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
https://steamcommunity.com/sharedfiles/filedetails/?id=2280605015
As you can see from that image, I have tons of dye on the top right, tons of wheat in the middle, tons of medicine on the left. All that has been sitting there for YEARS. They plant right over it and completely ignore all those good.
And yes, I have like 10 Warehouses and TONS of space.
Also movement distance is critical in the game because there is almost no food buffer for your peasants. They start looking for food at around 70/100 food bard and if they travel far, they may return to the last location with 60/100 food because of lack of buffer.
Follow a citizen in a 300-400 pop city around for some time you will notice they spend 90% of the time doing random stuff instead of working the asigned job.
This problem is very big for farms and ranch because they only get 1 job and if that guy spends 10% of the time actually working then nothing ever gets finished.a workaround for now is to build the farms smaller and sorround them with roads and the farms to be placed in the middle of your city and around the farms to have most of your workplaces. so that when spring comes and ppl get reasgined all over again they spend less time walking around like idiots.
Yes, citizen AI can act weird sometimes.
I'll try to fix up citizen AI behavior very soon to alleviate these problems.
I've been reading this community page tonight quite a bit after having played our first game through +20 years, and many of our own concerns and experiences have been echoed by the other players -- both bugs and positive feelings and excitement about the game alike.
Back to the topic: We've definitely both noticed some issues with what seems to be already addressed in this topic, with the programing driving worker priorities in gathering/building/housing/etc, so I'm very happy that it is getting attention. It doesn't completely break the game, but it does add frustration when your settlement starts failing because of forces outside of your own power. I managed to sometimes "reset" the workers by fiddling with priority starring, and changing the laborer/builder auto/manual settings on the town hall, but it's definitely not working 100% how it was intended to work at this point.
All in all, we both love the game so far, it is extremely engaging and time seems to completely slip away while immersed in this builder. I look forward to the upcoming tweaks which will surely unlock the incredible potential this game has to offer. Thank you :)
A decent stop-gap fix might be allowing items to be gathered via the "gather" feature (like we do when we have them chop wood/collect stone). Then we can just drag a selection box to pick up/gather items within. Add a checkbox for it and we be good!
Either that or add Haulers as a third option to the role list with Laborers, Builders. Make the haulers only job to pick up items.
Anywho, I'm sure you have ideas on how to go about it. Thanks for the response!
I wish you could designate occupants from a certain housing area to work locally. Instead of they guy who lives in the 2-3 housing area you built to extend range deciding to go back to the main city to work, while some guy in the city tries to work in your new extension area 40+ tiles away.
As it is sometimes i have to disallow meds from certain storages and sometimes build a 1x1(or bigger sometimes) storage spot reserved just for meds+ food only storage at an extension housing area just so they dont always walk half the territory away when sick or hungry.
Actually watched they highlighted worker to see why a certain building wasnt getting any progress. He was walking from what id guess was maximum range, getting to site then info would say hes hungry and hed return back to where he started. Most the times you can figure a work around to stop it but it isnt ideal.
One solution i used is to accumulate immigrant card to 50+, let death for starvation to 100- peeps and mass use card after winter.
Not THE solution but If this help some =)
My solution for farmers not working is to find a farm not producing and then just follow that villager. I noticed (playing on Deity) that my farmers would have to go for a stone tool quite often, and i just so happened to only be making stone toosl on the opposite side of my city so they had to make quite a long trek. that combined with them leaving for food left my farms producing nothing.