Learned the hard way that a little bit of bad luck can ruin a settlement with famine in the begging of a run when none of the offered blueprints are camps or farms. Even with the herbalist camp as an embark bonus I ran out berries before I could get another blueprint. Even making the small farm an essential building unlock would be reasonable because of it's low output of edible food. Plus this would bring more balance to the blueprint pool for working on complex production and service buildings later on the same way the species' houses upgrade made the blueprint pool healthy for a while.
Activity Newest / Oldest
Status changed to: Done
We changed the way camps work in a recent update (eremitegames.com/camps-update-1/) by introducing so called Small Camps. They can only collect small nodes, and are a bit slower than normal camps, they are essential, so you should be able to get more out of small glades.
Welcome to roguelikes I guess? You don't get everything and sometimes you lose and sometimes it's not fair.