Odd Realm

Odd Realm

32 ratings
Odd Realm - Beginner Guide
By IronSquid501
Odd Realm is a complex colony builder with far more depth than meets the eye. In this guide, we'll be learning how to get started with the game, and start up our first settlement.
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Welcome to Odd Realm! In this guide, you will learn how to construct a settlement and rule your Kingdom in the Realm of Odd, and how to protect and care for your citizens, colloquially known as Odds.

If you have a high resolution monitor, I would highly recommend increasing the UI Scale in Odd Realm's settings - UI Scale 3 or 4 may be necessary for 4k monitors.

When you're ready, click New Game to start your first settlement.
New Game


Upon clicking the New Game button, you will be met with a series of options. Starting from the top right:
  • The Realm Name, the name of your world and save game.
  • Your Kingdom Name, the name of your personal faction within the game.
  • The World Seed, the code used to generate the terrain of your world.
  • Settlement Size, the height and width of the tile you settle on.
  • World Size, the height and width of your world map.
  • Starting Kingdom Count, the number of Kingdoms that will spawn in your world.
  • Your Faction, the race you will be starting as in the game, and under your chosen Faction:
  • The Loadout, preset selections of Entities and Items that will define your game start.
  • Entities, the people and creatures you will take into the game.
  • Items, a list of every item you can take into the game to tailor your Loadout.
  • An Information Panel on the left, giving you an overview and description of your chosen game start.

There are currently four Factions to choose from, each with their own highly unique playstyle. They are, in order:
  • Ancients - Immortal summoners who use their mastery over magic to build their kingdoms. They never breed, never eat, and never age.
  • Ardyn - Aggressive, parasitic people who wield power over time, and can use this power to extend their otherwise short lives by leeching life from others.
  • Gwdir - Fae-like beings who live in a hive society with their symbiotic T'Thdir trees. They live extremely long lives, and can grow most of what they need.
  • Humans - A familiar race if you've ever played a colony sim. They form strong family bonds and are extremely resourceful, having boosted skills.

In this guide, I would suggest starting with the default Human loadout, "Pioneers." As you learn the game, however, you may decide to start with different loadouts and factions, or even tailor your own loadout for a unique game start.

Once you have chosen your loadout, click Begin at the bottom-right of the screen, and you will be taken to the Overworld Map.



Overworld Map

Here you will find the Map itself, taking up most of the centre of your screen. You can move this map around with the W A S D keys or by clicking & dragging with the Middle Mouse Button, and you can zoom in & out with Ctrl + Scroll Wheel, or alternatively, Ctrl + Q & Ctrl + E. Finally, and perhaps most importantly, you can select individual Tiles with the Left Mouse Button. This is how you will choose your start location. If at any time you wish to leave this screen, you may enter the Main Menu with Escape and select Quit To Main Menu.

On the Bottom Right of the screen there are a series of buttons, two of which are important for starting a new game.

Generate New Realm [F10] allows you to re-roll the Seed of your world.


Start Kingdom [Enter] will accept your chosen Tile and start your game.



On the Top Right of your screen, you'll find the Minimap, which will show you the layout of your currently selected tile. Using this, you can decide which tile will be suitable to settle on. Each tile is assigned a Biome and Terrain. These include:

Biomes
Taiga
A temperate environment, with ample resources, warm summers, and cold winters.
Voidlands
An alien badlands environment, similar to Taiga but with strange Void lifeforms and terrain.
Tropical
A series of warm, humid islands & atolls harbouring plenty of water and plant life.
Tundra
Icy plains and snowy forests that maintain a frozen temperature for most of the year.
Desert
Hot, inhospitable landscapes with very little available resources on the surface.
Ocean
Deep ocean water, punctuated by occasional islands and filled with fish.

Terrain
Plains
A flat area with few defining features.
Forested
Similar to Plains, but filled with many trees.
Hills
A series of raised areas on an otherwise flat landscape.
Mountainous
Tall mountain ranges, often bringing deep resources closer to the surface.
River
A running body of water bisecting the tile.

