Children of the Nile

Children of the Nile

View Stats:
Concaco Apr 5, 2014 @ 4:04pm
People leaving their households
Maybe I'm too used to Pharaoh-rules city-builders, but I find lack of city problems information given annoying and fun-breaking.

I've started the campaign (Nekhen) but I can't really establish a working society above first priest/scribe. Even at the first 6-pack farmer district I encounter the problem that people leave their households as soon as they move in. I don't have to elaborate how it ruins the rest of the starting phaze economy.
It could be fine, if the game gave me any notion of what's wrong - but everything seems fine. It's not even about the shops or distance to the fields. Shopkeepers have a sh**load of wares really fast, but farmers keep leaving their houses anyway, despite having all their needs greenlit.
On the other hand, my nobles can't really decide what's wrong that having fully stocked luxury shops, working school, shrines, a temple and hospital drives them to... protest their low quality of life. Their needs seem to go bonkers on random basis and they seem not to notice that they've working hospital with a priest on duty right next to their estate - the game tells me they've nowhere to worship the gods. But it's still nothing compared to farmers leaving their households at the very beginning of the game without a reason.

Yes, I've played the tutorial and while every step they show actually works there, the very same steps seem to be missing something vital in actual game missions. I wonder, what the f* is wrong?
< >
Showing 1-6 of 6 comments
Do you follow them to see where they are going? Usually people leave for a better place/rank.Like farmer become nomal shop keeper.My guess is that you might expand too fast.Better not build all the shops and goverment buildings too soon,or there will not be enough farmers and that leads to not enough food. Food is also the only currency in the game and people dunt exchange goods directly.Without enough food , everything will stuck. Try build more noble residence (4-6) and famer shacks (40-50) in the begining ,with more farmers active,It will be easier to expand without ruining a harvest.
Concaco Apr 17, 2014 @ 7:19am 
Thanks for the tips (although I was aware of them earlier). Turns out, everyone was leaving because of the fatal random deaths of my faraons in the very beginning, which drove funerary demands up too high and too soon for me to contain it. I lost 4 rulers in a row during few seasons, whatever the reason was. At least I think it was the cause.
The second try was more effective. I did the scenario without any major problems, without my ruler ever dying. Doing the very same steps as in the first try, funnily enough.

But still, I'm unimpressed by the game. The lack of information on crysis situations is a real bummer. The critical worship, healthcare and common/luxury goods problems seem to happen on totally random basis. I can have few seasons of perfect prosperity, and out of sudden some nobles/priests/scribes start to complain on low luxury supplies with the shops right next to them that show "max X for sale". And it's not even a food stock problem, I always have a huge amount of food income after the state workers are paid (even with a bad flood seasons). Same with "Couldn't worship X" with an active temple dedicated to the very same X deity (with the statue), etc. It's nothing to be mad at, since my cities seems to prosper fine anyway, but still.
Also, recently I've encountered the unhappines of scribes and priests in my nobles districts caused by... nobles not throwing feasts. While 4/6 noble households had working entertainers in and the state holiday announced by me. It's all very confusing, since the game can't show me or inform on the direct causes of the problems. Which all Impressions' city builders used to deliver.
dragonrubi Apr 18, 2014 @ 3:05pm 
Like many city builders economy/supply has his ups and downs. For example food, if you don’t have a good surplus, what the Nile provides varies from one year to other; actually you need to have good reserves: if your population is high and the Nile fails it will be a big disaster if you aren’t prepared (as it always have been in real life).

In the case of educated workers unless I just started and I am very short of them, I prefer to have one dedicated to each building and living close; if not they will be wondering from one building to other. If you can’t make priorities, for example school is very important to have more educated people later and funerary are less important (unless the Pharaoh dies).
Be sure that the most important educated workers have access to all stores and that food making service.

Check often your stores, if you see they don’t have X merchandise and the house around either, it is normal is it happens from time to time, but if it happens always then build more stores.

And don’t be upset for those warnings, when your city is big, unless you have a CONSTANT problem, you can’t have everyone happy all the time; just be sure that your city is doing fine in general. Like I said economy/services have big fluctuations.

I almost forgot also start working in the burial for your Pharaoh ASAP (remember to mark the best one you have to be used only by the Pharaoh). Each time one die is a big blow to your prestige, and is devastating if he dies without a proper tomb, and you don’t know exactly when he is going to die. Sometimes you may have very bad luck and after one died the other one also has a very short life spam and die very soon too… in that sense the game makes you feel the pressure that surely the old pharaohs felt to have a good tomb before they pass away.
Concaco Apr 18, 2014 @ 3:26pm 
I'm aware of all things you've said and everything is ok with them, despite some crisis situations out of nowhere.
Like I said: people being unhappy because of 1) no wares in shops, while all shops have max X good for sale, 2) not being able to worship Y deity, while the active temple with a statue on, standing right next to them, 3) even protesting "bad conditions", while all their needs are lit with solid green. It's seems to be just a random set "hey player, you have a problem, sit tight! we won't tell you the causes, because there are none" - just watch people complaining and then everything is back to normal without you doing a thing. Maybe few state workers will leave their jobs and become vagrants. "Because, you know, your city being happy all the time and all needs satisfied would be boring - and we were unable to implement any depth to the gameplay"
I think that the game just tries to cover the lack of challange or simplistic and easy to handle mechanics, which cause absolutely no problem to me and everything is set as it should be.

Of course I had few food stock problems because of 2 or 3 seasons of fatal flood, and the citizens' outrage was understandable - I was aware of the causes and it all was connected. But having everything working perfectly and then having some people to protest "poor conditions", while everything is set up right for them seems just gimmicky to me. "Here, have some problems without a reason, so you have an illusion of a challange".
It just annoying. It had tried to accomplish something more than Impressions' games and it fell flat. Overall the game is just "meh" in my opinion and just pushes me to install Pharaoh again, which is simply a better game in an every aspect (while it could be argued to stick tightly to caesar's rules and thus not delivering the impression of building an actual "egyptian" city - but after all neither Children of the Nile do this properly).
Steely Apr 19, 2014 @ 1:10pm 
had same problem but found some helpfull tips at the main forum from tilted mill
dragonrubi Apr 19, 2014 @ 3:45pm 
For the religious thing don’t even bother to keep them happy all time, there is no space to build all temples near everyone. For example if a farmer has a relative just passing away he will be angry for no having access to the patron of death. Just logically have priority for the patron city, and near the noble houses the patron of the rich people for example. You always will have a few bunch ranting because they have no access to the god they want in a particular moment, but unless they are a very important qualify worker angry about to leave, you can ignore them.
Don’t bother too much for the alerts and whining, they might be helpful but also often are useless, you should worry more to check out the general function of your city, to see if the food is enough, if people is getting what they need.

For the stores, I have the usual ups and downs but never had been a problem. I build one of each one specialized (I never build generic), and one store complex for each “neighborhood” one for the farmers, one for the nobles and one for the qualified workers. I give it some time to stabilize and check if the store is enough, if not I build other one. The link provided by steely talks about numbers but the layout is important.

I don’t know if food can be the problem, food is used to pay the storekeepers, if there is no food they can’t buy stuff and the economy stops.

Something interesting about this game is the economy, we are so used to currency that we can’t imagine a world working without it. But remember that currency as it was used in Pharaoh was non-existent yet in the ancient Egypt, here we have some resources, the most important one is food.
< >
Showing 1-6 of 6 comments
Per page: 15 30 50