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Actually i've a question on this too.
Does that mean one "village" will always take from the same storehouse? So if I have say, a small couple of houses to have miners travel to and from, that's away from my normal village.. they'll take/store resources from any possible storehouse?
You can make a satellite hub at a mine (or any other prime spot) with 2 storehouses (food & resource) and enough housing for the workers you need in the area. So long as you assign the right workers to those houses then you're good.
Note that with the exception of farmers tending the fields, NPCs can work at their jobs even when they're not physically at their job site, so you could have a mine on one side of the map and have the miners live on the other side of the map, and that would be fine.
So you only need a resource storage near a mine if you plan on mining it yourself, so you can "magically" move the ore across the network without having to carry load after load by foot.
I wouldn't characterize it as "broken", more of a workaround for the fact that NPCs move slowly, so having a system that strictly required them to walk to and from their job sites and physically transport stuff around would be a major PITA.
The only thing you need to manage properly are the Farmers, keep them close to the barns, and fields, because the amount of work that gets done, is directly linked to the NPC animations and movements.
I feel it would make the higher building caps a bit more interesting. But it's not terrible for such an janky indie game.
I guess your suggestion would add another layer of management challenge, which I would be happy with. But i reckon most of the game's fans prefer the more casual building sim style the game is at and the simplicity of it.
I don't think theres much/any 'casual' building sims fans here. Between the niche product and the indie-jank, i think Medievil dynasty simply taps into that Animal Crossing 'but for adults that are serious'.
not that everyone wants more management, i'm sure a lot of people don't want to build entire new towns when they create a new system. Just that casual players probably aren't a thing, due to the time investment the game is. Theres so little instant-pleasure here.
Also.. Do barns not buff production? I've crops nearby and orchards further away.. and my orchards are given a warning that their production is lowered because of distacnce. I thought that meant they'd provide fewer foodstuffs when harvested.
That warning you get is simply telling you that efficiency in working that field is reduced because it is far from the Barn (so they will be the last ones worked on by farmers, and thus might not have enough time to fully work it before season change). This makes more sense for fields that require multiple work steps, for orchards since they're just harvested once a year, not a big deal.
The amount of produce you get from them remains the same.
You might be right about the game's fans. I personally would love extra layers of complexity and challenge to village management. Adding a system where food variety / nutrition value would affect workers mood/ performance for example would be great. Better tools increasing workers efficiency instead of just more durability would also be nice. I just don't know how these would be received.
Far as i can tell, i've seen people complaining the game is too grindy or difficult to manage etc.
It's great that we've got Alcohol production, bee keeping, herbalism, etc, but there isn't much gameplay incentive to unlock and produce these things currently.
Done, done, and done if you're new here.