Finally, at the Bottom Left of the screen, you will find an information panel about your selected tile, including information about local Plants, Animals, and Fish. You can find both the species present in the region, as well as their commonality, on this panel.

Scattered around the map are a number of Kingdoms, each of a different race, which may start either neutral or hostile to your faction. Within these Kingdoms are individual Settlements, with their own structures and populations. Settling within 20 Tiles of these Settlements will allow them to send Traders to you later on; The more settlements within 20 tiles of your home, the greater the variety of traders. Ensure you have at least one friendly kingdom nearby if you wish to make use of the Trade feature.

Note that if you decide to settle within a kingdom's borders, that Kingdom will declare war on you. Kingdom borders should show up on the overworld map by default when starting a new game.

For your first game, I would recommend settling on a Taiga biome, as they generally have the most resources and are safer than others. Once you have found a location you would like to settle on, select Start Kingdom [Enter], click Accept, and begin your game.





Once you have accepted a location, you will be brought into your local Settlement Map. The UI layout should remain similar to the Overworld Map, but with new buttons. You can navigate this map with the same keys as before, but scrolling the Scroll Wheel or pressing Q & E will allow you to cycle up and down through the map's vertical layers, allowing you to see above structures and underground.

From here, you will need to choose a location to start your settlement. Simply click anywhere you would like to begin, then click Accept.



Once you have accepted your starting point, the game will unpause and you can now play normally. I would recommend you Pause [Space] the game again before continuing, so as to get your bearings.
Game UI & Hotkeys
Note: Hotkeys for important UI elements will be Underlined throughout this guide. If you wish to jump straight into playing, skip to the Research section of the guide. Please refer back to this section if you are struggling with an instruction or hotkey.

When starting your first game, it is easy to be overwhelmed by the UI options available to you. In this section, you'll learn what these buttons do, and the Hotkeys assigned to each one. I will be walking you through the UI from right to left, bottom to top, as the more important UI elements tend to be towards the bottom-right.

Right UI

Building [B] - Construct Blocks, Platforms, and Props.


Jobs [J] - Designate tasks for your Odds to complete.


Rooms [R] - Designate Room locations.



Item Claiming - Claim Items as belonging to your settlement.



Lock Door [L] - Deny access to Doors and Hatches.



Rotate Props [Y] - Visually rotate a designated Prop, LMB for clockwise and RMB for counter-clockwise.


Select Block [Alt] - Select a Block, Prop, or Item on the current layer.

Add Selection to Control Group [Alt] - Add an entity or location to your chosen Control Group.


Overwrite Control Group [Ctrl] - Create or overwrite a control group with your selection.

When you have an Entity selected, you can create a Control Group with them by pressing Ctrl + 1-9, or add them to an existing Control Group with Alt + 1-9.

Toggle Floating Labels [Shift] - Show labels, such as entity names, on screen.

Toggle All Overlays [Alt] - Show all overlays, such as rooms, on screen.

Toggle Single Layer Visibility [Alt] - Grey out vertical layers below your current layer.

Search [Shift] - Search for keywords in the current menu.

Left UI

Inventory [I] - List of all items on the settlement map.


Room Production

[/u][/b] - Assign tasks and queue orders from rooms.


Settler Overview [O] - List all Entities on the map, and change Permissions and Defaults for them.



Uniforms [U] - Equip Uniform presets for your Professions.



Overworld Map [M] - Access the world map for travel.



Notifications [N] - List of all recently logged Notifications.



Tracking Control Groups [G] - List & alter Control Groups.



Main Menu [Escape] - Access Settings, and Save, Load, and Quit the game.

Research [H] - Access the Research Panel to unlock new Rooms and Buildings.

Decrease Time Scale [-] - Slow down the game's speed.

Play/Stop [Space] - Play or Pause the game.


Increase Timescale [+] - Increase the game's speed.


You may also use F1-F4 to manually select a Timescale.

