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I've been playing the game for a few hours (20?) and I'm grumbling at the economy as well. I've tried 3 different approaches for now and none really got me where I wanted to be.
In my opinion for early game at least, foraging families are moneygrubbers. Almost every furniture needs planks and as a reigning family, I can't help farmers or fishers much in acquiring these. Yes, I could buy them from the forager and resell them at a lower cost but that binds workforce I'd rather have elsewhere.
Fishing families are the oposite. They barely hang on in my runs and are often idle for who-knows-what-reason. I tried boosting them by giving them the Inn but they couldn't manage the workload at all >.<
I've also had a lot of "useless" families requesting to stay. Why should a I allow a leatherworker in when I don't even raise pigs yet?
I also don't know what is required for the families to grow. I make sure in my designs to have 1-3 beds empty but the reproduction is rather slow. On the other hand my bro-couple of millers asked to adopt children once a season... also boys.
Currently I'd like a way to "split" families into 2 households and/ or arrange marriages between my families to eg push their spectrum a bit. Why should a fisherman not hunt?
I've also not invested into clergy as it is very unprofitable and taxing in my opinion. If my 3-head-strong fisher family can't manage the Inn, how is a 1-2 sring clergy caste supposed to handle an entire church? Do I even start with the church? Why is paper so gooddamn limited? Paper is made from woodmash! Parchment is made by hide!
They are working on increase clothing production and the rate of clothing wearing down, but I think it needs more work than that.
However, I haven't really thought of a good solution. The best that I can come up with is being able to adjust priorities under the caravan marketplace that forbids the selling of certain items.
vyraka, I see where they're going. My opinion on this is actually, that we lack in goods for trade in general. For example, regional goods like sheep cheese or apples depending on which map preset you use would both enhance the meals of the villagers and bring in some cash. So far, the only thing I found for trade in early game is the gifted clothes.
I got no idea how the caravans work from the tutorial to be honest. I'd like them to interact with the reigning family exclusively. That way I could handle which goods are circulating in my village. I'm also kind of disappointed that my farmers would go up and buy cattle while I can't. Now I'm stuck with 2 male cattle-specimen...
Acorns are basically feed for the animals but again, I want control over what my villagers use to feed them. I also don't understand why a butcher, who is supposed to buy dead animals, needs a feeder?
The diversity in professions is all good but it also clutters the game and there's no spreadsheet to show what goes where...
I noted in my own post an issue everyone brings up time and again, caravans and the negative impact they have on your village economy. I still believe the simple solution to them is to actually make them fulfill what the tutorial says they do in the game, purchase excess resources from your villagers. An example noted above, everyone has acorns after building their houses or cleaning trees. So since everyone has them and the market price is decreasing, why isn't the caravan buying them all up at cheap prices and thus taking the excess away from my villagers? This in turn would bring that price back up, clean out my villagers inventory from their primary resource production chains, and also put some coin back in my villagers pockets.
Staying on that same topic caravans seem to buy very limited amounts from villagers directly. Take rags for this example. I had a caravan willing to purchase them, and all my villagers had them so they only purchased four total, from my seven families which were selling something north of 30. If I put them in the lords warehouse and sell them, they purchase everything I have so I can't figure out what the issue it. It's not that my villagers aren't selling them as I can click on each market stall and see how many each had up for sale. So my I can only guess the issue lies with the caravan just not spending money.
They might also want to look at what each villager wants to sell. It was questioned in another post, why do families go and purchase food or wood for their own homes, only to turn around and attempt to sell it. This might be an issue with family wealth that family believes it has to little money so they are trying to sell anything they have. But this might be another solution to market stalls being overloaded with the wrong items.
I'd note my last major issue would be animal purchasing. As was said above, if I'm purchasing cows for milk/cheese production why did my farmers buy two males? This might be a simple enough fix, add a rule where a family only buys a male animal if they already have a female in their inventory.
