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Laporkan kesalahan penerjemahan
As soon as you're done with the basic stuff, build another hitching post and buy a second ox
Then you have enough money leftover to make 2 big houses with vegetable gardens
Focus on making houses to have more population, and when bandits show up go kill them and loot their camps, choose to send loot to the village. This will give you enough money early game, but eventually you'll have set up a trading outpost and start selling.
You need to make sure that you spawn in a location where the berries have a rich deposit and its also helpful to tick the option to have double the supplies/money when creating your game.
Just keep restarting until you spawn in the right place. Also be sure to check there is a good area for farming which is green on the map so you can eventually start farming a couple of fields for wheat to make bread.
Most importantly for any start, upgrade the stable to make space for two ox and buy a second ox before you spend all of your starting money. You really need two at the start, one to assign to assign between the lumber related tasks and one to have free for building tasks. Then once money does start coming in you'll want to focus on importing any food related items that are food or make food and import them as well as grow your ox numbers because they are crucial to your village growth. Keep up with buying additional ox. Eventually you will have enough money to buy enough ox to permanently assign to the lumber jobs, farming and trading.
Don't assign burgages to have carrots/chickens/goats unless you have the money after buying your second ox, then I would suggest to always go for chickens. It's a year round food supply not seasonal like carrots. You can always go back later and destroy the chicken option and reassign a house to farm carrots, but you just want to make sure you have a house plot the size of the recommended farming field size which is 1. When I was ready to start assigning houses to grow carrots, I only assigned a few to do that job just to to keep villagers happy with the food variety requirement in the market which keeps ratings up. To size up a good size burgage for farming, I placed a field first using the builder tool. When you place the field you don't want to go much over the size of 1. You could make it smaller and go for .8 or .9. Then I built a road around it (basically to outline the field then I deleted the field and placed a house. You only want to place one burgage with the two house symbol for two families to live together. It means they have a decent size field for my double family to farm. Assigning carrots to a small burgage plot with a small garden is not efficient or helpful to the village.
Farming is useful if you build your fields to the recommended size of 1 and not much bigger, you don't want one massive farm field. I usually do about 4 fields and two farm houses, then with a development point, unlock plough and you can upgrade the farms with this, it's useful if you can keep on top of checking the stages of farming (ploughing, planting, growth, harvest). Farming is allot of micromanaging and it can be helpful for wheat if you have 4 to 6 fields that are size 1 when placing them. But you have to watch the seasons, crops and move workers around. I do it and it helps with food earlier game, it's just the managing bit that is fiddly. I always still had to supplement with importing food goods during the hunger days.
Don't worry about trading and trading routes yet, that will come after your housing starts levelling up and bringing in income, then you'll want to think about importing importing and exporting. But to begin, I was only importing food items like flour, bread and wheat. The food shortage will eventually sort itself after many hours of game place.
People will say to sell wood, but you need your planks for town growth in the early days, but once food and money is flowing and abundant, then you can export to your hearts content. I did not export (sell) anything early game, I was just patient, focused on food and the layout of my village and keeping workers productive. When berries are in season place everyone to pick and once the berries are 0 then get your workers placed where needed. I placed the market right in the middle of my village and then built housing around that. This kept everyone happy and helped my rating grow. Then as I expanded I placed more storage and markets in the outskirts.
Once money is coming in, you'll want to build animal trading building and a sheep pasture and an extra pasture to make room for the lambs. Then buy two sheep and place in a pasture because they will start breeding lambs and that will give you wool and once your wool supply is up, you can also sell your larger herd to boost income. Just always keep two for breeding and repeat. Don't sell lambs they don't sell for much money.
Once you start importing and exporting goods, also be sure to watch the price of goods because they can go up and down when you sell and buy if you buy or sell too much of one particular item. And sometimes prices go down on trading goods when there is a market surplus. So it means you could invest in something that you know the price will go back up eventually, so you can then export those goods at regular price or keep them to use. Also you can cause market prices to inflate if you sell too much of one item. Just watch market prices and stop exporting temporarily if you are selling goods where the selling price has decreased.
But the food and money problem at the start happens to everyone. I was about 35 hours into the game before I stopped seeing that hunger message. Just keep building houses (without carrots or chicken for now) and also be mindful that while everyone is starving you don't want to invite huge numbers of more mouths to feed into your village, so find a balance. Housing will inevitably level up and that's when you'll start feeling some relief, money will be steady and with importing food items, you will see the hunger going away.
As for farming, it can help
When you build burgages, it's sensible to select chickens for all your low level housing. The reason being that its steady eggs year round. Carrots are only seasonal. Reassign those jobs to carrots later when food variety starts to be a problem and affect your rating.
Also, once money is starting to come in, open routs for food and start importing it to help with food shortages, I just selected like 100 as the surplus for the items I want to import watched prices, turning it off if prices inflated. I eventually opened all trading routes for grains/edibles because my village was hungry forever in the game. Don't worry too much about opening a trading route to sell (export) anything in a hurry because you need everything you make in the beginning and you always want to have at least one year's surplus of food and fire wood once the early days balance out and food is steady. I had to import food well into 40 hours of game play time.