Research
Once you have chosen a location for your settlement and paused the game, the first thing we need to do is select our Research. Research takes time to complete, and you will only gain progress as long as you have a research option selected.

Entering the Research Panel, this is what you should see:



This is where all of the currently available research options will be shown. You can Scroll down the panel to find new options, and you should already have at least one technology completed in each section, and more options will become available as you work your way through each tree.

When settling in a Taiga biome, I would suggest researching Wood-Work first, as wood will be readily available to you. To choose a research option, select it on the research panel, then click Start on the bottom right of the panel.

Once you're done with this, you may press Escape to leave the panel.
Rooms
Next, you will want to place your first Rooms. These will be necessary to make use of any Stations and Furniture you place down. Rooms do not need to be indoors, and room tiles do not need to be adjacent to each other for it to be functional.

At this stage of the game, you will only have a few rooms available; you will unlock more as you complete research. There are a number of rooms unlocked at the beginning that will be important in the early-game:

  • Farms, where you can grow Crops for resources or food.
  • Homes, which are necessary to allow your Odds to Sleep.
  • Kitchens, a place for your Odds to cook meals.
  • Stockpiles, where your settlement will store items.
  • Wellhouses, where your Odds can gather water for jobs.
  • Workshops, where basic items can be crafted.

For now, we will want to set up some Human Homes. You can create a new room by clicking on the green + sign next to the room in the Room Panel.

Once created, you can designate the room by clicking and dragging on the ground. Assuming you started with the Human Pioneers loadout, you will want to create four Homes in the Room Panel - one for each Family. You will also want to designate a large Farm to grow crops, a small Wellhouse to gather water, a Kitchen to cook basic meals, a Workshop for early game crafting, and a large Stockpile for storing goods.

When you have a room selected, you will see an information panel on the bottom left of the screen. At the top of this panel is the room's Name, which can be changed with the pencil symbol to the right, followed by its Occupants, and a list of Jobs. Jobs include anything that can be done in a room; some jobs, like sleeping, will be automatically queued by the room's occupants when necessary, and others, like crafting, will need to be manually queued by pressing the + symbol next to it.

Building
If you hover over the jobs in your room's information panel, you will see that each job requires furniture, so our next step will be to construct some Stations for our rooms. Stations are objects that can be used by your Odds, such as Workbenches, Wells, and Anvils.

Remember, if you're unsure what stations to build, you can select your room and hover over these jobs to find out what you need.


First, we should Build some beds for our homes. The first bed available will be the Fiber Mat Bed; when playing Humans, you will want to build 3 of these in each home, as your Odds will inevitably breed, filling up the third bed. If you can't remember where your rooms are, holding Alt will toggle all overlays on, allowing you to see your rooms.

Next, a Wood Well should be placed in your Wellhouse, as this will be necessary to water crops in your farm. To roast your crops once they're harvested, you will want to build a Fire Pit in your Kitchen, and to store items, you can build either Rope Baskets or Clay Pots in a Stockpile. Storage items like these will allow you to stack more resources into a smaller space.

Finally, a Wood Workbench and Fire Pit will be necessary to use all of the currently available functions in your Workshop. As rooms cannot overlap, you will need to build two separate Fire Pits: one for the kitchen, and one for the workshop.

If done correctly, your rooms should now look something like this:



You can leave as little, or as much space between rooms and furniture as you like. If you would like to expand your rooms later, or surround them with walls and roofing, it is a good idea to leave at least a few tiles between them. As your settlement's population grows and you discover new resources and technology, you will want to continuously create more rooms and construct more stations to keep ahead of demand.
Jobs
While your loadout provides you with a few starting resources, it is likely you will not have enough to complete all of this work. To gather more resources, you will need to assign Jobs.

The Jobs Panel will show you a list of jobs that you can designate, as well as any missing requirements, such as items or workers. Any objects that you can designate with your selected job will be highlighted, while the rest of the tiles on your screen will be greyed out.

