Medieval Dynasty

Medieval Dynasty

View Stats:
Optimal Town at 65 Buildings - Opinions?
Has anyone figured out an optimal build with maxed production vs housing requirements. This is what I was thinking -
Buidlings : # Workers
Well 1 1
Storage 2 0
Woodshed 1 2
Excavation 1 2
Mine 1 6
Builder 1 1
Hunting 1 4
Herbalist 1 2
Fishing 1 2
Food Store 2 0
Barn 1 8 (Or 2 with 4 workers in each?)
Henhouse 1 1
Pigsty 1 1
Donkey 1 1
Goose 1 1
Stable 1 1
Fold 1 1
Cowshed 1 1
Apiary 1 1
Windmill 1 1
Workshop 2 2
Kitchen 2 4
Smithy 2 4
Sewing Hut 2 4
Market 3 1
Builder 1 1
Tavern 1 2
Total 35 55
Slots Remaining - 30
Total Homes Req- 28 (56 workers)
Home for Self 1
29 Houses + 35 Functional = 64

If your goal is to have a self sustaining village with minimal input / interaction at season change I think you would need something like what I have posted. I am not sure if you would need 2 workshops, but I think the Smithy, Sewing Hut, and Kitchen would definitely need 2 of each. I put a General Storage shed near the village that you first go to for ease of trading, so I always have 2. Not sure if you do need 2 Food storage. The way the main storage building is designed, I think it is intended for you to place things like logs, planks, stone, etc in stalls in the building, so that opens up a lot more storage as it is by weight and not number of items.

Is 3 market stalls enough or do you go with more? Do you get an extra cow shed so that you can make money selling them at a much better rate? Do you skip the donkey shed once you have horses? Do you need another hunter hut when you are at 60+ people or can 1 shed with 4 hunters produce enough meat for your entire village? I think dedicated sewing huts - for base mats production, makes sens - one for wool and the other for flax/ linen. The kitchen never comes close to cooking enough food for the village so you might actually need 3? The goal here is to have a fully sustainable town that has the least required interaction / intervention while maximizing sales and keeping everyone happy. Can one woodshed produce enough firewood for 29 houses? What do you all think?
< >
Showing 1-9 of 9 comments
Faerlynn Sep 14, 2022 @ 1:25am 
You have a lot of superfluous or redundant buildings if you are going for an **optimal** setup.

You don't need two workshops.
You don't need both a donkey shelter and a stable. Pick one.
Geese are better than chickens so you don't need the henhouse.
The only use for an apiary so far is to provide honey to make mead (it can also be eaten but it doesn't provide a lot of nutrition). A tavern requires 4 apiaries to produce mead full time so if you are not making mead full time the apiary is not necessary.
Villagers can't get sick or use potions so the herbalist is unnecessary, unless you make them gather berries for the berry pie and/or mushrooms for the soups.
You also got two builders, one at the beginning of the list and one at the end. Not sure if you counted them both or just once.
Fishing is redundant with hunting, if you have one you don't need the other.
Last edited by Faerlynn; Sep 14, 2022 @ 1:27am
Jaunitta 🌸 Sep 14, 2022 @ 1:35am 
My population is 80 with 55 workers. lots of children now coming of age at 14 place them into apprentices..
And I crafted 3 resources building, 1 at the main center of my village and 2 further away up top of the hill behind my village. They stack the resources.. so you have 12000 storage for all the incoming resources.
I have 2 wood sheds LVL 2 as then you can hire 2 villagers one will cut down trees for logs the other will do the planks sticks firewood.
2 herbalists 3 fishing huts LVL 2
3 extraction mines for mud stones and lime scale.
3 hunting lodges.
I have 2 builders to fix all buildings.
4 markets for each type of resource then swap aroudn resources when I get too much in one.
2 Barns
I also check my villaher's skills once at level 10 I m,ove them to another job unitl they have level 10 in each.
As you grow with experience you can decide what is needed.
I find I still have lots to take care.
We may not need many work places but our villagers need something to do as well,
Place goats with sheep in one pen then milk the goats and shawn the sheep for wool.
Last edited by Jaunitta 🌸; Sep 14, 2022 @ 1:36am
SnugSnug Sep 14, 2022 @ 4:24am 
Originally posted by Jaunitta 🌸:
My population is 80 with 55 workers. lots of children now coming of age at 14 place them into apprentices..

When children hit apprentice age and later adult do they need own house or are they happy as adults in their childhood home and remain there.

Or does one need a constant housing expansion / exile scheme
Jaunitta 🌸 Sep 14, 2022 @ 4:42am 
We can move them at age 18 to a new house and craft a larger simple house with 2 single beds and 1 db bed that way they will produce 2 children.
If you try move them at age 14 the whole family will move with them.
Apprenticeships can last till age 18 in one place job but as I said I change their profession around till I have their skills where possible at level 10 in all of them.
The reason is those children from those parents will also have very skills. If I did my reseacrh correctly :)
The level 10 provides better workers with higher returns.
All my villagers average 80% happiness.

