![]() It takes one quadrum after a tree is cut down for it to cease effecting the mood counter. If you then proceed to cut down two on day two, then you have seven trees cut down in memory and the first five will be subtracted or forgotten one day before the later two. So if you cut down five trees on day one, then those five stay in memory until fifteen days later. The way it works is that every time you cut down a tree the game adds to the total you have cut down and keeps that one in memory for fifteen days. You can uproot and replant trees to move them, but this is slower than just cutting them down and you don't get wood, so it makes building harder. At the very beginning, this is somewhat less of an issue, however the penalty can rack up to a high number and it has a unique and slow decay. With tree connection, you have to limit how many trees you cut down greatly or else a mood debuff begins rising, and it caps at a high level. ![]() A temperate forest is easier to deal with. Tree Connection on a swamp biome or Tropical Forest can present significant difficulty. The higher dieases in those biomes are a problem with Tree Connection and you can't benefit from the immense wood harvesting potential that would otherwise be a boon. Ironically, you should be wary of biomes with very intense amounts of trees because this makes it very hard to actually build a base or farm. I think that Tree Connection makes the game more difficult. Tree connection is certainly a high impact meme and, if you rely on dryads as intended, it is one of the more divergent from classic play. It definitely is quite different from my usual play style. I am running a Tree Connection colony right now.
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