First, if there are Trees available, you can designate Chop Wood jobs over the tree's trunk. To fell the entire tree, you need to remove all trunk blocks that are touching the ground. In the absence of trees, you can designate Wood Trunks for chopping instead. These should be scattered around the map, regardless of your starting biome. Wood will be necessary for things like Workbenches.

For resources like dirt, stone, and metal, you will want to use the Dig/Mine job. To dig out a block, Scroll down to the layer that block is on, then designate the block for mining. You will also find various Stone Boulders and Void Crystal Nodes on the surface that you can mine for resources, if needed.

To source some Plant Fiber for your beds and storage, you can either use the Harvest Crops or Harvest Grass jobs. Harvesting crops around the local map will also allow you to source food between farm harvests, as well as extra seeds for planting crops in your farms.

You will also find various Remove jobs here; use these if you need to deconstruct any buildings (Remove Blocks for walls, Remove Platforms for floors and roofing, and Remove Props for furniture and stations.)

Make sure you designate enough jobs for your build orders, as you will burn through your starting resources quickly.

Moving forward, if you're unsure what resources your settlement needs, on the top-left of the screen is a tracker with numbers for important resources like People, Food, Water, and Seeds. As you run out of resources, continue allocating more Jobs to keep the settlement running.

Room Production
Next, we will need to set up some tasks in our rooms. For this, you will need the Room Production Panel. This panel will detail all of the available jobs in a room, the Priority of those jobs, Automatic Queue Conditions, and Items allowed to be used for the task.



If you wish to pick specific crops for your Farm, select the room in the room production panel, click on the Plant Crops job, and navigate down to Items at the bottom of its list. Here, you may open the Crop Seed list and see what seeds you have currently available. To select only one, and prevent any seeds you discover in the future from being planted in the farm, Disable all of the crop seeds by unticking them with Ctrl + LMB, then individually tick the seeds that you want to plant. You can also do this with other rooms, like stockpiles, to limit what items are used or stored there.

Next, navigate to your Workshop room in the production panel to craft your first items. When you open this room up, all of the crafting jobs will initially be greyed out. To enable a job, tick the box next to the job and manually queue more jobs by clicking the + beside it. Enable and craft one Wood Pointy Stick for each of your Odds, as these will be necessary to defend your settlement before you craft any real weapons.

Finally, navigate up to your Kitchen to set up meal production for your Odds. Select the Roast job, and Automate it by navigating to the right-hand side of the panel and clicking on the green A symbol. If you wish to set conditions for this to prevent over-crafting, click on the + symbol next to Auto-Queue Conditions, then select which items you wish to check for and the number of said items. If done correctly, your job should look like this:



Once you're finished setting up your crafting orders, you may close this panel with Escape.
Settler Overview
You may have noticed that some jobs cannot be completed due to a lack of skilled workers. To deal with this, we will check out the Settler Overview Panel.



In this panel, you will receive a comprehensive overview of your Entities, and be able to control their behaviours. There are six tabs at the top of the panel to look at:
  • Overview - A list of Friendly, Neutral, and Hostile Entities, as well as access to their Attributes, Skills, Professions, and Statuses. You may also click the box beside each entity to select them, if you cannot find them on the map.
  • Skill Permission - A list of professions, and the skills currently permitted for each Odd in a profession.
  • Skill Priorities - The importance for each profession to perform different skills, lowest to highest from 0 to 3.
  • Skill Defaults - A list of each race, and the skills that will start off Enabled for each profession in that race.
  • Prof. Defaults - Which professions may be assigned to newly spawned members of each race by default.
  • Diets - Allows you to choose which Foods & Drinks can be consumed by whom.

In the Overview tab, select one of your Odds and check their Skills. To the left of each skill will be a number; this is the Skill Level for that entity. The higher the number, the better your entity will be at performing the skill. Take note of whichever skills are highest, then navigate up to Professions.

Professions are your Odd's "job," and each time an entity receives a Level, any skills tagged by their profession will receive +1 point. Skills tagged by a profession will have a yellow arrow next to their name. If you wish for your selected Odd to specialise in a skill, change their profession to whichever one will increase it.

