Settlement Survival

Settlement Survival

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vegardhv May 27, 2022 @ 10:25am
Roads
This is not a question about whether roads is useful or not. Just - how can I get them built more effectively when they always seem to be bottom of the priority list? There's _always_ some building I have to qeue up and it seems the builders will downprioritize roads for buildings.

Is the only solution to pause all non-road building activities to get them built or is there anything else I can do?

regards
Vegard
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Showing 1-5 of 5 comments
Dietre May 27, 2022 @ 12:52pm 
Early on with low pop and lots of building, yes roads get on the back burner, however, once you get the builder workers up to 6 or even a 2nd building of builders, roads are created or upgraded very fast.
vegardhv May 27, 2022 @ 2:05pm 
Right, so stay positive. I just always am in need of a ton of workers everywhere to sustain tools-clothes-food etc production, end up having to compromise on builders.

Btw, I haven't done proper research on this, but does it matter where you place the builders cabin? Currently I'm just trying to spread the builder cabins around so they're around where the most of the building needs done. But does it matter?
Dietre May 27, 2022 @ 4:37pm 
not really, as they act like laborers when nothing to build so they are always just out and about anyways. I have a specific layout for my core cities that I like to use, and the builders cabin is on the fringe of the market and I have a supply Depot next to it that collects all my construction materials. So in the event that the builders have to stop by the cabin then go build, the materials is right there all together for them to grab and go.

I think having the materials all together is more important then the cabin placement. I have never really noticed the builder pathing to go back to the cabin (when you select a worker, you can see the yellow path line) but I am going to try this when I play next to see, as I am now curious about that.
Dietre May 27, 2022 @ 4:42pm 
Originally posted by vegardhv:
Right, so stay positive. I just always am in need of a ton of workers everywhere to sustain tools-clothes-food etc production, end up having to compromise on builders.

Yes early is the most hands on in regards to manipulating labor force. extra builders to get this built, then swap to get tools etc etc.
some tips is I build a school right off the bat, the clinic I only put a doctor in there when someone is hurt, farms during spring until harvest then swap them over to make tools/clothing all winter. I get the town hall right away too so the 1st wave I can accept to boost the Population. I tend to get the event of displaced people early if i get the town hall, I am not sure if its tied to that but it seems to trigger alot for me.

I always start on 15 people total , not sure how hard you try and play ?
vegardhv May 27, 2022 @ 5:11pm 
I'm starting over and over, trying to get a grasp of the game mechanics.

Removing the doctor from the clinic when noone is hurt, yeah I didn't think of that one I have to admit. Now I've got around 300 ppl someone is always hurt.

Repair men, I haven't noticed any buildings being damaged until recently (around 250-300 pop), not exactly sure how that works, whether they fix buildings before they come up damaged, but at least now I saw the guy go and repair a damaged building.

I'm wondering what you're doing about where workers live, it seems it takes a while before they relocate to a residency closer to their workplace, I think I might have read somewhere this happens not that often (as in Banished perhaps). I try to if possible, if I need to change jobs I pick someone who lives close by.

Any hints as to how set up warehouses, transfers stations, all this stuff efficiently? I mean I havent figured out transfer stations so I dont build'em. I put up warehouses around, try to restrict what they have as best I can, some would keep every resource.
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Date Posted: May 27, 2022 @ 10:25am
Posts: 5