Farthest Frontier

Farthest Frontier

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Bruckes May 18, 2024 @ 2:27pm
intoxication
How do I solve the poisoning problem?
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Showing 1-15 of 22 comments
kcpknight May 18, 2024 @ 4:55pm 
The way I took care of the intoxication problems, I stopped building pubs. I will still brew beer but sell it at the trading post. No drinking, No intoxication, No problems.
KO May 18, 2024 @ 6:34pm 
Me too. It's the one thing that keeps me from building pubs and making beer. They should adjust brawls and intoxication effects. If there were more amenities available I'd completely skip pubs.
TMC_Mago May 18, 2024 @ 8:18pm 
'-'
Bruckes May 19, 2024 @ 5:33am 
Originally posted by kcpknight:
The way I took care of the intoxication problems, I stopped building pubs. I will still brew beer but sell it at the trading post. No drinking, No intoxication, No problems.

So the problem is the beer, I'll need to take it from the villagers. Can I undo the bar? Doesn’t it interfere with the entertainment, does it?
ladicken May 19, 2024 @ 6:30am 
You don't need pubs right now, if you have plenty of coverage from festival poles and theaters. That may change in the future when they go to a 5th level for housing.

For now, I don't even grow grain. I grow plenty of hay and bread spoils to quickly to invest infrastructure on it.
seandeven May 19, 2024 @ 6:34am 
Bakeries in lieu of Pubs
killedinaction47 May 19, 2024 @ 7:29am 
Pubs are useless atm, don't build any
kcpknight May 19, 2024 @ 9:13am 
You can remove the pub by clicking on it and then clicking the button in the upper right hand corner to destroy the building. I would keep brewing the beer and just sell it at the trading post, most of the traders will buy it and it is an easy way to make money.
Bruckes May 20, 2024 @ 8:59am 
I really appreciate you all
LadyMiska May 20, 2024 @ 11:40am 
Originally posted by Bruckes:
How do I solve the poisoning problem?

The majority of the drunks in my game seem to be 'functioning alcoholics' because I do see them working while intoxicated.

Since I don't want to get rid of my pubs because they are a reliable Gold Income source, I came up with my own way to deal with drunks that attack; which is a rare event.

I limit Beer Production so all Pubs are able to function, but not enough Beer where villagers can sit all day and drink. *I test Volume Amounts and right now I have six pubs with a Min/Max 500 Beer Production Limit set. So far, so good.

For the villagers so drunk they go into a rage and start attacking others, I just take control of them and lead them far out of town to an area near a Wolf Den. They either calm down, sober up and return to the settlement OR they are killed by the wolves.

For drunks that are working and either slacking off OR not carrying their weight, I usually unassign them from their job position and then place them into a Mine somewhere. Then hire a new villager for the newly vacant position.
Last edited by LadyMiska; May 20, 2024 @ 11:44am
bazziboy Jul 22, 2024 @ 2:23pm 
If i understand that right, intoxicated (drunk) people are on a diet. You can see the level of the diet in the character dialog. They might eat less then. So maybe, just maybe pubs are of use, when food levels are really low. Beer can feed people to some extent :)
chef Jul 22, 2024 @ 2:41pm 
I second what Lady Miska has added. I do use pubs. Whenever there is a brawl I send cavalry. I haven't watched what happens but the pointless deaths stop after they arrive. Great source of income both from the pubs and trading post. I grow a lot of grain and have breweries smoking 24 hours a day. I'm thinking about building a fourth brewery just to keep up a decent sales volume. 3 - 5 gold per unit and as easy as growing grain and a basic well. Grain can dual purpose in food. I will add, that it is necessary to stay on top of your happiness to avoid brawling.
Last edited by chef; Jul 22, 2024 @ 2:43pm
Furin Jul 22, 2024 @ 11:37pm 
As long as you don't introduce your villagers to alcohol they won't miss it, so a 100% happiness is totally doable without pubs. Libraries will do greatly, because there is no such thing as 'nerdrage'. (Plus you can now sell flax, paper and books)

When calculating the money you make from pubs you have to take into consideration the time lost by intoxication. That time loss equals a money loss of goods not produced, food not harvestet in time, equipment loss for nothing etc. The drunken loonies are just the icing on the cake. You loose much more by the people who do nothing but stand around for seconds before they kick back into work mode, every day, permanently.