Once you have assigned whichever professions you'd like, navigate to the skill section of each of your citizens, and tick any high-level skills. Early on, it is best to have each of your Odds performing a variety of roles, but as your kingdom grows you will want to specialise your citizens. Once each skill is ticked at least once between your group, check Skill Permissions for any skill gaps, then leave the Settler Overview panel and unpause the game with Space.
Inventory and Uniforms
The tasks you have set for your settlers should take a good chunk of the first day. To speed up time while you wait, you can press = and - to increase and decrease the Timescale respectively, and F1-F4 to pick a timescale manually. It is good practice to slow or even pause the game when assigning new jobs and build orders.

Within a few hours, your workshop should be complete and your citizens will begin crafting the Wood Pointy Sticks that you ordered earlier, which will add them to your Inventory. The Inventory is a list of every individual item your settlement has access to, be they equipped, loose, or in your stockpile.

To equip your Odds with their new weapons, select one of your citizens and, in the inventory panel, scroll down to and open Tools, then click on the Wood Pointy Stick. When they have time, your citizen should head to the stockpile and equip it automatically. You will want to repeat this step with all of your Odds.






Alternatively, you may equip Tools and Gear automatically to a profession by entering the Uniform Panel, selecting the profession you want to automatically equip, and selecting their equipment the same way you did for your Odds. This panel will also give you a rundown on the
Damage and Resistances offered by your chosen equipment.

To remove a piece of equipment from an entity or uniform, click the RMB on whichever items you wish to remove.
Structures
Building in Odd Realm allows you to create complex structures and defences. Once your initial structures are complete, it can help to save space by constructing vertical buildings and basements, especially when creating space-hungry rooms like housing and stockpiles.

To start your structure, enter the Build menu and navigate first to Blocks. This is where your walls and terrain can be found. We'll start by laying the blueprints for a simple house; select the Wood Block, and surround one of your Human Homes with it, leaving a space for a doorway. Next, to increase of the height of a structure, navigate down to Stairs/Ladders and construct a Rope Ladder in an unoccupied area of the room. Odds don't need ladders to climb small distances, but Stairs and Ladders greatly increase the speed at which they climb.

Next, Scroll or press Q to reach the layer above. Here, you can see the top of any blocks you placed down earlier. Stack blocks on top of the ones you placed on the floor below, and another to cover the doorway. To allow your entities to walk on this level, you'll need to place a Floor; cover every tile within your ring of blocks, leaving the tile above your Rope Ladder empty. Once the floor is fully constructed, you will want to extend your original Human Home room to this level as well.

Finally, go up one more layer, navigate to Roofs, and cover the entire structure with a Thatch Roof. Place some extra beds and whatever furniture you'd like within, and if done correctly, your house should look something like this once complete:



You can get as simple or advanced with structures as you like, but remember that each block, prop, and platform requires resources and a significant amount of time to construct. If you surround every room with structures like this, it will likely take you the rest of the day to complete them, if not longer, so build vital furniture first, and structures later.
Mining
You should have already dug out some blocks to acquire Dirt Clods earlier, but most of Odd Realm's secrets lie deeper underground. To reach them, we'll need to begin Mining.

Let's inspect the layers just below your settlement by Scrolling or pressing E. The first thing you may notice are various colourful patches in the dirt and rock - these are Ore Veins. Mining these veins will be necessary to acquire metals later on.

The veins you will encounter in the upper layers include:
  • Coal - Necessary to construct heat sources and various refined goods.
  • Copper - A reddish metal notable for its toughness.
  • Tin - Can be mixed with Copper in a Foundry to make Bronze.
  • Iron - An upgrade to Bronze, but found in deeper, tougher rock.

It is generally a good idea to start gathering these resources soon, as you will want to begin smelting Bronze once it becomes available to you. However, metal and coal aren't the only things you'll find underground; Dirt, Sand, and Stone are useful building materials for improving your settlement, and you may also find areas like Caves and Ore Veins as you dig.




