the location.
* Pivot the camera around a poiny by pressing both pand and rotate keys at the same
time.
* In standard difficulty, raider technology will match your current era, so be careful
before advancing too quickly.
* In hardcore difficulty, attackers will advance their technology at their own pace,
so you should not take too long to progress through the eras.
* You can tell your people to go rest or shelter by selecting them and clicking on
a structure.
* When people get hurt there is a chance they might catch an infection, which could
be fatal.
* You can give commands to your people by selecting them and right clicking on the
terrain or on an object.
* You can command your people to sprint to a location by selecting them and double
right-clicking on the terrain.
* You can quicksave the game by pressing F9.
* Double click on a plant, being or building to select all nearby entities.
* You can press the return key to move the camera back to town.
* You can hold the H and I keys while dragging the mouse to select people with
hunting or fighting tools only.


Farming Tips & Tricks:
----------------------
* Select a starting map position which offers the broadest, flattest land around
your village centre. The limiting factor for your farm production is usually
availability of flat land.

* If you want to have animals, they will eat a *lot* of straw. Your humans have
no benefit from a diverse diet, and plant diseases are rare, so focus at least
70% of your farms on straw-producing crops. Abundance of straw also seems to
increase animal birth rates.

* With this strategy you will often over-produce straw at the start eras of
farming. Straw doesn’t deteriorate but you might need a lot of haystacks.

* Avoid hitting 40 population until you have good farms setup. You NEED farms.
With that said. you can easily turtle in the first two eras, where raider
attacks are minor and animals plentiful.

* Flax linen is hugely valuable, and with a stick, can be turned into valuable
fishing lines. Build at least two flax fields at the start and later three,
and you will have plenty to trade for.


Knowledge & Technology Tips & Tricks:
-------------------------------------
* The most useful early techs are those that enable better tools, and sledges.
Prioritise these.

* Make sure you look at the milestones for each of the main campaign levels.
They provide a huge amount of knowledge and are not too difficult to achive.

* Before advancing to the 4th age, where Reindeer, Cave Lion, Cave Bear, Wooly
Rhino, Mammoth, Megalocerous, Ancient Bison will go extinct, hunt these
animals to at least the x10 level (Rhinos are usually solitary though, and
hard to get). Getting these early knowledge points makes tech advancements
much easier

* Knowledge is the ultimate finite resource. Trade for techs as much as possible,
even if you have to starve or freeze your humans. ‘Saving’ knowledge points
particularly in the early game makes late game research much easier.

* Usually any building x5 gives a knowledge point. You can build and then
demolish structures to reach this. Also spam spirituality totems to at least
the x5 level.



Fruit and Nut Trees:
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The game features Pear, Cherry and Service (think apple or quince) trees which
all yield fruit in the summer. Fruit spoils quickly but can feed your villagers
when its available allowing them to reserve meat, fish and grain for storage for
winter meals. The game also features Nut trees which last a bit longer than fruits
and bear in the fall.


Oak and Fir Trees:
------------------
Oaks and firs provide tannin (used in curing leather) which can be harvested in the
spring.

Vue : 2328 fois
Mise à jour : 2021.11.13



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