Project Zomboid zombie population math: day 30 and day 90
Three sandbox multipliers stack before the peak-day ramp even starts, and the game never shows you the product. Work out the density you actually set.
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Three sandbox multipliers stack before the peak-day ramp even starts, and the game never shows you the product. Work out the density you actually set.
Wiki butchering numbers often don't match what you get in B42. Log your own meat weights instead of trusting a table someone else measured.
A decision procedure for a falling Songs of Syx Health score: which buildings raise it, which only treat the sick, and the order that stops a plague early.
A per-species matrix of food, housing, religion, aptitude and brawl risk in Songs of Syx, plus a method for deciding which demand your roster must fix first.
Maxing every conscript is correct for one threat profile and a slow bleed for the other. Match your garrison shape to what you're actually defending against.
The 9.00 rebalance made every pre-June-2026 ship recommendation suspect. A delta ledger of which stat axes moved, which did not, and how to check your own.
Seven X4 expansions read backwards from your goal: which one really gates salvage, which is optional, and which headline features are free updates you own.
Work backwards from a hull-parts target to module counts, feeder modules, ore and methane draw, and storage sizing — with the per-hour coefficients precomputed.
All 15 Corsair Cove worker and crew ranks with their per-minute upkeep, the building that makes each good, and the two ranks you cannot supply without raiding.
A dependency-derived opening build order for Corsair Cove, from free Woodcutter to your first crewed ship, with the two upkeep goods new players forget.
Plain definitions for Cohesion Value, Stack Size, Supplies and Dedicated Workers, plus two formulas that reproduce the game's own derived columns exactly.
Every Corsair Cove housing building ranked by build cost per capacity, plus what each Hand-class worker role does and how many staff slots an island needs.
The three real gates on every Corsair Cove hull upgrade - pier, crew rank and new materials - tier by tier, including the raid-only resource behind Tier 6.
All 77 production buildings and 30 unlockable buildings joined into one cost-and-output matrix, ranked by how many other buildings depend on each one's output.
Notoriety, Empire, Seafaring and Wealth normalized into one comparison table, showing identical point costs but different unlock mixes and wiki gaps.
All 29 Corsair Cove ships compared by computed stat gain per crew slot, showing which hulls are worth crewing to capacity first.
Keyword counts from a 100-review Steam sample lined up against Corsair Cove's four post-launch patches by date, with sample-size caveats and no causal claims.
Every official Corsair Cove patch since release, with version numbers and fix categories, tracking whether each known issue was actually resolved next patch.
Every Corsair Cove resource scored by how many production tiers sit under it, with total-input counts computed from the wiki's raw ingredient table.
Every producible resource's revenue minus its own input cost, set against its cohesion value, to show which goods pay in coin and which pay in crew morale.
Most new players lose the same raid repeatedly without noticing. A short post-raid debrief that turns deaths into map knowledge instead of into frustration.