![XCOM LW:R (Season 2) [This time being less of an idiot]](https://external-preview.redd.it/bnwTSXV1B_pr_4pz9jH1mU7PJGq4pIISV9-_-6NTP0U.jpeg?width=140&height=105&auto=webp&s=b41b472ebf2da1947904a8310f21198b61e86b9c)
![XCOM LW:R (Season 2) [This time being less of an idiot]](https://external-preview.redd.it/bnwTSXV1B_pr_4pz9jH1mU7PJGq4pIISV9-_-6NTP0U.jpeg?width=140&height=105&auto=webp&s=b41b472ebf2da1947904a8310f21198b61e86b9c)
Fleet Cost Management - Reducing Your Daily Maintenance
youtu.beStarting a new tutorial/let's play for LW:R
I'm not sure if this is an appropriate place to share this, but I'm launching a new series documenting my progress through Long War: Rebalanced. The difficultly is Brutal and Ironman, with a few second wave options. Hope you enjoy.
I am lowkenuinely going to chalash out over Winterhome. What am I doing wrong??
youtu.beWhat are your minor suggestions?
I have the tinest of suggestion. Currently left clicking on an ore in the overlays tab hides it from view. However what I suggest is that if you right click, ctrl/alt/shift click on an ore in the overlays tab, it should show you just that ore.
What are you minor suggestions?
Watching Zeddic's new series for Timberpunk got me thinking what if hope and discontent was added to Timberborn? Adding something like this would give you a reason beyond wellness bonuses to manage your beavers better. Failure would result in your beavers refusing to work or leaving the colony altogether.
Discontent would rise as beavers ate the same things, worked long hours, had long commutes, gained injuries, and lost wellbeing. Discontent could fall as wellbeing rises, gaining resilience to becoming discontent.
Hope is where it really gets fun. Hope would fall as beavers die off prematurely (ie contaminated, starve/dehydrate, stranded) or even die young (no life expectancy bonus). Hope would also fall when bad weather comes, with longer cycles lowering it more. To increase hope, shrines can be built and stocked with food and water or monuments built to give a bigger hope boost. Monuments would degrade and need to be repaired with new materials. The idea here is to continuously drain resources throughout the entire campaign.
I think it would be a nice extra layer of challenge and complexity to the game.