Caves will often be a source for useful items for your settlement, from Mushrooms that can be farmed safely underground, to loose resources on the ground, to treasure chests full of loot. While there are occasional critters underground, shallower areas are usually safe to explore. It is wise to keep on top of your mining operations, constantly designating new Dig/Mine jobs below ground to guarantee a steady stream of resources. Additionally, regularly placing Ladders and Stairs between elevations will facilitate moving your miners around significantly faster; up to 5x faster with stairs.

For now, designate any veins that are easily accessible by your Odds to begin your mining operations.
Further Research
After your first day, your initial Research project should be complete, and it's time to choose your next one. Wood-Work will have unlocked its associated room, the Wood Mill, allowing you to produce wooden equipment.

As you will likely have your first combat encounter in the next few days, I would suggest researching Wood Weapons and Armour - this will give you access to Weapons, Armour, and Traps, which will be important for protecting your settlement.






After researching weapons and armour, it will be a good idea to research the following technologies:
  • Library - Allows you to conduct Research jobs and craft Tomes, which speed up all future research.
  • Trade I - Allows you to trade with your neighbours and build an economy.
  • Hunting I & Animal Husbandry I - Gives access to Animals for meat and resources, as well as Cages to capture enemies with.
  • Stone-Work - To unlock the Stone Furnace and Stone Anvil.
  • Bronze-Work & Bronze Weapons and Armour - To create significantly better equipment for your Odds.

Research requires significantly more time the farther down the tech tree you go, so Library should be discovered sooner rather than later. While it does have a long initial research time of three days, you will save weeks of research time by taking this technology early.

The time required for a research project will be shown on your research panel, and the effects of any enhancements, such as tomes, will be listed below.

Tools
Having finished the Wood-Work research will give you access to the Wood Mill. Advanced production rooms like this will allow you to manufacture Weapons, Armour, and Tools for your citizens to equip. To help speed up your Odds' resource gathering, we will create our first tools.

Start by creating a Wood Mill room with a Workbench. For now, you will only have access to some basic tools and Wood Planks - a construction material that is more efficient than just using wood for construction - but the Wood Weapons and Armour technology will expand this list once complete.

For your first tools, create a Pickaxe for any Odds who are engaged in Mining, and Hammers for any Builders. These tools will significantly increase the Skill Level of anyone wielding them, increasing the speed at which they work. As you unlock better materials and specialise your Odds, it will be wise to create more and improved tools for your workers, as more expensive tools will give increasingly better bonuses.

Once your tools are complete, either equip them to your Odds directly via the Inventory, or assign them to a Uniform preset - having Pickaxes in the default Miner uniform will encourage any newly-recruited miners to equip one, for example.
Defences and Traps
Your settlement will have caught the eye of marauding bandits by now, who will likely attack within the next few days. To survive, we will need to prepare our settlers for combat.

There are three combat Professions in Odd Realm, each with their own associated Skill:
  • Warrior - Specialises in Melee Combat, fighting up close.
  • Archer - Utilises Ranged Combat weapons, like Bows, to attack from afar.
  • Mage - Can cast a variety of Magic Combat attacks from various distances.

With the completion of the Wood Weapons and Armour technology, we will unlock our first true Melee and Ranged weapons, allowing us to take advantage of these skills.

Entering your Wood Mill's Room Production Panel, you will notice that your list of available crafting jobs has greatly increased. There are a few weapon types to take note of:
  • 1h Weapons - Can be used with a Shield or a second weapon in the off-hand.
  • 2h Weapons - Cannot be used with Shields, but have significantly increased damage per hit.
  • Shields - Additional armour for your Odd, sometimes at the expense of Move Speed.
  • Ranged Weapons - Less damage than Melee, but can deal damage from a variety of ranges and over obstacles.

