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Shoes, for example, may be in storage but the villagers never go and pick them up.
Or the food doesn't get produced fast enough because the AI is divided between all the needs of the job and the needs of the villager.
Or the poop doesn't get picked up because the collector is away stocking their homes that might be on the other side of the town compared to the waste facility.
I've given up until that update.
Exactly, althou I personally don't have issues with these.
@Morgenthau
I recommend you to try creating a production area, where you even put down multipple specialized storages, like one for metallurgy or special resources, that needs coal, that is near the woodworking too, because there's the firewood -> coal source also.
I personally made it like this:
Stone is only stored by the starting wagon and it's parked around this area
one block surrounded by roads
Firewood - Saw Pit - Furniture
Sockyard(wood stuff and coal only) - Flatcher
Firewood - Saw Pit - Forge
one block right under it with a road separator:
Kiln - Stockyard(bricks, and anything non-wood) - Foundry
Left from the wood:
Hunter - Smoker - Huner
Cellar - Well - Cellar
hunter - Smoker - Hunter
Above the hunter section:
2x Barn
Right from the barn:
Cheese + Tannery
Under the hunter section:
Warehouse(coats, high tier products, flax, tallow, soap, tools, willow and baskets and pelts) - Soap
Armory - Brickyard
it's still under construction and I'm missing the iron stock and will change stuff around soon, but you get the rough idea, here's a section summary:
barn - cheese+tanner
hunter - wood
WH + random - kiln + metal
NOTE: I'm not always using max employement and my residential are is stricktly fixxed at 65 houses (I've made a guide to cover them with only a single market) - this building placement is actually the field testing of the entire city build and what it can sustain in it's maxxed out state.
Understandable, I personally have food issues, but that's probably because the barns just got max cows (10 each), so I was missing the meat from them :)
I also focus on builds, that don't grow too large, because of the logistics failing on immense travel time scaling, like I'm trying to build a cemetery in a corner of the map for 8 ingame years now, they are at 950 out of 1250 and 2 corpses along the way :D
Preservists work fine for me. But I buy all glassware at any price to keep them productive.
Yeah, I've also experienced, that glass is actually the ahrdest thing to provide, sand is always low on any environment outside of arid highlands, where you have no medicine, herbs and clay... so a harsh tradeoff and also a glas workshop can chew through immense amount of glasware and you just can't sop your people to use it as luxury instead of using it only for preserves (at least as far as I know), so it's quite a problematic production chain to support and I tend to skipp it alongside the beer path; I can still easily get desirability over 90-100%, so it's fine :)
I have 100 laborers and 60 builders.
4 barns
6 24x12 farms
3 cobbler
3 healers
5 bakers (for the smell bonus ;P)
4 fishers
5 hunters
Reading the amount you have placed, i assume you have placed so much, they are fighting over recourses. and nothing is being produced. Look at the placement.
All of my "poop" carriers are placed AROUND my village. So not just on 1 side.
I think this is part of the puzzle you have to solve: How to make an functional/effective village
I have 800 peeps also now (used to do 1000 but too laggy) on hardest settings and you have more stuff than me building wise. I make 1800 gold a month and about 15K a year from trading ( I currently have 240K gold in my vaults)
Why am I telling you that? to show you it is possible so that means something about your set up needs tweaking. The most important thing in this game you need to fix is travel time. If you click on a building and travel time is not green you need to fix it.
example firewood maker buildings. 10 of them if travel time is green can crank out fire wood faster then 20 if red travel time. If all workers are spending 90% of their time traveling and stocking food and shelters no firewood is being split.
Fixing this 1 thing makes the game super easy. way less buildings frees up LOTS of workers. It also means less buildings need repair so less builders are needed and less materials. With less wood needed you do not need workers in work camps delete the work camps so even more peeps available. It snow balls into complete ownage of the game. There is this tipping point where you make so much gold with so few workers you can just delete most of your buildings and free up many workers. You just buy everything you need from the traders. You don't waste workers on shoe making you delete all those buildings and just buy shoes. etc...
another added bonus is with less buildings the game runs much faster. AI doesn't have to track as much stuff.
Less buildings less land needed. Tighter smaller city so less walls and guard towers needed so more workers freed and less monthly gold spent. Smaller city mean compost heaps are closer and compost workers do not have to walk as far and thus you do not need 12 of them like you have you only need 8 etc... see how this goes?
You end up having a city that is exactly like the games opening splash screen and that city just kicks butt. Compact and super efficient!
Is there a roadmap from the devs about their plans in the game later on and if so where TF can I find it? LOVE the game, GREAT job so far and keep it up. Only up from here...hopefully.
- You need about 1 cobbler/ 150/200 pop if your workshop placements are efficient
- 3 is enough for me in 400 pop, the only diference should be, that your houses are spread out on a larger area and you need to 'surround them' a bit more; mines are in a clump around the 2,5 farms
- I've mentioned it in multipple posts already, towers are horrible, upgraded ones give you +3/+4 at best on flat terrain, while the barrack can baseline provide it, while forts is +8/+9 AND you can move army support to heavily pressured fronts from them! They are still better even if you man them, like a tower (with only 2 person inside)
- Again, efficient placement of buildings, in this case, you might want to spread in a semi-circle arount your woodworks
You feel it right, the current AI is messed up and pop don't work as intended (that's why the game is early access, but still, you should think about the other stuff I've answered to each of your points.