It's actually this aspect of Castaways that is so unique in it's design and
for me makes it far more addictive than any other stratogy game we've had
thus far.
I've never seen the point of all those stratogy games I've found online like
1000 Ad etc where you basically just have lots of production factors you set
going and leave, or resources you put into one project and walk away from.
What I love about castaways is the need to continually refign what you do
and make changes according to both what your trying to accomplish and any
disasters that occur, it's again as I've said before the hole idea of
reaction and judgement in gameplay as opposed to just static shuffling.
Beware the grue!
Dark.
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, August 22, 2015 8:14 AM
Subject: Re: [Audyssey] Help needed with Castaways
Hi,
I totally agree with what Dark is saying here. A lot of problems with
Castaways can be solved by not being too static. As he says a lot of
times you don't need a doctor so rather than have him or her standing
around get the doctor out to do food deliveries, go hunting, chop
lumber, or something else useful. Thinking that this person only has
one job can get your entire settlement killed because you aren't
making use of all of your human resources. A lot of what makes you an
effective Castaways player is being able to assign and reassign people
to different tasks as needed rather than just giving each person a
task and letting them stand around waiting for work.
Cheers!
On 8/22/15, dark <d...@xgam.org> wrote:
Hi Lori.
On the first couple of maps, goblins will always come from the top and
sides, so it's better to place your buildings at the middle bottom and if
you want to use towers, put them towards the edges, walls aren't needed
just
for goblins they come into play later on.
To be honest though if your stratogy of making soldiers and knights is
good
enough you shouldn't need towers.
Myself, the stratogy I always play to is to start with a view to creating
knights. So I first build the tavern and storehouse next to each other,
the
lumber yard on the closest bit of forest and the stone quarry on the
nearest
bit of stone.
I usually begin with meat and vegitable production and houses, and don't
worry about bread until I've got more population, and because mining
takes
time I build the mine and smithy early so that I can start making
knights.
the important thing with castaways however I've found is not to be
static.
You want to build a building? wEll reassign all your people (bar the
cook),
to builder. You only need a doctor when someone is actually injured, and
sinse the doctor's secondary job of tailer isn't useful until you have
yarn
to weave into cloth, there is no point having her/him stand around idle.
You don't need a miner metalergist and a smith, just two out of three
usually will do sinse the smith can smelt and the metaligerist can mine.
Unless you need wood in a hurry, a carpenter can moonlight as a
lumberjack.
This is one reason I love castaways, it's all about changing your
stratogy
and assignments according to what your doing, and if you can do this to
maximize your population you can hae more than enough soldiers and
knights
to keep the goblins in check, so long as your not building really close
to
the edge of the map.
hth.
dark.
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