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Slow the game down and select the item plot that's being a problem.
- It should show you if its waiting for something to continue the building.
- If you have the people then is a construction item.
- Normally it's planks or timber, the Artisans love to chew through planks.
(any armament, wooden parts, a few others.)
You can pause these artisans to free up planks. (look top right on them for pause icon)
Addition:
Storehouse
Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500
And just pause or downgrade the build priority on other buildings. And increase the warehouse to "highest"
Oxen don't build buildings, so I'm not sure how that would help.
They're all simply waiting to be constructed. As stated in the OP, the resources are already collected and on the building site. There are no resources missing. As also stated in the OP, I had anywhere between 1 and 9 families (3 - 27 people) without jobs during the time frame that I was trying to figure out the issue. Nobody was building anything.
Also, as stated, the first storehouse was already upgraded.
What I noticed happen as well is that you can pause a building being build by pressing the "pause" button (on that specific building, not in "pause" in general).
But for some reason that still "occupies" workers and they won't leave the construction site to build something else.
Not sure if that always happens, but it did happen in my most recent start where I paused the construction of a building.
All of sudden, no family worked on the other buildings even though the ox already delivered everything.
And that was in the very beginning mind you, where you have 5 villagers.
So it's not like there was much to do other than that. (no housing plots with gardens or anything like that)
1. Building needs unemployed families; if they all have jobs you can't get anything built
2. Make sure you have enough oxen to carry wood logs
3. Make sure pause icon isn't active on the building info panel
4. Distance to warehouse for planks and stone can slow things down massively (I've since made several warehouses around my town so building materials are always nearby)
In my last run, i was producing bows and shields for export, and i found that to support that i needed more sawmills, which in turn definitely needed more available oxens in order for me to have buildings done in a reasonable timeframe.
There is also something to be said for the heavy plow upgrade. As of now it seems we are unable to assign a particular oxen to a particular farmhouse. When you assign one, an available oxen is selected for you but you don't get to decide which. It can matter in cases where the hitching post that particular ox is tied to is one of your logging camps oxen, and those are far from your "farmhouse oxen hitching posts". Likewise, when you order an ox, it is assigned randomly (it seems) to any available stable spot, regardless of where you pressed the button to order it from.
Hopefully in the future, the UI allows for more in depth macromanagement on that front as well.
it could be u have big project like manor or church which require so many items delivered?
I've tried deleting building sites, rebuilding building sites, etc., nothing works...
the problem seem to grow over time and first become truly notable when the bottleneck is about to be hit as 10-15 oxes have already been idle for quite some time and that couple oxes who's still working seem to only do so out of habit when working for the sawmill. meanwhile other oxes are busy being stuck following former guides.
it starts with unemployed not building, for whatever reason that may be. as timber is in place. then the problem grow to also affect oxes. after game reload my constructions that had been supplied with timber were near instantly built from 17 free families, however. other half of awaiting constructions that had not yet received timber were still left unbuilt.
their collision, pathing and memory need serious attention and i suspect them to be the bane of this game unless allowed to clip through stuff like peasants do and have a very fluid mind for their fluid life to compensate for being used by several different serfs.
it's awesome to trample down the kings road only to cause a traffic jam once passing another ox and even several seconds after one got through the other is lagging behind trying to regain its footing.
It isn't a bug in the sense that it's bad code or bad development. It's likely you created the issue by your town design. By limiting the number of oxen available or by over extending the workload. The first fix to try in these circumstances is save and reload. And with building to try to have 1 free builder for every 2 buildings you need built, otherwise just wait and don't add to the queue until buildings are completed.