Medieval Dynasty

Medieval Dynasty

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Ulthar Oct 10, 2021 @ 4:57pm
Can I create two villages?
let's say that I have decided I want to build on two sides of the map, can I do this?

the reason is I like the area west of the starting village but also want to be near a mine.
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Showing 1-15 of 15 comments
Valdyr Oct 10, 2021 @ 5:11pm 
I don't believe there is anything that stops you, at least not that I have seen. The area north of there across the river has a mine just north of it and is a decent area to build a village too.
Philtre Oct 10, 2021 @ 6:55pm 
You can build anywhere you want (except within the radius of the pre-generated villages). All of your buildings are part of the same village, no matter how far apart they are.
Shoebsy Oct 10, 2021 @ 7:25pm 
Originally posted by Philtre:
You can build anywhere you want (except within the radius of the pre-generated villages). All of your buildings are part of the same village, no matter how far apart they are.


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?
Sin Oct 10, 2021 @ 7:35pm 
All Storehouse's are "magically" linked.
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.
Philtre Oct 10, 2021 @ 7:36pm 
There are two types of storage building, resource storage and food storage. All resource storage buildings share a single inventory, and all food storage buildings share a single inventory, so building more of them just increases the total capacity. As long as the buildings exist, your villagers can put things in or take them out from anywhere, they don't need to physically go to the storage buildings. So you can have your storage buildings in your main village, and have a single cottage with a couple of people on the other side of the valley, and they will be able to get food and firewood just fine.

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.
Sin Oct 10, 2021 @ 7:45pm 
Well, that's even more broken than I expected.

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.
Philtre Oct 10, 2021 @ 8:06pm 
Exactly.

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.
Last edited by Philtre; Oct 10, 2021 @ 8:07pm
Anima Mundi Oct 10, 2021 @ 8:20pm 
Yup, my miners usually only get to the mine by the end of their shift :)
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.

Shoebsy Oct 10, 2021 @ 9:02pm 
I'd say it's broken in a negative way.. Barns already have an 'effective' radius, they buff farms near them.. So I was kinda hoping I'd be asked to build a new storehouse if I wanted a mine further away from my village.

I feel it would make the higher building caps a bit more interesting. But it's not terrible for such an janky indie game.
Anima Mundi Oct 10, 2021 @ 9:15pm 
It's not so much that Barns "buff" fields around them. It's just that it makes field work more effective to have barns close by, simply because your farmers first "report to their shift" by walking in the barn at the beginning of the day, and walk back to the barn if they can't possibly do another task and need to wait for a slot.

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.
Shoebsy Oct 10, 2021 @ 9:33pm 
Originally posted by Anima Mundi:
It's not so much that Barns "buff" fields around them. It's just that it makes field work more effective to have barns close by, simply because your farmers first "report to their shift" by walking in the barn at the beginning of the day, and walk back to the barn if they can't possibly do another task and need to wait for a slot.

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.
Anima Mundi Oct 10, 2021 @ 9:52pm 
Originally posted by TheKiroshi:
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.
rolfn Oct 11, 2021 @ 12:58am 
To the devs: Whatever you change in the future development, use configurable options as much as possible. So everyone can build his/her version of the game as near as possible to personal preferences. It’s absolutely fine to eliminate the bandits by option. I understand that a lot of players request that, but for me, I don’t like killing people in such a kind of game. It also would be nice to be able to alter options during the gameplay (I.e. fast production).
richardmgoldsmith Oct 11, 2021 @ 11:00am 
The game will not stop you, but the NPC's will decide which fireside to go and sit at apparently at random. It doesn't matter much except for farmers. They do fail to get all the fields tilled if there are fields associated with each location.
Strawberry Jam Jan 30, 2023 @ 7:00pm 
Originally posted by rolfn:
To the devs: Whatever you change in the future development, use configurable options as much as possible. So everyone can build his/her version of the game as near as possible to personal preferences. It’s absolutely fine to eliminate the bandits by option. I understand that a lot of players request that, but for me, I don’t like killing people in such a kind of game. It also would be nice to be able to alter options during the gameplay (I.e. fast production).

Done, done, and done if you're new here.
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Date Posted: Oct 10, 2021 @ 4:57pm
Posts: 15