Check the Combat Skills of your Odds, taking note of who has higher Melee or Ranged skills. For each of your Melee-dominant Odds, create either a Wood Warhammer or a Wood Cudgel & Heater Shield, and for each of your Ranged-skilled Odds, create a Wood Bow. This will give you some variety in battle, with ranged fighters damaging the enemy before your melee warriors finish them off up close. Once these weapons are crafted, arm anyone who isn't currently equipped with a Tool via the Inventory. While you can swap weapons and tools manually before a fight, you will eventually want to train dedicated fighters to defend your workers.

To access your fighters quickly in the event of a raid, the fastest method is a Control Group. Control Groups allow you to press the 1-9 buttons on your keyboard to access any entities in that control group immediately.

First, select your Melee-armed Odds and press Ctrl + 1. If you missed any, you can select them individually and press Alt + 1 to add them to the control group Pressing 1 from now on will select your Melee troops, allowing you to issue commands to the whole group at once. Do the same for any Odds armed with Ranged weapons with Ctrl + 2 and Alt + 2, so you can command them separately.

Soldiers are only half the battle, however - to overcome overwhelming numbers, we should construct some Traps.

Traps are structures that can damage and capture enemies on your map. Wood Weapons and Armour will unlock two traps for you: Wood Spikes, and Trap Doors.

Wood Spikes will cause a small amount of damage to anyone standing on them, and Trap Doors will drop anyone standing on them to the tile below. Combined, you can create elaborate defenses that drop enemies into a pit of spikes. To do this, dig a hole into the ground and build Wood Spikes inside the hole, followed by a Trap Door on the layer above.

To prevent neutral and friendly entities from falling into your trap, we'll need to use the Lock feature. When accessing this feature, new UI elements will appear near the Lock button at the bottom of the screen.

These symbols allow you to lock or unlock a door to Captured, Hostile, Neutral, and Player entities respectively.


To lock a Trap Door to friendly and neutral entities, deselect all but the red button in this UI, then click on the Trap Door you wish to lock. This will allow hostile entities such as Bandits to drop through, while other entities will avoid them. You may also disable all but Neutral and Friendly entities from entering doors by selecting only the blue and green house symbols, then clicking on the door. Any doors that you want Bandits to attempt to travel though should remain unlocked.
Combat
Several days after settling, Bandits will begin harassing your kingdom. While generally less well-eqipped than professional soldiers, Bandits are often skilled fighters and can pose a challenge to an unprepared settlement. Fortunately, with weapons and traps, your first raid should be easy to defeat.

Prior to a raid, you will receive a notification that a group of Bandits has been sighted nearby and what direction they are coming from. This will give you roughly an hour's notice to prepare.

To command your troops, you will need to make use of Command Orders. The orders available to you are:
  • Issue Attack Order [X] - Selected entities will attack a target with RMB.
  • Issue Hold Position At Point [C] - Entities will move to a position and stay there indefinitely.
  • Issue Hold Position Order [V] - Entities will hold their current position indefinitely.
  • Issue Stop Order [Z] - Clear all orders for selected entities.



Use Issue Hold Position At Point [C] + RMB to position your melee warriors behind your traps, in the opposite direction from where the Bandits are coming from, then issue the same order to your archers behind the warriors. This will allow your warriors to defend your archers if necessary, but the Bandits should hopefully fall into your traps first.



Your first raid will likely only consist of a few weak, poorly armed Bandits. They should take initiative and approach your settlement, attempting to engage your Odds. If they decide to make a beeline for your defenses, your best option is to just hold position and allow them to come to you, as you are always stronger defending a position than attacking. Alternatively, if they attempt to attack the rest of your town (especially unarmed Odds and farm animals) it is a good idea to engage them in the field before they can do any damage.



You should have no problem eliminating this threat for now, but as more raids occur and your kingdom grows in power, you will attract the ire of more and more powerful Bandit groups. Bandits, however, are not the only threat to your long-term survival.
Seasons
Winter is coming, and it will be the most dangerous period of time for your settlement. During Winter, crops will not grow normally, your Odds will freeze, and local fauna and flora will die.

