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
For example, I have researched charcoal maker, so charcoal is made from firewood. So I do not want any firewood be distributed anywhere except charcoal maker shop. Yet firewood shop still making 1 even 2 stalls.
How to fix, I would say give a player an option to manually install stalls and select goods which is allowed or not allowed to be there. Like food stall - allow bread, do not allow berries (if I want to use berries only for Dye and then sell it for profit).
And a big problem with fixing game design is that its cleaner to just restart rather than try and rewire the programming and cause bugs and stuff.
Game design has to be clearly designed before you start programming to avoid this issue that all these indie game devs have with their EA plans. Everytime they add something new or change something it causes bugs for users thanks to their spaghetti code
For example, why do I have several stalls with food and firewood? Why are some stands full and others empty?
Its just plain bs honestly.
Putting more families to the granary did helped but not anymore. I now have 4 families to supply my 17 families with food and I have food for 18 months yet some houses STILL dont even have 1 food type / dont get food.
All my houses have DIRECT connection to the market (borders it)
Workplaces are storehouses. A hunter running the market stall will trade for berries, eggs, etc etc and bring it all to market.
Markets are first come first serve, where the goods go to the closest houses first, so having small markets will propagate a lot of food types to nearby houses (So if you want skilled craftsmen, put your chickens further from your market early on, as the T2 craftsmen will be easier to please living directly next to the marketplace.)
The reason the system is hard is because you are treating it like its more complex/inorganic then it is.
Still, the wheelbarrows that storehouse people get are *REALLY* nice when you are dealing with bulk goods from rich deposits, so this should be a good hint as to when you should start thinking about storehouses.
The reason the system is hard is because the logistics suck. I have food for 16 months and everythings close to the market and I got 4 families in the granary yet they cant give my 16 houses basic food? Pfff stop the excuses nobody makes massive cities in this.
When you don't need to process 80+ goods a month a granary isn't worth it.
Apparently you are limited to one working family having a market stall per production type. So woodcutter hut can use 3 families, one will open a stall selling firewood in the market, but if you 'fire' all 3 families, then what happens to the stall? It's tough in the very beginning when you are shifting people around based on what particular need you are trying to fill.
Sometimes i'll just reassign all woodcutters because I've got enough wood to last for a while but if they abandon their stall and there's no other woodcutter to operate the stall, then do my people just stop getting firewood?
Maybe this is what is happening? Maybe you need a minimum of at least one family working in a facility to run a market stall? But then I've seen berries being sold at a food stall operated by my hunters, after firing everyone from the gathering hut during winter.
Some clarification from the developer would be nice but there's no way in the world he's going to see this question as rapidly as new threads are being created today.
When you take your rich (Non hunt) resources and start properly investing in them, and are around development levels that are "Town" and not "Village", storehouses are valuable as you start needing the wheelbarrows.
As for food variety, one chicken coop for every 3 plots makes it easy to keep 2 food variety up. Vegetable gardens early on however, are a bit of a meme. Good eventually, just not an immediate concern.
As for why some are empty and some are full...not entirely sure. Probably just comes down to a first come first serve situation.
So do it in a “communist-ish” way