Patron
Lyra Aug 14, 2021 @ 1:42am
Some Questions
I've been hooked on this game but there's a lot I don't know or understand and have no where to find the information. There's no fanwiki or forum, not even a subreddit.

Can someone explain how villagers work? They walk around but I have no idea why or what they are doing. They don't even walk on the paths I make??
Sometimes I see them go home, but only for a second and I can't work out why or when or how frequently.
This then implies that they go home? I tried making a house on the other side of the island but if there is a forest to cut on the other side of the island they just walk all the way home, and back again? Is there no way to "relocate/rehouse" villagers?

Do buildings with proximity bonuses stack? ie. If I put 2 markets adjacent, do they double dip on houses, or only 1 gets the gold? Similarly, if I surround 1 house with 10 watch towers, do they only get the safety bonus of 1?

How does farming work?
Do I have to keep the worker on the farm all year round or only during seeding and harvest? If the latter, what month should I set them and when is it safe to take them off?
Different crops seem to have different harvest times but I can't find any information.
How about ranches? Do they also not produce during winter?

In fact winter in general? I'm just assuming from real life references that there is less production in winter, but there's no where that tells me how much less or how it's affected. The tech for ice fishing and trapping implies you still can get production during the winter. But how productive is it? Is it worth it or should the villagers be better used somewhere else?

Lastly, is there some way I can find out each SOURCE of in and out. Like if I click coin, it will give me a breakdown of WHERE my gold is coming from, and going out to? Or if I want to find out WHAT is using up all the iron etc. Right now they only tell totals, but not a breakdown of the sources, unless it's a hidden setting or something, then please inform me!

Thanks
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Showing 1-15 of 18 comments
zyggymolotch  [developer] Aug 14, 2021 @ 2:28am 
Lemme start with this:
https://patron.fandom.com/wiki/Patron_Wiki
I'll link this in the main thread. It's also a public wiki so anyone can contribute (I think a Fandom account is needed though). You should find some useful info here.

And now I'll start with the complete answer ;).
zyggymolotch  [developer] Aug 14, 2021 @ 2:29am 
Originally posted by zyggymolotch:
Lemme start with this:
https://patron.fandom.com/wiki/Patron_Wiki
I'll link this in the main thread. It's also a public wiki so anyone can contribute (I think a Fandom account is needed though). You should find some useful info here.

And now I'll start with the complete answer ;).

EDIT: A subreddit is as far as I know in the works by the community. I believe they're organizing via Discord.
zyggymolotch  [developer] Aug 14, 2021 @ 2:47am 
Originally posted by KD StraightfaceRAPE:
I've been hooked on this game but there's a lot I don't know or understand and have no where to find the information. There's no fanwiki or forum, not even a subreddit.
Answered in the two posts made earlier ;).

Originally posted by KD StraightfaceRAPE:
Can someone explain how villagers work? They walk around but I have no idea why or what they are doing. They don't even walk on the paths I make??
Sometimes I see them go home, but only for a second and I can't work out why or when or how frequently.
This then implies that they go home? I tried making a house on the other side of the island but if there is a forest to cut on the other side of the island they just walk all the way home, and back again? Is there no way to "relocate/rehouse" villagers?
Villagers go about their daily business. If they are asigned to work in a building (via Jobs board or directly through the building's info panel), they will work in that building.

Do they go home? Yes, they do go home, though we did implement some leeway in this section otherwise not much would actually get done production-wise.

Relocating is currently not handled in a good way. In several of my playthroughs, I was hitting a problem with this and did a nasty. Built some new houses in a location where it suited me more (proximity to production buildings) and then demolished some houses to force villagers to move. Not proud of it, nor should this be the "proper way".

Automatic relocation by the citizens themselves is in the works and we'll likely explore some manual controls for that as well so you can do tweaks or "incentivize" relocation.

Originally posted by KD StraightfaceRAPE:
Do buildings with proximity bonuses stack? ie. If I put 2 markets adjacent, do they double dip on houses, or only 1 gets the gold? Similarly, if I surround 1 house with 10 watch towers, do they only get the safety bonus of 1?
Proximity bonuses, like building combos (Carpenter<->Carpenter) or area bonuses (parks, schools, churches...) do NOT stack. There is NO benefit to spamming multiple same-type bonuses on the same area. If two structures provide the same bonus on the same area, the higher bonus takes precedence.

Originally posted by KD StraightfaceRAPE:
How does farming work?
Do I have to keep the worker on the farm all year round or only during seeding and harvest? If the latter, what month should I set them and when is it safe to take them off?
Different crops seem to have different harvest times but I can't find any information.
How about ranches? Do they also not produce during winter?
You need to keep a farmer on the farm. He/she tends to it mostly year-long. Even out of season, the farmer is preparing the field. That's the ogic behind it. Yes, you could squeeze a month, maybe two, depending on the crop, of work by removing the assigned worker, but it would be tricky. Field/orchard final harvest output can be "hit" if the farmer didn't have time to take care of everything. Granted, this part is simply not shown enough and I'll pass it along to the guys. I know they have some stuff they already want to add (information-wise), but I don't know the details.

Originally posted by KD StraightfaceRAPE:
In fact winter in general? I'm just assuming from real life references that there is less production in winter, but there's no where that tells me how much less or how it's affected. The tech for ice fishing and trapping implies you still can get production during the winter. But how productive is it? