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Dawn of Man: Clothing, Grain and Resource Limits

Take control of a settlement of the first modern humans, guide them through the ages in their struggle for survival. Dawn of Man is a survival/city-builder from the creators of Planetbase.

The game starts in the Stone Age, and takes you up to the Iron Age, spanning more than 10,000 years of human prehistory. You will have to get your people to survive, expand and evolve, just like our ancestors, facing the challenges that the environment will throw at you.

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Clothing offers your people projection from cold, increases welfare and reduces damaged sustained in combat.

Skins and wool outfits protect people up to freezing temperatures. It is critical that you have one of these per inhabitant.

When it is warmyour people will prefer to wear leather or linen outfitsi these increase welfare levels and offer slight projection in combat.

A typical way to ensure you have enough clothing is to set outfits to countinous production in the crafter or outfitter structures and having a resource limit set of %100.

When the temperature drops below the level of projection clothing offers, the temperature of the person will start to drop at this point they will have to seek shelter or they will die of hypothermia.


Grain is used to make flour, which in turn can be transformed into bread. It is also a key ingredient in beer, which boosts morale.

Grain is the most durable type of the food available, and the best resource to feed large amounts of people. It can also serve as fodder if required, but it is better to use straw instead.

Resource Limits

Resource limits are a powerful way to automate work in your settlement.

You can set a resource limit, then mark a recipe for continuous production or place a work are: your people will keep on collecting or producing that resource until the limit is reached.

When resources are consumed and the amounts fall below the limit again, your people will go back to work.

You can set any limit to 3 types of values;

  • Infinity: There is no limit to production, it will continue as long as there are materials available.
  • Fixed Amount: Sets a limit defined by specific number of units. Production stops once the number of the units of that particular resource reaches the value.
  • Population Percentage: Sets a limit defined by a percentage of the current population. Setting a percentage limit is useful to avoid having to constantly adjust the limits as the population changes.

Note that limits only affect work areas and automatic crafting, if you explicity give an order, the limit is ignored.

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