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Place for camp

Posted:
Sat Nov 07, 2015 10:19 am
by Agalloch
http://game.salemthegame.com/mt/ss/1c35 ... 0662a5b0e0Is this a good place to live? Can someone tell me what kind of things does a good place have? Should I settle here or find another one?
Re: Place for camp

Posted:
Sat Nov 07, 2015 10:32 am
by Thor
When looking for a suitable place to establish a settlement I'd take in account at least these things:
- Ore node (!)
- How flat the area is
- Are there other settlements nearby?
- Water source. Being close to a lake is really nice thing. River works too but people looking to raid you can paddle canoes quickly via rivers + walling it is harder. One other option is a well node.
- Biome. Forest biomes work well when hunting animals, especially bears that are tad rare anyways. On the other hand desert biome has snakes and rarefied thornbush flowers.
Hmm.. Those are some things that I can remember.
Re: Place for camp

Posted:
Sat Nov 07, 2015 10:37 am
by Lusewing
Take down the picture, with the swamp and lime pit people could try and find your location and then it would certianly not be a good place to live.
That said, the ground is mostly flat, the few cliffs there are look removeable/digable and having that nice sized limepit will help your mining. The marshland is fantastic for beavers as well as for many early food foragables, the same gose for the swamp which will keep you stocked on salt and lavender blewets while the coniferus forest will give you easy access to the other wild animals as well as lots of wood and pinecones.
Re: Place for camp

Posted:
Sat Nov 07, 2015 10:40 am
by Thor
Also limepits may draw attention to your camp so one option would be to port lime via Boston from another location.
Re: Place for camp

Posted:
Sat Nov 07, 2015 11:47 am
by ToorimaKun
trying to build near or around a lime/clay pit can really hinder you when you try to expand your village.... pretty much any where is good... access to water will make your life easier as you wont have to port it... but you get get water from a well pretty much any where on the map.
having your mine on the edge of your claim is good as you don't have to leave your claim to get to it.
Re: Place for camp

Posted:
Sat Nov 07, 2015 1:06 pm
by Nsuidara
mining - sniffing - need water (Swamp not work)
farming ? no need water yet
gardering - need water
hunting - need forest

Re: Place for camp

Posted:
Sat Nov 07, 2015 3:38 pm
by Frotted
1. Darkness... if you aren't in it... or almost in it... you are about to be raided. Doesn't matter than nobody has bugged you- they are just letting you fatten up. Grind yourself up with humors, experience, and knowledge that you can survive rats/disease... and make your home in the Twilight area. Period. If you aren't in Twilight... somebody will own you in 30 days. Just the way it is.
2. try to avoid the land features... that pic... ugh... unless you intend to leave your Mine totally unprotected...find another spot. Game mechanics... some features can be leveled, but most can't... and you can't build walls on unlevel terrain usually. Besides... mine purity is determined inside the Mine (distance from entrance/level).
3. Use the level feature... the more you have to dig to level your claim (and build walls)... the bigger your ""foot print"" will be on the mini-map... that is the unwanted sign saying 'HERE I AM'... to all and sundry... avoid building right next to water unless you have lots of friends. Water is important... but you can build 'just off' water (a big mini map away)... and get along just fine. Easy short cut today... dead tomorrow... remember it.
4. Go looking for other claims... how do you know someone is there? Marks on mini-map? Lots of tree stumps? Keep all that in mind when you build your base... chances are folks are doing the same for you...and you want to stay outside the public eye as long as possible.
5. Game trails are nice... but can also be a curse if you don't have defenses... Bears are great when you are in the 200's...they suck at 50! Time to develop an alt. Keep in mind that game trails are like waterways...its where everyone goes to find game. Living on one... you are more likely to be discovered.
6. Learn to use the Salem map tool... seriously. It will make/break your game forever. Can you travel 6-12 hours in any direction, build 4 lean too's transfering goods back to an alt at your base...and still find your way home without party/homefinder pointer?
If you can't... you are *****. Learn it, use it, maintain it... your options expand exponentially. This is not in any way related to the 'mapping' skill in game...
Other poster mentioned dropping pic because folks could figure out where you were... using some variation of the Salem map tool is how they'd do it.
Re: Place for camp

Posted:
Sat Nov 07, 2015 3:51 pm
by Lusewing
You do not need to be in the darkness to remain safe, you just need to make sure you are a good distence away from Providence or outposts. Defences keep you safe - not dodging rats every 5 min.
Re: Place for camp

Posted:
Sat Nov 07, 2015 3:54 pm
by Frotted
Lusewing wrote:You do not need to be in the darkness to remain safe, you just need to make sure you are a good distence away from Providence or outposts. Defences keep you safe - not dodging rats every 5 min.
Equip Stomp in your action bar.. rats or rabbits... dead either way. If you can't kill them with a single stomp... then you aren't developed enough
Re: Place for camp

Posted:
Sat Nov 07, 2015 3:54 pm
by Thor
Lusewing wrote:Defences keep you safe - not dodging rats every 5 min.
+1
Although one can always pave.