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Great post! Especially the bit I quoted as a summary of the whole problem I think we're seeing here...
The moods of everyone completely tanks very quickly because nothing can be built to increase it fast enough. I decided to throw caution to the wind and have all the villeins use up the starting straw supply (knowing how slow it is to replenish via farming) and just build simple straw shacks, but those degrade so quickly I'm now almost to winter of first year and there's just no way they're going to get them all repaired or upgraded to cob or wattle before cold weather hits so I know it's just going downhill from here.
I've already had some fights and my two guards are also miserable so they tend to just sit at the table trying to relax or improve mood.
I do have an Inn up but so far zero luck attracting a carpenter family ... this is not going well at all.
I think this is almost to the level of classic 'tantrum spiral' problems you can see in other games with 'moods' (a' la dwarf fortress where the term came from). It's something that requires very careful balancing because once it's out of control there's no saving your town from failure.
This happened in Rimworld, Going Medieval, and a few others I've played too. I am not sure moods and happiness should be weighted so heavily the first year when you have almost no chance of making nice houses yet. Other games get around this problem with something like "new colonist enthusiasm" positive buffs (or new colony low expectations) for everyone so they don't tank so quickly.
The struggle is real, not sure I'm going to make it with this first attempt, we'll see if they survive winter.
I'm a couple of years in so far and everything is going alright, got lucky with requesting a carpenter with the king but wow is it broken. Can't tell if my carpenters are using their resources or the resources of the family they're building for, but given how many ♥♥♥♥♥♥♥ planks they need I'm guessing it's using up theirs, so they're barely making any money. And the repair kits are a bit underpowered too, for one my ruling family just ISN'T USING THEM which is very frustrating, and one kit only fixes one fence. Basically cheaper to just rebuild the entire fence.
As always with this game, balancing is a huge issue, on moods, on resources, on birth (my tutorial lot nearly all starved due to the families having babies EVERY 5 MINUTES), just everything. I love this game but the balancing really kills it for me sometimes.
(This may be better as an actual post lol)
Edit: OH AND my damn sheep aren't producing wool and I can't figure out why >:(
The new update looks like it has a lot of really fun stuff, but definitely needs some balancing so the start isn't so rough. Something like straw walls getting a bit of a durability boost, initial mood buffs for the starting families, the carpenter actually doing his job, (guards maybe not beating children to death right away?),the ruling family doing something actually useful so they're not just resource wasting lumps, like maybe they could give motivation buffs to workers when they're around cause wouldn't you work harder if your boss is watching? I get that they are nobles and what not, but i do kind of miss watching them zipping around so it would be neat if they could at least do something unique.
This same exact scenario happened to me but I managed to pause the game and see who the culprit was (farmers) and then I went and 'seized' the gold back from them after she deposited it into their own chest. The family's moods were already really low so it didn't really matter much if I took the gold back and threw their Mom in prison for the crime. The prisoner tab does confirm she was jailed for "Theft" so I'm glad it recognizes it correctly at least.
I'm still peeved about the fact someone can just waltz right into the Lord's private home (no way to lock doors?) and take the entire chest worth of gold. Thankfully I posted and others have pointed out where the 'guard post' item is (in production tab) so I can prevent this in future hopefully.
Check the gold totals your families have, I think if the system worked right in your game you will see the thief's family has all your gold. Take it back. Their moods will tank but hey they took all the money you were using to fund and build a nice town, ungrateful sots!
PLEASE, look at how other games of this type handle this factor - they usually add a "new colony optimism" type buff or something so that the people tend to stay more positive for quite awhile until you have time to give them the basic necessities.
I honestly can't get moods to go up beyond 'poor' right now even with walls, roofs, plenty of food, beds, all the necessities!
Help!
Seems issue here is your jumping the gun on carpenter stuff, when you shouldn't start with one ever to my knowledge. Also I didn't even start with a cook, so you must picked a labor to do it, or one of your starting families, and of course when food is low, and you got one labaror the cook is just gonna sit there till the kitchen is built...
Seems more a reminder that things changed and you got adapt whole thing reads like "i tried to do it the old way and it don't work fix it!" Its like um make things smaller at first you can always tear up the haybails and junk later and expand once you got more people. I mean most the people here are also going something along lines of they wanted something cool for lord on day one. Its like well that is neat but you got low resources and labor so maybe don't go overboard and expand as you town does instead.
I mean first houses on tutorial were all huge, and I quickly learned put down furniture as needed for the family moving in, and put walls around that then expand and upgrade later when I got the resources. As much as I wanted to make big block houses, like it recomended 10x10 I instead made bedroom with enough beds and 2 spares, then made main room with kitchen and a table, their storage needs all bu the chest in the main room with campfire.
