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Labourers will chop trees and stone, they will move some items but not all, you should always have an area to harvest otherwise your labourers will do nothing at times.
They randomly become builders because the AI creates the builders needed for the tasks at hand and you should be glad it is so, otherwise you would have to set a number of builders who do nothing when nothing is being built. (when it comes to fences and walls this is somewhat broken but they will get built ... eventually).
It's frustrating seeing laborers not working, just wandering around, meanwhile I have multiple buildings needing built and road sections to build/upgrade. I don't see the point of giving me the option to allow more workers to work on for example a house if only one will ever come to supply and build it as a dozen or more others wander around uselessly.
I'd almost rather have a small crew of builders on standby doing nothing so once I place things it's not just one guy doing it who might stop at some point to become a laborer and wander around halfway through.
For dirt roads, sometimes a new tree will sprout or an old tree will not get selected for harvest. The road just stays in perma-build mode. If a dirt road isn't getting built, open up harvest menu and drag it over road to make sure there are no obstructions.
Unable to work for me usually means one of the requirements for the assigned job isnt met.
say brickmaker has no coal, carpenter has no logs etc. looking at the associated building will usually give a clue.
also, as has been said above, schools require and educated immigrant
If you read this line, you normaly check at least one villager. In a villagers info box is the trait "Education". It will probably say "None".
The next step is to check for a villager that has something different written there. Like "Basic".
It's really not that hard to figure that out. The game tells you.
That was harsh. Lots of FF player didn't know how to get the first educated worker. That is comes from firing migrants is not intuitive.
Good answer, Don.
There isn't a good reason for this as far as I can tell, and if that's true- which nobody has been able to give a reason so I assume it is- it needs to change. It makes the game feel so much more slow and grindy, and requires even MORE micromanaging to get things done faster, as if this game didn't have enough.
I just waited until an educated immigrant came along. Took a couple of years, but wasn't that big a deal.
For your construction/repair woes, you need to increase the amount of assigned builders from the initial four as your population grows. In the early game I tend to boost by builders to 6, and then switch to a rule of thumb of 5% of my population being builders from 120 pop onwards.
I do like your outlook though, thank you for the reminder that I don't gotta take this seriously lol.
Thank you though, I wish it was something silly I am doing and is really an easy fix- and it still might be, but after looking at other's gameplay it seems a lack of builders while nothing gets done, despite even three dozen plus laborers wandering around nearby is just how the game plays at the moment because the devs did a crappy job at how the AI allocates itself.
I mean the fact that a fire disrupts the game for up to an entire in-game year? Ouch. No thinking in that decision.