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Also, let us choose specific, individual items to limit a warehouse to. The categories are too vague. I want to be able to put all the fat and feathers in one place, and keep that stuff out of everything else.
I much prefer this game in its current state as I actually have to think about what I am doing.
However, the Grocery Store and Trading Post buildings allow you to generate silver from the sale of goods throughout the year in an automated fashion which over time is likely a more efficient option.
I suspect they did this on purpose, perhaps to avoid having to balance the realism around how much silver a given merchant ship should carry each trip and how much space they should allow for what they purchase.
Would you mind providing a summary of how you approach troubleshooting situations like this? Both of these are likely solved by taking a look at the logistics aspect of the situation. You can click on the building or plot in question and then click on the workers to see what they are currently doing. As far as I'm aware usually the things that interfere with prompt execution and completion of work is transit time, transit distance and satisfying inhabitant needs.
Having the game provide you the specific information in a very precise view is going to be more complex than it seems. For example, what additional information are you asking to see? The game already has a good amount of data points you can look at across the UI, so it sounds like you want a specific screen view that tells you what's going on. Given the number of variables at play, that's not a simple or straightforward thing to do.
Boring in what way and how does that change after the "early game"? Sure, you won't have some of the technology and mechanics available at the start that making progression smoother, but isn't that how these types of games are supposed to work? The player starts out and continuously builds up and becomes more effective at dealing with things that were a challenge previously. In addition, that typically results in new challenges that present themselves, some of which can be resolved without further technology. Then the cycle continues until all technology is available, then it's a matter of trying to maximize efficiency and balance out the production/consumption chains.
Perhaps I'm missing something, but it sounds like you want time to pass faster, but things currently happen faster than you can deal with them? What specific things are happening where you don't have the population/buildings/infrastructure to deal with and how is making time pass faster going to help out?
A lot of the prerequisites and links have to do with the underlying raw and refined resources that the building requires. There's also the consideration that they likely don't want to make it so easy to get to the final tech of a given feature or building that no one bothers using the in between buildings.
As far as tents go, they have a significantly lower resource requirement than houses and don't require markets. So sure, people with enough stone probably won't build very many. I've built some in my playthrough scattered about as areas for inhabitants to warm up in, though I'm sure I have a handful of extra murderers roaming around because of it (since I don't bother putting a church in range).
As far as the butcher goes, a supply station helps with providing a deliberate amount of raw materials for use only by in range production buildings.
Hosed in what way? Unless they add enough information so the player understands what is going on in the rest of the world to justify the changes in price, it's going to appear like just another aspect of RNG to the game, which may generate more frustration overall.
What is preventing you from figuring this out? The Order menu in the Ferry lets you know in advance how much all the items cost. In general (though there are exceptions) you can take the buy price of an item and divide by 7 and that's what the sale value is. Alternatively, you can also see the sell value of an item if you mouse over it from a Grocery Store or Trading Post building.
From there, you can choose an item that you have an abundance of yet consume relatively little of. For example, I would wager on average it takes a while for a player to get to the point where they are consuming all the feathers they produce. Flax is probably also another good that's easy to overproduce early on in the game. It's all largely dependent on how the player lays out their settlement and which tech and/or production chains they choose to pursue.
How much space are you expecting at the Ferry? I sell thousands of goods when the ship comes around each year. There is also an upgraded version of the building with even more space.
It's interesting how you mention the randomness of trade here, yet in point #11 you ask for a demand aspect (which essentially would translate into further more impactful randomness).
Oversimplifying resources doesn't add value to the game. If they went throughout and eliminated everything that "filled the same role" it would significantly diminish the immersion for some and you'd just end up with many posts saying "it would be nice if there was ____".
I for one welcome the variety, especially given the RNG associated with the spawn and trade availability of livestock.
Sounds like a matter of balancing your production and consumption, which isn't really exclusive to any specific resource. It's not uncommon to have a large quantity of a resource you aren't currently consuming and then watch it deplete when you get the tech and buildings to consume it without reinforcing your production (or at least assessing the ratio needed for balance).
Games of this type typically don't tell you in advance the proportions you need to put in place such that production and consumption remain largely balanced so it may require some degree of experimentation. Personally I enjoy that aspect of these types of games, though I can see how it can become tiresome for others.
1. Didn't know that the grocery store or trading posts did that. I never even messed with the trade options because I had other priorities for both resources and development points.
5. Years 2-6ish when you are just waiting for your population to expand enough to do more, especially if you built a school in year 1.
6. Basically there can be long times of waiting at 10x because you are waiting for your builders to build everything, waiting for the harvest, etc, or it's a case of it's time to do things and I want to stop the sim so I can plan it all out properly. During the long periods of doing nothing because I'm waiting on crap, the game being faster would be nice.
7. Like I said I don't hate the tech tree, but I feel like it needs a second pass. I get the interdependencies but in practice it makes a lot of the choices you have an illusion.
13. In banished, it is firewood. Firewood is your money. In SS, it's IDK because there's so much time and resources and requirements for all the little things I'd need an excel spreadsheet to make sense of it all. Then there's the disappointment when your one ship arrives each year and the inability to use goods to make orders I really don't like this aspect of the game.
I see, perhaps it's just playstyle at that point. I found myself constantly micromanaging things at the start because the population tends to be low and it only takes one or two production buildings to satisfy demand. So there's plenty of laborers at your disposal to clear land and lay the infrastructure for settlement expansion. Then again, perhaps this was also due to the fact that I built a Town Hall very early so I could immediately start accepting immigrants.
Not sure I really follow the second statement. Which tech tree options do you see as choices vs. the ones I'm assuming you consider mandatory for progression and thus choice is an illusion?
Well, the thing is you can turn any item into a trade good depending on the production layout of your settlement. There are a lot of resources that you gather and can sell with zero refinement involved. Many of those aren't critical to your settlement's growth. It's really just a matter of using your own evaluation criteria to determine what makes sense to overproduce and keep vs. overproduce and sell. In the very beginning there are limited options due to the technology progression so there isn't an extensive amount of calculations required. It can get more complicated late game when you are trying to determine the estimated silver per worker per year for a given advanced product because the the extended production/refinement chains involved.