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Question 4: I've been using stone buildings because I thought they were better... is there a reason (other than speed/insufficient stone) to use wood instead?
Q2: Farms are fine, but too many will take up a lot of space/workers. I use them to supplement income honestly (eggs sell very well till ya can sell jewelry). 1 of each at max size for your peoples fav foods at most. Don't fill them up workers, you won't even need them half filled with workers. Playing the trading economy just helps for supplementing your army and building it up faster. Cause less farmers can mean more income for war power in other places.
Q3: When you set work priority of a race, it works for all future/past population that immigrate of that race. So yes, all the jobs set already will fire and be changed to the other race ya set priority to.
Q4: Yeah building type effects happiness and work efficiency. Like Pigs and Elves work well in wood buildings together, while the Drawfs, Humans, and Giants work well in stone/grand/mountains.
I'm trying, but struggling on making it work.
Example: brand new game, as I'm building my first warehouse, a couple of the pig guys who love to farm show up. Cool, I'm building a farm anyway, that will work great. I build the farm, set it for 2 workers - a human and a pig-guy go to work there.
I check the work priorities - humans, 16 farming. Pig guys, 20 farming. Meanwhile, I get another pig guy immigrant... I set the farm to 3 workers, and one of the new pig guys waddles over - cool! Now I just need the human to go do other stuff. So, I set the farm back to 2 workers - the pig guy who was just hired leaves, and the human stays...
I guess I don't have enough of a difference in preferences? If that's the case, how much is needed? Or is that not the case - do citizens not leave jobs after finding one, even if a better candidate comes along later?
What is, and how do I use, administration? I seemed to find some references to admin points and unlocking cool things for your faction, but I can't seem to find anything in game. I thought at first maybe it was from a previous version, but I see there is a tech that unlocks bonuses to administration, so it must be a thing.
Is it just something you don't get until higher pop? I'm only at 80 pop right now, so still kinda small...
Now that part I'm sure ya know and sorry ahead of time for reiterating it if ya did.
To keep a race from working a space at all, you need to set their priority to 0, The ones you want to work there only, set to 20.
The reason your piggies might be doing other things is likely because they have other places that have priority as well based on fulfillment/or set priority that is equal to the farms. So the human is filling the missing position even though all your piggies are working jobs that give full fulfillment or fit the priority set.
This is also where you build your big armies for taking down other cities too, it's in the top left of the world map under armies tab, you recruit from your region rather then your capital city. Those ya train in your capital city are only for civil defense for when you get invaded or civs rebel, though they can march out of your capital they'll be weak in numbers to any army above raiders (unless your troops are Giants) but in general your civil defense should be phased out once you start building large amounts of guard posts and other fortifications that have to be manned in your capital.
So, #6. How many beds should I have for a given population? Does it vary based on the quality of beds? I mean, I know flats will give better quality sleep than dorms, but for sheer quantity, is a dorm with 8 beds functionally the same as a flat with 8 beds?
I think I recall seeing an estimated number of patrons a food establishment can serve when it's built, but I don't recall seeing that on the sleeping facilities...
Beds will be changing in the next version though to being individual houses so it will be different soon.
Let's roll into question 8.... :)
...how far is too far for resources? And is there a good method for long-range gathering? (i.e. build up a little village at the site to house/feed workers?) Also - I confess, haulers kind of confuse me right now - I think I set them where I want he resource moved TO, and the hauler will go get it where it is and bring it to the haul point, is that correct?
...asking, as I am struggling waiting for my metal imports to trickle in, but there's a ore vein in a mountain about half way across the map, and I've got plenty of spare workers at the moment, so considering trying to make myself a little more self sufficient... of course, I also haven't looked at the tech requirements to smelt metal yet - was surprised as I went to set my gem mine, as I'd forgotten to look to see if I had the tech, I imagine metal will also require some research.
And, #9 - after being show the demographics page (thanks much!) I see that, while I have humans ages 2 to 5, I have no 'children'. I'd built a school thinking wanted to be prepared for educating folks, but I don't have the tech for nurseries.
Is it that, prior to nurseries, the only source of new folks is immigration, therefore your existing citizens won't have kids (without the tech building)? If so, did I jump the gun on my school?
Economy.
Question #10 - ok, wait, why is the price for me to buy items 10 times higher than for me to sell items?
Finally noticed, now that I'm starting to produce and can be more picky on my imports and exports... I get that there needs to be some adjustment for gameplay, but it just doesn't seem right that, for example, folks will sell me gems about 500 a unit,than a unit, but wil only pay 50 a unit for the ones I'd sell. Across the board, for all items... I get this was probably a gameplay/balance decision - but it's a little jarring. Can't I find the folks who are ALSO buying those gems from the misers selling them at 500, and see if they'd like to buy mine instead, for, say, 250?
If that's no kidding the prices for the world market, it seems very wrong and jarring...
(and yes, I do see there is tech to improve my selling prices...)
Q9: Yes, the school needs children and children only come from the nurseries that get unlocked in the tech tree. Slave traders, Prisoners of war, and Immigrants are the only way you'll be increasing population till you get a nursery. Side note: Buying from a slave trader and freeing the slaves ya bought is a great way of increasing happiness for most races too. it's kinda double edge sword since it only raises happiness usually for those of the same race as the freed slave, while lowering the others. But it's different for each race too.
Q10: Edit: Sorry I got it wrong ignore my earlier post on this
Got a somewhat self sustaining colony now, just under 1k pop, and feel like I've got at least a grasp on the basics. Of course, the city is a mess - trying to decide if I want to stick with it or take what I've learned and start fresh! (I'll probably stay with it - still a lot to learn on this run, I think!)