I did that and I saw huge productivity increases as they were not building roofs they didn't need right away, or making it super epic and purity goal was out get them ready for basics, and expanded as needed and upgrade once I had the production to do so. I still had tons of straw walls out after my first year for crying out loud I didn't get that fixed till year 2.
Just feels like not so much its too hard, but you not ready and not adapting well...
This isn't a doctorate's course in chemical science we're signing up for here, friend. Be gentle to this person willing to post their frustrations. It's a game, and they just added a huge amount of new content with not a lot of explanation in the 'help' book provided in the game.
And, to correct you, yes it's possible to have one of your labourers be a 'carpenter' profession because one of mine is as well and I can totally see where the confusion might come in that they actually can perform carpentry jobs. As a servant, they cannot. I had to test it myself because I don't think it's unreasonable to presume that might be what they do, you know, carpentry for the Lord's household construction?
"Adapting well" to a game, as you criticized, also means an intuitive game system with UI that makes sense and well laid out instructions. The game is in early access and I do believe the developers are doing a great job adding the helpful popups but not everything is explained well enough with this new update. No need to berate someone who didn't pick it up immediately because they intuitively thought a 'carpenter' as a servant meant, you know, a carpenter!
In this Screenshot you can see that one of the ruling families laborers starts with Cerpentry. As Vexare stated, I seemed to have falsely concluded that he was in fact a carpenter so the ruling family could have some fancy stuff right away haha. Now that I know that is not the case, my problem makes much more sense.
I think it would be a little less confusing if the starting laborers didn't start out with any profession then or there should be a little note that the laborers cannot actually perform the tasks of their profession.
Thank you for clearing up my confusion, Vexare.
Second I get a carpenter I will be upgrading Already got my kitchen, cottage, my manor right now is just a bedroom, and barrecks all full walled and roofed. And half the town is roofed up every one is walled and beded up every one is green rep with me, not perfect but they are happy it is day 9.
So maybe you would be less frustrated if you just took my advice build as needed, low tier tech expand and upgrade as needed. And you won't be so upset sigh. And there is no carpenter servant lol. You would have to invite a family then grap him and even then they would still hire the carpenter family to build lol. How is that so hard was that a thing before this update? Because I did 3 new games to check not one had a "carpenter" servant at start. I had LABORERS who could only do tier 0 construction.
And yes its Early Access spreading bad info and making requests for things that are not needed are very much bad for EA games. Sorry you felt corned but I legit looked and saw no carpenter servant. And no "adapting well" doesn't mean UI that does it all for you. Its all there I literally just started this game and did the tutorial and learned these things. They can not hold you hand any more then they already did. It tells you you need a carpenter family for the next teir. The tooltips TELL YOU you need one, the info of your workers all say they are not one sigh.
I mean the UI is there the info is there, there is even a tutorial book. There, there is guides on steam. And yet people still do weak cop outs. I mean you blame UI when it says flat out Requires Carpenter. And you look at your workforce they say LABORER and no mention of carpenter profession.
And for the servants, which I think is what you are talking about, you can just change your cook for a regular labourer at the beginning since there is plenty of meals. You can also look if you have a large family and grab a person from them and make them a servant.
It is a little bit more complicated now, since the rulers just grab their butts with both hands now and are beyond useless, but it is not impossible. Honestly, if I lived in a village with rulers like these, I would probably just throw them to the woods for a couple weeks and tell them to just come back when they learnt a thing or two.
I am only on year 2 right now, but it seems to be just fine, just a little more challenging, which is the way games were when I was a kid any way, so that's just fine to me. If the game is too easy, it becomes boring no? I think it's hard to find the right balance to please everyone, which is why a lot of games have difficulty sliders on the map setting nowaday. Maybe this will come along later in the game, where you can pick how quick people get unhappy, how much stuff is on the map, how much resources you start with, etc. The game is young, still in early access, some at this stage get abandoned, other become awesome like rimworld, this is the risk we take when we buy an early access indy game.
PS. I didn't read much of the comments since it looked like a lot of fighting, so sorry if this was already mentionned before.
As for happiness, I'm not sure what's going on. Lots of people in Discord say they're having issues with it, but I'm doing fine with no families with worse than excellent relationship. So I only get a couple crimes a year, and if I do get robbed I seize all the money from the thieves and then give them back their original money which offsets the relationship loss from seizing. I'm not sure what exactly it is I'm doing different, but basically when I accept a new family I give them 25 silver and get them beds ASAP and then gradually build up their cob walled homes. Oh, and I also had beer regularly available in the inn from like autumn of first year and I've had my first Sunday Mass in Spring of 1401, and have built up excellent relations with the clergy so they boost everyone else's relations every Sunday.