There are 15 Days to a Season, and 4 Seasons to a Year: Spring, Summer, Fall, and Winter. As a new game starts in Spring, we have roughly 3 Seasons, or 45 days, to prepare.



The first, and hardest hurdle to overcome will be Food. Stockpiling large amounts of food will help keep your settlement alive for a good amount of time, but as your population grows, more sustainable options will need to be sought out. Three options in particular allow you to gather food even in the coldest days of Winter:

Mushrooms are edible fungi that grow underground for most of the year. As you mine, you will likely encounter caves full of Mushrooms, and if you can acquire their Spores, you will be able to farm them. They will keep your food stocks up during Winter, and are integral to various meals that can keep your Odds alive. To create a Mushroom Farm, you should dig out a patch of dirt underground; otherwise, it functions the same as any other farm.


Greenhouses will require access to Glass from the Stone-Work and Decor technologies. Glass Roofing can be constructed over a farm to shield it from the elements, allowing you to grow some crops throughout the year regardless of season.

Fishing is accessible via the Fishing I technology, and allows you to catch a source of meat year-round. Fish are less affected by cold and are plentiful in larger bodies of water, such as Oceans and Rivers.

The second important hurdle during Winter will be Warmth. While you can easily heat your settlement with Fire Pits and Torches, any work performed away from the safety of Heat Sources will endanger your Odds. Again, there are a few options here to keep your people safe.

Clothing and Leather Armour are the most obvious choices; while providing less protection in battle, your Odds will virtually ignore the cold while wearing these items. Wool Clothing from Sheep will perform best, but if you cannot domesticate any before winter, even Leather and Cloth are acceptable.

Stews are a unique food type that provide the Warmed status to your Odds. They require the Complex Meals I technology to cook, and the most basic Stew, Spring Stew, only requires Beetroot, Carrots, and Boletus Mushrooms as ingredients, all of which should be present in a Taiga biome.

Heat Sources placed regularly around your Settlement will keep people warm even as they work outside. A simple Torch is often enough to keep people alive, and a Fire Pit can often heat an entire multi-storey house. Crafting Coal at the Workshop will be necessary to build this many heat sources, but like clothing, it can allow your Odds to ignore the worst effects of Winter.
Postamble
Congratulations, you've successfully created a self-sustaining settlement! From here on out, continue growing your settlement, fight off raids, and survive the winter. The information you have learned here should set you on the right path for some time. If you'd like to try out the other races, take a look at one of my Faction Guides!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3320662031
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3320015250

Note: While this guide in its current state will easily support you into the mid game, I do not consider it 100% finished. If at any point you get stuck, or a stage of the game is unclear, please leave feedback in the comments so I may improve this guide!
6 Comments
Saulron Goodman 18 Aug @ 1:28pm 
On a more positive note, I do like the newer UI, you can see more information at a glance and it looks a bit more intuitive. Granted, I never played before the UI rework so I don't have a solid frame of reference aside from screenshots.
IronSquid501  [author] 18 Aug @ 3:24am 
Yeah I'll definitely have to go through and update it sometime soon. There's been a lot of focus on UI changes over the last year
Saulron Goodman 17 Aug @ 4:04pm 
Could the section on UI and the relevant elements further into the guide please be updated as well? As of March 13th, there are a few things that have been made unclear because of minor and major UI changes.
I just spent 5 minutes looking for the information panel regarding human homes and found myself frustrated when I learned that the "information panel" has been moved to the new Room Management menu. I'm not confident using this guide any further knowing I may have to cross reference this guide with update patch notes, and a wiki that is also out of date.
Cataco 22 Apr @ 4:43am 
Thank you for this guide! :happy_ball:
ZedFontaine 15 Sep, 2024 @ 7:06am 
Thank you for this! Sure, a vet at colony games would know certain base features, but with this i've been able to make my little town thrive! thank you once again!
Kiribax 8 Sep, 2024 @ 9:46am 
W guide :trump: