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That sounds interesting.
Since it's key to lvl 3 burgs it can turn the fertile regions into mini-Milwaukees* just to supply the less fertile regions. Currently building towards a supply chain just for this, will see how it goes.
Big fan of specialized regions tho, reflective of real-life commerce drivers. The trans-region trade needs some tweaking but a great concept.
And that's typical of EA resource driven city builders, logistics and pathing are usually high on the immediate “needs work” list.
(Note that it can take some time for this to take effect and there is still the issue of mass consumption.)
But, regardless, if you're losing money the problem is likely not the ale. First, limit how the surplus amount so you're not buying crazy amounts of ale. Next, make sure you have enough upgraded buildings, as they will bring in monthly revenue. Finally, when selling stuff via trader, do so in bursts of a few months at a time, so you get max sales price from the global market. (The same effect happens when buying stuff too - if you constantly buy same thing, the price will go up due to limited supply)
Only non-alcoholics would say this.
If you must, buy barley and convert it.
However, keep in mind, you mainly need the ale to upgrade your level 2 plots, and since there are no level 4 plots (yet), screw them.
Get enough ale to upgrade and then let the level 3 plots suffer.
Yeah, you take an happiness hit, but by that point it really doesn't matter.
That being said, why are you buying ale instead of barley? Get the "Better Deals" development point as your 2nd point and start an import and export empire. Barley is cheap and you can easily export enough goods to afford it.
Do this. buy 10 sacks of barley, put 1 worker in a malter and have 2 lvl 2 Burgess houses set to make ale.
This will produce enough ale, to supply your people.
Make 3 fields for producing Barley, set 1 of each field to 100 010 001 Fallow/Grow per year.
Set 1 Farm Building to oversee and on advanced set work area to only barley fields. This way you'll plant and harvest the full field, set at least 4 works to the farm in march april and in sep/august. Once you start collecting barley, stop trading for it.
You can go for apple growing or rye, but both are imo a pointless route. I keep points for deep mines and sheep, plus the plough. And double berries. Apples are ok but it takes around 3-4 years to get decent crops.
So yeah ... I like setting up two malt workers, 1 employee each, with them and Tavern close to the brewery house/s, import barley - while you're unlikely to ever have a large surplus of ale, most of the time it's enough to trigger/satisfy the requirements, outside of very large populations.
Honestly though, I think you can just eat the lack of entertainment morale penalty. Between your morale bonuses between Church level, food variety and clothing variety, you can easily tank 1 morale malus. Only run the tavern/malt house when you want to upgrade burgages.
Make sure the granary can't collect ale and the storehouse doesn't collect malt, because a brewer family can out make the malthouse.