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Сообщить о проблеме с переводом
TLDR Peasants aren't picky and they'll just drape leather across their chests like cavemen
It'd be nice if that bonus/skills tree (at some point within it, in future) had a node to increase it, like "immigration +%" or whatever, like some other city builders have. Or that kind of thing ... somewhere. To be able to get it up to 3 per month at least.
2 families per month is still 24 a year. that is 3 fully staffed farmhouses.
with 3 fully staffed farm houses and a whole bunch of small/medium sized fields. im able to supply 2 regions with bread, and have some left over for export.
So its more people then you think.
this also does not take into account when you build a second accommodation on a burgage plot. those guys seem to move in at the end of the month you build the extension in.
but yea i agree with the diplomacy and most of the perk tree still WIP my guess is there is almost certainly going to be some way to increase immigration.
Then focus on different types of food your approval goes up quick
On normal an ok start will grow month 2, on challenging you need a good spawn and a very time optimized/near exploity build order to start growing month two (Involve knowing how to cheat the ox logic, and how to get two food happiness without a granary or two food jobs... And a rough spawn can still delay growth to month 3.)
On normal you can have considerable taxes and not stop immigration, on challenging you can't, taxes of 5% can prevent the 80+ 2 immigrant happiness from being possible.
Many things that arguably should give happiness (Like tavern uptime) do not yet.
The vague targets of 55ish% and 80%ish percent that you need for rapid growth still exist (As happiness at the start of the month matters, so a little wiggle room is important for making sure growth works.)
So on normal, 1 at a time is natural, 2 is for a good player.
On challenging, hitting 2 growth consistently shows you really have some degree of mastery.
So at the start of each month, 25% of your morale ticks over to being year round morale.
Its possible that your start of month morale was less then 50 if your peasants had remembered grievances, but if all their needs (Church, food, clothes) are met they will gradually rise to 100 happiness without taxes.
Hopefully in the future having goods in excess of needs (Like entertainment) impacts happiness more as other sources of unhappiness arise.
On challenging, your people will go like, -10 a month if gods home is not yet glorious enough. Half as much the cost of being homeless.
On challenging they need all the goods they need to level up always or they are extremely angry. -10 each.