Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think that when starting a new game.. 30 day seasons are best..
in spring there is a lot of food... so there is in summer.. and you need to gather a lot of stuff to get your village going.,...
you likely can do that for the first spring and summer.. possibly autumn..
your first winter you want to have short.. it's hard to survive your first winter.. so 3 days seasons only..
than after that setting it to something like 10 day seasons.. would allow you to progress without having to twiddle thumbs to much...
you can alter the lenght of season each season.. but it only will come into effect the next season... so you can just while playing.. set the lenght for each individual season as you need more or less time..
personally if you want to have enough time to walk to every village and do each season all the quests.. having 5 days a season.. minimum would make things more relax.. it can be a bit restrained to do it in just 3 days.. and halfway in a season you can sleep "till next season" so with 30 day season you get the option to skip to next season after 15 days.. but with 10 day season you get it after 5 days..
Your village will be built in 10-15 years and your heir will be an adult at 18. So there are a few years in between, which can be hard for some to fill. So you have more than enough time to build without stress.
With 3-day seasons you play 120h real time for 20 ingame years. With 6 days it's 240h and with 30 days it's 1200h.
The seasons seem to be short at the beginning because there are many things to learn and you might want to have everything everywhere at once. But this is not necessary and slow growth prevents a lot of trouble in the game (#babyboom). The quests on the board are optional and are only needed if you need more reputation. I only ever do the quests from the board that I can do quickly, they are also repetitive, otherwise it gets very monotonous.
When trying to get production chains going, I would especially recommend not changing seasonlegth regularly by sleeping through parts of the season. Every time I've changed my seasons very late in the game, I've had to readjust a lot of productions and I can imagine it's harder for new players to get the hang of it otherwise.
I play with 30 days and got quite a lot more hours.
but i admit I only ever got 1 heir to 18yo once... (and to get it I saved my game.. set it to 1 day seasons.. got the achievement.. and load back my original save with 30 day seasons..
than again once I got all the achievements and my 50000 coin/day maxed out economy town I was done with the game.. the decorating stuff never apealed to me..
and I only now came back cause people asked me so nicely to crunch the numbers once again and write an updated economy guide.. most likely to go into hiatus once I got a remade economy guide and max economy town:)
one of my complains eventually was... flax/rope is so hard to come by playing that long seasons
so like I said it demands what you want out of the game....
Yes, of course. But if recommending long or very long seasons to a new player, who very likely want to explore the game with all the possible mechanics, it would only be fair to tell the downsides of this playstyle straight away.
There are different threads active in this forum right now, where people are complaning how boring late game is and how they need to wait so long to get to play their heir.
In my 100-year old village I did more than just decorating. The hole Villager-Management comes to effect only after 20 years and it is a challenge in itself to smothen that out to keep a balance between birth and death. Provide enough jobs, but never get out of enough people to keep all important production lines going.
If playing 30 days, I would be in year 10 instead (in the same real-time) and haven't had one grown up child in town. And with 10.000.000 coins in the pocket, I have to admit, that maximizing anything out is not a need that have. Quite the opposite, slowing down, so that storages don't overfill while still having enough reserves is more important to me.
I get it, that people are different, but anyone who really wants to test something out, like you do, can allways start a new game for this. But someone who runs their first playthrough and notices after 100 real time hours, that the village is all set but their heir is still only 2 years old might get out of the game for good.
BTW, am I the only one who like winter best? Several people wrote they do short winters. I like them best. But then, maybe I'm just weird...
Yes, it’s most apparent with farming and animals. You need dung from animals to produce fertilizer for your fields, and you need oats and rye from your fields to feed the animals. This cycle can be tricky for beginners to get started.
For example, I initially wanted to build all the animal stables as soon as possible and have large fields. What happened? We ended up needing a lot of farmworkers to manage the fields, had to buy a lot of fertilizer and animal feed, and a few years later, we had an excess of grains and dung. The best advice is to grow slowly, spreading out the construction of the farm and the introduction of villagers over several years
What would longer seasons have changed? The (cheaper) baby animals we bought would have needed much more time to grow up, delaying the production of dung and other products. They would consume food daily, while grain harvests are annual and depend on field size. This means you’d need even bigger fields to sustain them. On the plus side, once the animals are grown, you get more dung per season.
Fruit trees are another consideration. They grow with season change and can be harvested annually. Long seasons mean to wait longer for the next harvest, which translates to less wine production in the late game, impacting profitability.
What would happen with different season lengths? Changing season lengths through skipping would alter the amount of animal feed needed and dung produced each season, making it challenging to adjust and automate. The same applies to food production (from crops), wine production, and the production of potions.