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The only time I got a big population decline was after one of the previous patch, and my settlement had about 50% of the building and houses destroyed.
It had a knockdown effect of having a chunk of the houses left abandoned instantly because the attractiveness was also down the drain.
At the moment, I'm keeping an eye on one specific building which is a bit far, but not really THAT far, a beehiver got condemned (????? lol ?) it's been unrepaired for several years now, with seemingly no supplies dropped off either.
I'm building a temp shelter near by to see if that changes anything, but beehives may be bugged and not repairable once condemned.
So, it does indeed seem like distance is hampering the repair cycles in some fashion.
So, to recap what I've seen on the current build for repairs:
1- Distance is a major factor, and can cause some sort of loop, or even a complete ignore of the repair need.
2- A lack of one component will slow down the entire repairs for the entire map, regardless of other buildings not needing said component. This is down to that repair never happening, and the builder's queue gradually increasing in number, lowering the amount of laborers, that'll eventually cause shortages of other components.
3- Builders can only carry one type of repair materials, which can lead, depending on the distance, into a loop as well. Basically, the building seem to still get damaged over time, if the travel time back and forth is slightly lower or equal to the decay time, the building will be in a constant state of being repaired/damaged, or get even more damaged over time, despite being worked on.
The solution that would be the most elegant in my opinion, would be the possibility for builders to either hire, or buy a cart. That way, they'd both go faster and further, and carry more than one material in a single trip as well.
Other solutions include the ability to carry more than one kind of material, simply make them walk faster, or decrease/stop the decay rather of buildings under repair, allow the builders to work and co-ordinate as a team to carry all materials for a repair in a single trip.
If you have one "far away" but close to the cutting camp/plank cutting, it'll also generate issues if the buildings to be repaired are too far.
I've messed around, and moved the storehouses and plank cutting around, and the distance between the plank cutting does seem to be the main problem, as for some reason, the builders do seem to go there first, then to a storehouse, regardless of which one is closer apparently.
Other resources will depend on where they get dropped. Clay for example, will usually be dropped in the nearest spot, or close to it (it's not 100% as I've seen some clay in a storehouse nowhere near a mine).
Gold can also be an issue, as there seems to be but a few drop spots for gold as far I can tell. There seems to be the towncenter, the trading post and the vault. Those are not the ones you'll be moving the most (especially the townhall which can not be moved.) Hence, this can also cause issues for buildings requiring gold (especially if they only require one or two and are far away.)
The round trip, may make it so another piece or two of gold is needed, and off we go with a loop again.
For now, the best thing I can suggest, and it is still far from ideal, is to have your resource making spots (planks, logs mainly), spread around the village, and roughly in the middle between your furthest building, and limit the amount of storehouses, keeping them as distant from each furthest points as possible. That seems to work in some fashion, but it's still not great.
However, the repairing system itself IS working just fine.
The issues only seem to arise when long round trips are needed or when some resources are in short supply.
Basically, each spot is as close as possible to the best position to reach each corners of the settlements, and the center is deserved by several smaller spots.
Aside from gold, that seems to work pretty well, although I noticed that the builders seem to try to stock many sites fully, before actually repairing them.
They seem to store the repair materials where they should go, then do the same for another building, and after a few, they seem to do one last trip with a load that's not indicated (when hovering, it only states that the building has XX% left, but mention no requirements) with something else (I could find no logic in it, sometimes it's clay, sometimes it's gold, sometimes it's something else), and then, they do the actual repairing.
The problem with that, is that the buildings still waiting to be repaired, keep degrading and keep demanding X more resources, which not only adds to the actual cost of the repairing, but also increases the repair time greatly as this can generate several more trips.
I could find no way around this so far. It seems that if you have too many buildings requiring repairs at the sametime, this happens.
If there are but a couple of repairs, and all resources are present and not too far, things go smoothly.
With how it current work , the builder bring 1 mat at a time to a structure and go for another trip to storage , by the time he return , the cost already increased which prompt him to do another trip and so on.
They should slow down the degrading speed , but speed up during blizzard . And instead of maintenance cost keep increasing as intergrity lost , they can do threshold instead , house need mats to repair at 70% and then increase cost if intergrity drop to 30% , all fixed cost .