I don't have a solution to all these other problems. More UI might be helpful. I'm not sure about adding additional restrictions settings or rules the lord can control. I like the hands free nature of this game as it make you take a different approach compared to other games in this style. I also don't mind the challenge. Creating a fully functional economy shouldn't be easy. I just think a few thing need polished up or finely tuned and it would work well.
So buying stuff from your villagers and selling it to caravan is a money loss, which is dumb.
"I like the hands free nature of this game [...]"
What do you mean by this, Killroy?
I had the lack of item tracking and that I can't restrict my people a bit in what they offer for sale. Also, I'd prefer a mechanic of "ordering". I'm a souverain for better or worse, so I want to go to my foragers and say: "Yo woodhackers, bring me 100 planks until the end of the month" I can when just "opress" them to do it or lower their taxes for the next month. In medieval times, farmers could be called away during harvest season to collect snails... why can't I request stuff?
I play a lot of other games similar to this one and the majority do what you are asking for. You can set production limits, you can set orders you can directly control how people work or what they are doing, in short you can micromanage them as much as you want. This game on the order hand you are putting a family in charge of a production chain and letting them work. You have no control over them and as the lord of the town you are expected to meet certain taxes to the king. Yep that's right, you aren't the king or the biggest ruler here, that is made rather clear when you start the game and the king gives you a contract to sign. You are simply a lord of a village and you are expected to do what a lord of a village would be doing in medieval times. Think of it as a middle management position.
So you need to be planning ahead to try and compensate for when a family doesn't meet the requirements you set for them. There is some ability to demand specific resources by changing priorities and then setting a family to stewardry so they only make one item and it only goes to you. But for me that takes away the idea that I'm trying to create a village economy that can self sustain.
If the village is successful it's hands free. I'm not ordering my villagers to do specific things, they should be doing it by themselves and I can focus on other projects like setting up new production chains, bringing in new families or preparing for the next year of taxes. In short I'm not micromanaging every aspect of a family which is allowing me to macro manage the village as a whole.
I'm also unhappy about how pastures work atm. My forages tame wild pigs until I have the desired amount. I don't want them to run around the map (256x256) but to breed the pigs. I'm also missing the clear option to kill slurpus livestock. Maybe you can explain it to me?
I'm experimenting which production branch to expand into after year 1. I can probably just leave it be with farm, fish, forest until I hit year 2022 but that's not really fun...
They did a stream on their Discord today - I asked when was the next patch. They said if no problems arise in testing - then perhaps this week. But if problems arise, it will be longer.
I'd really like to see more basic, common goods added to the wares that you get at start up - capes, drawstring boots, tools. Not a huge amount, but enough to satisfy the needs of your starter families as well as your first few families you take from the inn.
It takes a moment to build up enough wool for a tailor, as well as the butcher, tanner, leatherworking route. Oye - and blacksmithing to make tools! You need three families to support a fourth family just to do that.
So basically - you aren't going to have those things initially in the beginning unless you have a caravan, but the caravan doesn't do much for putting money back into the village.
No breeding at the moment. Butchers are the best way to get rid of excess pigs. Believe me - they'll buy them even if they don't have enough money for food!
That explains why they run around the map all day, Thx vyraka!
I'm a bit uneasy with the butcher as how I see it, they would be idle most of the time...
I got slammed my second year in my last game with a request for over 200 blueberries in taxes and i hadn't produced one and had no production setup for them. I ended up meeting that blueberry goal by having my lords family stop everything else and run around harvesting blue berries that were growing wild on the map, and then buying all the blue berries I could from caravans and families that had randomly picked them clearing land.
But yeah, this comes back to the tutorial and others mechanics in the game. Either the tutorial needs cleaned up to explain this better or things can be changed. Either way the game is still in EA so they've got time to sort it out.
1 it needs to periodically spawn a merchant that only brings money to buy things. Probably just after tax day.
2 a new profession galled the Grocer, the grocer can buy from families without a shop by talking to the family head, and sells to both the villagers and caravans. You can configure what goods they try to stock and how much they keep in reserve when selling to caravans in the priorities menu.