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
But I also don't try to optimize everything to be the absolute best it can be. I just like it to look good and work well.
I tried to make dedicated areas workers can be in, but they wont leave them for food, so it's easier for now just to not restrict.
But do you have specific hauling jobs for people just to transport stuff from where it was produced to the centralized storage area?
That said its surprisingly efficient and foot traffic has a pleasant "lived in" feel for the village and nothing looks "gamey" except my poor sense of fashion and interior decorating.
If you don't have a centralized storaged, do you manually move stuff to the workbench when you need to craft something?
All I make is armor and weapons, the NPCs do everything else and deliver to a relevant storage area, like a small shed for building materials or I walk into the Alchemist shop and take what I want (yes shop, I made them all look like shops, old school RPG style).
As for the 100 tiles, I haven't actually seen this limit, I just know my guards/transports do almost all of the deliveries and they transport from one end of the village to the other with no issues. So the other NPCs can spend most of their time actually working.
I don't really think there is a min/maxable worth mentioning, its more a matter of how easy you want to make the settlement for yourself and balancing out resources versus consumption. If you over produce you can make a lot of money or you can under produce and struggle. All of my NPCs get a wide variety gourmet bonus, and the biggest upkeep for that is probably fish, but if I want to lessen the burden in that direction, I could just add another fisher. If the struggle is wheat for flour and keeping the animals fed, I can either increase the efficiency of the wheat plots with fertilizer, adding another farmer, or just add wheat to the other areas that have the extra free time to handle it. The only relevant number in regards to settlers, in my opinion is the more you have, the longer it takes the raiders to give up after killing your people, if they manage to get that far. Though by the time it gets to the point where raiders are a serious threat, I think most people have gathered or have an idea of what to gather, in order to setup kill zone traps.
I see people complaining about settler happiness being too easy, I think they miss the point is that its easy because you do it the easy way. I don't waste time and energy on big living spaces for the free happiness bonus, I'll keep them in something smaller and focus my efforts some where else. Once you realize the benefit from the happiness bonus is just cheaper pricing, and then realize you don't buy anything or can afford it regardless, then its overall pointless and you just need them to be happy enough to work, meaning they have food and some where to sleep. If keeping them happy had more purpose, sure, its too easy, otherwise its just an arbitrary stat with no real purpose worth complaining about.