There is an argument to be made for a pub economy once you have a few hundred unemployed people, that's a lot of cash that could be potentially tapped into. On the other hand, in my current game 1400 pop town I have, once again, a few hundred thousand gold in my trading post (yes after clothing price nerf), a health income with 100 permanently stationed heavy infantry. I see no reason why I would want to make a pub now.

As I haven't build a pub for at least 8 months now I wouldn't know about any changes that were made to the system recently. Maybe it's secretly the best thing ever now.
chef Jul 23, 2024 @ 5:29pm 
The game allows for different playing styles, which makes this game great to play.
There are many ways to play the game.
Success is subjective for the most part.
I currently have no need to count gold mostly from selling beer and weapons and over time a lot of all of the other stuff. Plus or minus because of trading not a ton from pubs. I will check on the income sometime and let you know what that looks like. At one point in the game I was able to sell 500 beer 3 times (could have been more, don't want to come off argumentative) to a trader at 5 per unit in one visit. This would happen a few times a year at 3 - 5 per unit. So, let them be drunk. If a production unit stops producing, due to drunkenness then fire the bums, wait a beat then refill with new villagers. I once had an entire leather jacket shop that was not producing and for quite some time because I cluelessly didn't realize that they were all sitting at work drunk. Beer based selling is going to make you a ton of easy money. The pubs are not a requirement but also easy money.
As for happiness sure 100 percent with books/ libraries. Have also made some money off of the books too. As well as raw hemp and paper. Leave them at 500 in the trade house and wait.
Beer sells were booming. Although, I logged in today and found that the devs might have adjusted this route to El Dorado. Suddenly the pubs needed more booze or maybe the amount produced by the breweries was adjusted. Either way something happened to suddenly take stocks down to zero. Or of course what's behind curtain number three. Operator error. I probably opened too many pubs without expanding production. Going to have to figure this one out. Building two new breweries, near newly built and building neighborhoods, to try and make up for the new numbers.
Hmm, well there is always weapons selling. Much like the real world.
This does sound a little evil. Selling booze and weapons.
The next village challenge might be no weapons, no booze. Some kind of pious village with two or three temples per market.
Oh yeah laborers are around 250 (picked a low number, again to try and not be argumentative) so, have a drink, and leave your money.
Can you have enough money? So, I guess yes, for me, at this point, but there are moments in the game, earlier on, where you can use the extra income and entertainment to bridge your way out of an otherwise tight economic and entertainment straight. Pubs give you two things that patiently building up a clay based entertainment response will cost you in effort, labor, and gold. Building libraries takes a few bricks, at a time when the next tier housing typically upgrades with bricks. Sure deny housing upgrades to support library building at 200 bricks a copy. This will ultimately affect your taxes for a period and long term. I can't imagine it really matters because you will almost always find your way to some gold through trading. Building pubs cost little and gives entertainment and gold in return. Does this make them a superior anything... no. But pubs give two things at once. Managing drunkenness is about happiness, according to the the in-game warning. Build a theater or a festival pole. Neither of which require bricks. Just remember that they have a limited area of effect. No great shakes.
I too have a nice size village at around 2k and counting, just built the next market with accompanying housing in build.
I also have an okay sized army laying around waiting for raiders. Note, it is costly to depend on just lancers once raiders exceed 300 at a time. The raiders are usually harder to kill.
Could you build a village with no forestry builds? Yup, no problem. Just be sure to harvest wood as needed etc. Would that make the village "superior" to villages with forestry builds? I guess, if that's your thing.
Bottom line there are many ways to play the game.
The game allows for different playing styles without one being measured as better than the other.
Or, of course, in the alternative, measure away.
Be sure to be the person you want to be whenever posting.
Furin Jul 24, 2024 @ 2:54am 
Originally posted by hikertoph:
This does sound a little evil. Selling booze and weapons.
Orly?

But I agree with you, the game can be played many different ways and with many goals in mind. That's why I really like this game.

I never said my village is 'superior' though, My OCD just kicks in when I see my mooks standing around fiddling their thumbs for two seconds every 2 minutes.
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Date Posted: May 18, 2024 @ 2:27pm
Posts: 22