Eventually the money will start coming in, it's just a matter of patience. I honestly let the game run and fast forward x 12, checking occasionally and always keep checking if housing is ready for level ups. I always keep at least one person assigned to pick berries even if it's off season and they are doing nothing but waiting when I am letting the game just run, checking every so often.
But as soon as you start earning the development points, you want to spend those wisely at first. 1. Double berries, 2. Plough if you're farming, 3. Apiary, 4. Trading routes cost $25. This order might not be your order but you get the idea. This is the order I used my points.
Once your housing is all level 2 and money is good, then start opening up trading routes to export your surplus of things like housing tiles, for example. Also when you're able to start assigning artisan (skilled trade workers) jobs to housing, you don't want too many tailors, cobblers, etc., because they will use all your resources fast if you don't manage production. You have to micromanage those workers by pausing and un-pausing production based on your need and resources available.
But basically right now in your current hardship with money, I would just restart your game with a new one until you get your start just right with the good farming location and a source rich in berries and maybe make sure at least one other resource in your territory has a rich source.
It took me about 4 restarts before I got it right.
And once you build the manor, don't make your villagers pay a tithe to the church until food supply is abundant because the percentage you select them to pay, it's paid in food. I didn't start taxing either until the village was established and food/income was steady.
Don't give up just restart until you make the right decisions, but two ox and a rich deposit of berries are a must at the start.
https://steamcommunity.com/sharedfiles/filedetails/?id=3240696395
First, build up as suggested by the publisher in the tips and tricks thread. Setting up the logistics side of your settlement before you do anything else makes it easy to keep the village growing smoothly while you generate some early wealth.
Once you have a storehouse, logging camp and sawmill running: Sell planks. With the beginning 5 population, you should have no trouble rotating a family between foraging and wood cutting to keep people fed and warm. It is really easy to generate a surplus on both of these items while your population is low, and you can sell the surplus before you start building houses for growth. You don't need to hold someone back for construction if you're focused on generating wealth first.
If you're willing to let a good bit of time pass before you go for it: build no more than 10 houses, and sell planks until you bottom out the market for them. You can usually get up to around 500 regional wealth before the trade system has no appetite for it just from planks. If you're also selling berries and firewood while you do this, you can add a few hundred more. This can take 3-4 years, so its a good time to setup for apple orchards as well.
After you have 500-ish regional wealth, start building burgages for newcomers and set them to produce eggs. For at least the first 20-30 burgages, you don't need anything other than eggs.
Set up a few biiiiig plots for vegetable gardening once you have around 30-40 in the population. Vegetables produce food faster than dedicated farming and don't suffer from fertility problems. As long as the plot isn't TOO big, you can easily feed populations into the 1000's by mixing in big vegetable plots with every 15-20 egg producers.
Eggs and veggies can generate a massive surplus early game if you keep your population lean, and you can also sell these while you're establishing the more valuable trade items.
After I get a fairly stable settlement, I typically start alternating between goats and eggs until I'm generating a high number of hides. I setup a tannery, and then start selling hides and tanned leather. After you get hides and leather selling, you will be coasting on trade. These items take a long time to exhaust the market, and sell for a lot per unit. The best part about hide generation from your burgages is that you do not need to continue scaling this as you build. Once you have a high enough number of hides coming in to both craft and sell: you can stop, and focus on eggs.
*If you plan to grow apples, that is the only thing that should take precedence to the egg spam method. Getting a mature orchard before your population comes in is important. As with other things, apple surplus is also a good trade item; you can easily grow many more than needed early game. If you're going to grow apples, make your first 4 plots large for veggies, and the fifth one huge for an orchard. Orchards don't seem to suffer from size like fields do, so don't worry about making it too big. Go nuts.
The problem with apples is that you have to take that dev point early, and there are two other really good early dev point picks: reduced trade route cost, and sheep breeding. It is up to you which you want to take, but the reduced trade route cost alone makes up for needing to buy your sheep until the 2nd or 3rd dev point. The downside being that the longer you take to start your orchards, the less you'll benefit from them in the difficult, early years of your settlement.
As for farming: I don't even bother with it unless I have the top center region, or the center region. You don't need it.
However, its worth watching a few tutorials on how to make a good start and what to spend your first regional wealth on.
Yeah, the game doesn't make this obvious for beginners.
Man Sawpit.
Work Sawpit.
Accumulate Planks.
Build Trade post on king's road.
Man Trade post on king's road.
Open trade menu, click on build materials, click on grey text "no trade" next to planks and change it to "export".
Click on target stock number and reduce it lower than your current stock.
Wait....
Profit.
RInse and repeat with other industries that easily build up surplus goods and do not require a trade route be paid to export.
Wait again...
more profit.
Spend riches at your leisure.
Congrats, you pulled yourself out of the crisis by your own bootstraps.