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Note, spearmen need a spear AND shield.
BEST TIP EVER: Hover over the unit card at the bottom of the screen and it will literally tell you what they are missing, with helpful alert icons on the card ;)
Import the rest. Anyone can use helmets. Tier 2 can use gambesons. Tier 3 can use mail shirts. (as an edit, housing tiers >.>)
That is really the reason to upgrade your housing tiers.
Note, if you decided to play beta tester, routes are expensive...so...plan ahead. You can MAKE all the weapons, shields, and gambesons without importing anything (other then ore, though most non-rich deposits have enough to outfit at least 4 militia in weapons). If you want to get MOAR, your best bet is either choose to specialize your 'main' town, which I wouldn't cause you need to make cash money holla holla with that one...or better, choose a region with a rich food source and a rich iron deposit, and go down the armour development tree with that one.
Note: Don't fall for the 'meta' of using two points for trade development. Its a handy crutch for not knowing what you are doing, but nothing, even on challenging, in this game is difficult if you pay attention.
Good luck, have fun, smoosh some heads, boop some snoots with arrows, all that jazz.
To be fair, even in reality they weren't THAT much of a threat to anyone with decent armour and a shield of any kind, more a nuisance and lucky shots, along with slowing them down and generally making them 'unhappy'. The beta test pretty well nailed the archers, though, so there is that...
Since you aren't on beta, just open the routes you need. I think I said that already, hah. They are exponential cost currently on beta, so...yeesh.....
Those alerts, when you open the military tab, there is a hand with cash. Click that, if there are any mercenary units available they will be there. They require a down payment and payment of the same every month. If there is nothing there? Well, the Baron gets excitable and hires them all, and NEVER releases them, so...nothing shows up, heh. There are only a handful of companies for hire as it is.
Gotcha fam.
Also, be aware, they tend to NOT move the product out until their house storage is full. So, veggies and orchards, tend not to move much. Best bet for release version is to have a little suburb for veggies and/or orchards, with its own granary set to only grab those (and any other granaries disabled for them, of course) right next to them. That way the product gets grabbed and used, instead of taking up space in the houses.
Here, used it for something else, its still there. Don't go much LARGER then the veggie plots I have here. If you upgrade the house to tier 2, their storage increases, which means if its a house you plan to upgrade? Make the veggie plot bigger, since it needs to 'fill' the house for it to trip being taken.
Orchards, a bit larger then those work just fine. Again, if you plan on upgrading the house, then you can make them larger to make up for the 'extra' storage in the house.
I'd say, about 1.5 times larger works just fine. Don't fall into the trap of 'BIGGEST GARDENS EVER' and then wonder why nothing works ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=3245620562
Yea, odd what happens when you mod a game. And mod patches in beta testing even more, right?
Humorlessly, dev just posted about that. Copying almost word for word what I've said on every 'We need mods' post. Mods in early access are a horrible idea, especially really early access, let alone modding BETA TESTS which is, bluntly, stupid.
I keep saying 'Yes, make MORE work for the dev chasing down things that don't even exist, because non-existent 'bugs' take longer to deal with then real bugs'.
Which is pretty much his exact words...Odd, yeah.