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If your unhappy with that, just use Wemod to add more. (Its what I do since so much is currently broken or bugged)
So I wouldn't like the ability to skill everything at one region.
However, there seems to be some kind of colony system planned (the upgraded starting-tent was meant for this).
Maybe a colony could have the ability to give a few additional dev-points to it's hometown,
while in return sharing the hometowns skills.
But the idea still is that you need to chose development points based on specific function of that region. Having all of them unlocked would remove significant amount of depth of the game, in fact, it's greatest long-term unique merrit: the idea of managing a domain, rather than a settlement.
I'm sure we'll get more total points eventually, as currently, most of the tech is locked out and logically, the number of points is limited accordingly, but the idea that you ALWAYS need to specialize into one or two branches is by design and compliments the idea of regional specialization.
Your town either gets the massive trade benefits, or gets great farming, but you should not be able to do both at the same time, that would literally render the entire multiple-settlement dimension of the game pointless, and establishing new towns a chore, rather than each becoming a unique set of challenges.
It's just that on your first run, you don't realize this, which can be very frustrating. It takes playing the game for very long time for you to realize you are supposed to think of regional specialization from the START, already know what your first settlement will be focused on from the moment you survey the map.
You simply build one and asign it a worker. Then chose target destination, and one good to be send, and one to be recieved. It always has to be something-for-something. Buying a mule and assigning it to a pack post is very much recommended. The pack post will then make regular trips between the two regions. Either a trade post or another pack station is needed in the target destination. If you want to move more types of goods, build additional pack stations. Keep in mind, only ONE pack station is needed to complete the round trip. You don't have to mirror it in the target destination. In fact if the target destination does not have a pack station, then all the goods will be loaded and unloaded at a trade post instead.
However, in the previous build (a new version came out literally hours ago), the system was extremely broken, because there is a ballancing system for when you are trading goods of unequal value involved exchange in regional wealth. There is a bit of a dispute of how it works exactly, nobody seems to be sure of the details, but one thing was clear: the system ended up causing regional wealth to bleed out. This was un-intended, but the more regional trade routes you had, the more money your cities kept losing.
It should be somewhat fixed with the latest patch, but we haven't had much time to test it yet. A lot of systems in this game are pretty obfuscated, so... it's not always easy to figure out how exactly they work.
1) are you using the latest patch? You really need to use the experimental/beta build, the strides SlavMag has been making with each patch are massive. The last one improves the regional trading a lot. Among other things, it changes the regional traders to carry 5 items at once, instead of 1. It also fixed the regional trade bleeding out regional wealth. It's really a major improvement.
2) As per the latest patch, regional traders will carry 5, not 1 item per trip. However: If you can at all aford them, make sure you have mules assigned to the pack station. They will further increase the maximum goods moved at any given time by 20 each, eventually allowing you to move upwards of 80 items (40 there and 40 back) per round trip.
3) Make sure BOTH sides of the trade actually do have the goods you are exchaging. If you are trading bread for say - berries, or meat which can widely fluctuate in availability during the year, check that the target location hasn't run out of them, and if so, make sure there is something in ample supply to trade in for.
If the target location does not have enough of the resource specified in the exchange, the trade will slow down, because it is 1:1 process. Meaning if the target location only has 1 meat availabe, the regional trader will only export 1 bread per trip.
Also, while only one pack station is needed to complete a full trade, you still need a spot for them to unload their goods on the other side. Either a second pack station, or a trade post can both load and unload goods for regional trade.
1) The distribution of resources ALREADY determines your region's specialisation. You can have all the development points in the world but if your region doesn't have a supply of say iron, you're not going to make an armour exporting town (same for in your region has bad fertility).
2) Even if you could keep earning development points till you unlocked everything, because you only earn them gradually, that creates variety as you have to chose which development trees to go down first without requiring a hard limit.
3) If you want to have multiple specialised towns, there's nothing stopping you from doing that even if you had access to every single technology but just role playing having a town focus... But as soon as you impose hard restrictions EVERYONE has to play that way, regardless of if they think that's fun or not. This is what I don't understand about people advocating for more gameplay restrictions in a single-player game, at least advocate for the option to set your level of restrictions so that not everyone has to be subject to them if they don't want to (without resorting to mods).
Tbh I think it's silly that the development points aren't shared between your settlements.
Or quite how restrictive they are (like unless your put 1/3 of your points into trade, imports are prohibitively expensive).
Or that there are some points that are so much more valuable than others that the lesser points never get used because if each town has only 6 they're going to use the better ones (so in a roundabout way, the restrictions discourage you from researching the niche tech).
No it's not just people being court off-guard, just some people just don't like such gameified elements as development trees as soon as they start being really intrusive (like hitting a hard cap on the amount of basic things your villagers can know like how to plough or that you sheep won't naturally reproduce, because reasons...) and immersion breaking (that the village next door figured out how to plant apples, but apparently that's still a mystery to your village).
You have choice, you can specialize a region or not, but you gain significant advantages if you do. Saying everything should just be available at all times is a gross misunderstanding of game design at all, and the complex notion of play. There needs to be challenge and difficulty in order for enjoyment of games (this is well explored territory with tons of scholarship). If you just give players everything all the time the game stops being a game. So no, you don't want "choice" you want "meaningful choices" - which is the core of game design. Limit the player in ways that allows them to make meaningful choices, to have agency, and to overcome the challenges with that agency.
Other are weak. Who would specialize in wax in the current state of game.
Right now the trading and the blacksmith are the only specializations that aren't forced by the region resources.
There are 22 Development elements not yet available.
- Some of these will depend on game elements we do not have yet.
- Some may be tied to the Manor Lords Rank, as that is a coming feature.
We currently only have 6 points usable and that doesn't get you very far into any branch.
- Except the master Armourer
The Dev. did post a job offering for a coder to apecifically work on the Development tree and it's requirements in game.
So, lots not known and lots to come.
Addition:
There is a new level 4 building, not yet introduced. So, that could be another point earned. May be tied to Guild structures? Or town administration?