Medieval Dynasty

Medieval Dynasty

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Moving singles in with other singles
So I started out smart with a new save, and have three small huts aside from my home, each with one individual. I'm playing with severe restrictions, so will be building out more slowly than most, but eventually when I want to "grow the village" internally through relationships, what is the best method for doing so? Can I move one single in with another, or do I need to recruit someone roughly the same age?
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Showing 1-15 of 16 comments
aschfonistfabre Aug 15, 2022 @ 12:47am 
Age doesn't seem to matter in the slightest, but for best skill sets for the kids, it's best to match farmers with farmers, and so on. It's possible that closer ages will result in kids faster, but I'm not sure if this is confirmed.
TuppenceStick Aug 15, 2022 @ 12:48am 
Houses will be home for one man and one woman. If their ages are less than 20 years different they will in time marry and have one or two children depending on the number of beds in the house. You can add a man and a woman to each house.
Mr Chill Chill Aug 15, 2022 @ 12:54am 
Sorry, what I mean was, can I reassign two individuals together that are already in the village but living solo?
TuppenceStick Aug 15, 2022 @ 12:58am 
Originally posted by Mr Butters 99:
Sorry, what I mean was, can I reassign two individuals together that are already in the village but living solo?
Yes you can move one of them in with the other one.
Mr Chill Chill Aug 15, 2022 @ 1:02am 
ok thanks. I had hoped that was the case.
Kwalyz Aug 15, 2022 @ 1:08am 
You can only move the opposite sex into an occupied house … Eg house has a female assigned, then you cannot assign another female into the house with her. You can assign a single male into the house with her.

Until a pair in a house become a husband and wife, you can assign them to as many different houses / pairs as often as you like. If you are trying to prevent your villagers from becoming couples then this effective, especially if you pair people with large age gaps. The closer they are in age, the faster they become a couple.
Mr Chill Chill Aug 15, 2022 @ 1:24am 
Yes, in my last game, I had built my villagers a bunch of the larger homes, and after they had their first children, started getting pregnant again. Population spiked, as did demand for food, wood, etc. I have to try and control the population more in my current build as I'm playing with restrictions which make things much more difficult.
Mr Chill Chill Aug 15, 2022 @ 1:32am 
Originally posted by aschfonistfabre:
Age doesn't seem to matter in the slightest, but for best skill sets for the kids, it's best to match farmers with farmers, and so on. It's possible that closer ages will result in kids faster, but I'm not sure if this is confirmed.

While the skillset matching is a good idea if its passed to kids, I'm not so sure that this game really sees an individual as a farmer, miner, cook, etc, even based on the individual's dialogue claiming they enjoy/hate this or that. I say this because you can have a miner not even reach the mines but still manage to do a day's worth of work, and it appears that you can have the villagers do anything required and eventually level up.

In my current game, all three recruits have their own small hut, and they're basically doing everything I require of them, based on the restrictions I'm playing with. I'll be curious to see if they truly are this or that, or if, just like young people in real life, they can learn a trade and become good at it, even if they start out thinking they hate it. We shall find out!
TheMole Aug 15, 2022 @ 2:06am 
you can have them level up in any trade, and even if they start out saying they prefer mining. Once you've leveled them up in farming to higher level than their mining skill, they will tell you they prefer farming. That text is based on what their highest skill is
Mr Chill Chill Aug 15, 2022 @ 2:08am 
Originally posted by TheMole:
you can have them level up in any trade, and even if they start out saying they prefer mining. Once you've leveled them up in farming to higher level than their mining skill, they will tell you they prefer farming. That text is based on what their highest skill is

That's great to know, and goes along with the theory I had about the mechanics of the game. So essentially they can be anything that's needed, and learn to love it.
simeon Aug 15, 2022 @ 2:19am 
Originally posted by TheMole:
you can have them level up in any trade, and even if they start out saying they prefer mining. Once you've leveled them up in farming to higher level than their mining skill, they will tell you they prefer farming. That text is based on what their highest skill is

Does it is still the same for the skill-mood-buff-mechanic?

E.g. the mood buff per level is for every “specialisation” the same, so you can reach the same maximum mood buff, once a “default” farmer at level 10 has been retrained to, let’s say a smith level 10.
Kwalyz Aug 15, 2022 @ 2:42am 
Children have the average skill, rounded down of their parents when they are born. Applied by the game when the child is born not at start of pregnancy.
Example: father level 3 farming, mother level 4 farmer when a child is born they have level 3 farming
Alternative example:If father is level 3 farming and mother is level 5 farming when the child is born they have level 4 farming.
So it is useful to match parents by the skill sets you desire to expand rather than randomly. Especially for the extraction and survival skills that take the longest to level up. The recently added apprenticeship system might help overcome weak inherited skills but I don’t know how many levels they gain per year as apprentices.
Last edited by Kwalyz; Aug 15, 2022 @ 2:50am
Capuzzi09 Aug 15, 2022 @ 3:22am 
Originally posted by simeon:
Originally posted by TheMole:
you can have them level up in any trade, and even if they start out saying they prefer mining. Once you've leveled them up in farming to higher level than their mining skill, they will tell you they prefer farming. That text is based on what their highest skill is

Does it is still the same for the skill-mood-buff-mechanic?

E.g. the mood buff per level is for every “specialisation” the same, so you can reach the same maximum mood buff, once a “default” farmer at level 10 has been retrained to, let’s say a smith level 10.

Yes, it's the same and it only depends on the skill in the job which they're currently doing.
Capuzzi09 Aug 15, 2022 @ 3:23am 
Originally posted by aschfonistfabre:
Age doesn't seem to matter in the slightest, but for best skill sets for the kids, it's best to match farmers with farmers, and so on. It's possible that closer ages will result in kids faster, but I'm not sure if this is confirmed.

Actually, age DOES matter. If you assign two individuals (male+female) to the same house, they will NOT get married and have kids etc. if the age gap between them is more than 20 years.
radtazman Aug 15, 2022 @ 4:00am 
Originally posted by TuppenceStick:
Houses will be home for one man and one woman. If their ages are less than 20 years different they will in time marry and have one or two children depending on the number of beds in the house. You can add a man and a woman to each house.
age difference doesn't matter. It will take a little longer but they will have children. I tried that, matching 2 together with more than 20 yrs difference in age to bypass the pregnant issue. didn't work. they had a kid anyway.
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Date Posted: Aug 15, 2022 @ 12:44am
Posts: 16