I'm filling in time till my Heir reaches 18 he is currently around 11
Last edited by Jaunitta 🌸; Sep 14, 2022 @ 4:56am
SnugSnug Sep 14, 2022 @ 6:35am 
Sry my thoughts were in the opposite direction ... hypothetically do they have to be moved?

ie can we let them stay as adults and therefore not build another house. Eventually their parents will die or maybe be exiled allowing for them to raise their own family.

This way less building slots are used as houses while still maintaining decent worker to placement ratio.
Last edited by SnugSnug; Sep 14, 2022 @ 6:36am
TheRealMuehle Sep 14, 2022 @ 6:57am 
Yes, you can leave the Kids in their parents home. As far as I know, this won't affect their mood.
NickTwist Sep 14, 2022 @ 4:19pm 
Originally posted by Faerlynn:
You have a lot of superfluous or redundant buildings if you are going for an **optimal** setup.

You don't need two workshops.
You don't need both a donkey shelter and a stable. Pick one.
Geese are better than chickens so you don't need the henhouse.
The only use for an apiary so far is to provide honey to make mead (it can also be eaten but it doesn't provide a lot of nutrition). A tavern requires 4 apiaries to produce mead full time so if you are not making mead full time the apiary is not necessary.
Villagers can't get sick or use potions so the herbalist is unnecessary, unless you make them gather berries for the berry pie and/or mushrooms for the soups.
You also got two builders, one at the beginning of the list and one at the end. Not sure if you counted them both or just once.
Fishing is redundant with hunting, if you have one you don't need the other.

Yes and no to this. I have to have multiples of crafting building just to employ all employable villagers and I have 8 vendors now selling all the over production. I already amassed over 1 million coins this way and everyone is happy in my city status village.

The reason for all the different buildings isn't if you need them, it is about a variety you can put in your town.
Ubiquitous FUD Sep 14, 2022 @ 10:35pm 
Thanks for the replies. And thanks for the catch on the duplicate builders. The goal / ask of the post was to see if people had ideas on how to minimize all of the management changes / assignments etc at season change. No way around it for the Herbalist really, but I do get tired of having use my characters super high skills at the season change to catch up on gaps where my townspeople production is low or gets behind and creates bottlenecks. The list I made assumed everything was max tier which is why in some cases I thought only 2 buildings would be required - for example the Barn at tier 2 employs 4, and you definitely need more than 4 once all your fields are going, so you have to do 2 barns initially, but when you hit tier 3, the barns now employ 8, and that might be all you would need to keep your fields running so at that point you might only need one.

Definitely interesting about the workshops - I would think you have to have at least one running for bucket production for water / milk and bowl / plate production for the kitchen / food. I've also read that the items produced out of the workshops are the least efficient for time / resource against profit / sales, so that's kind of why I was wondering if I should do 2. NickTwist - what are you producing in your workshops?

I've read that food has no impact on happiness and you could just feed everyone on grilled meat and apples, but that bugs me. That said the kitchen production is ridiculously out of balance - too slow. 2 workers (still at level 3-4 but still its painfully slow) take a full day to make what I can make in less than a game day hour, so I always have to spend one night / season in the kitchen catching everything up.

I appreciate the idea about the animal buildings - it does seem to me that you should go ahead and drop the chickens to get 2 goose huts, and maybe the donkey to double up on cows for both milk and to sell. I've read that you can make a ton of money of animal sales. And since you get a lot more cows / hut it seems like they would be better to set up than horses.

3 hunting lodges and 3 fish huts seems like a huge overproduction of meat to me? Unless you are just pumping out leather to mass produce simple bags?

I've read that villager happiness is predominantly set by the materials used for housing and not the size of the house - so I assume that Jaunitta you are just building simple small with stone and then limestone?

I do like the Herbalist - just one - for the heal potions that you sometimes need when you go up against multiple bandits or multiple bears and you take a hit. Also for the skill reset. Of course you don't need to actually put a full time worker in it for that. Seems like the Herbalist / remedies thing is not really fully worked into the game in a meaningful way.
Jaunitta 🌸 Sep 15, 2022 @ 1:56am 
Many of my double up is for markets where I'm cashing on over 3000 coin a day now trying for 1 million coin achievement.
Oh and its mixing goats with sheep I found the most efficient since i carry a set of shears shear the wool and milk the goats.
glad to have helped in some small way. its a pleasure to share ideas that way we all like a big farm family :lunar2019grinningpig:
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Sep 13, 2022 @ 11:36pm
Posts: 9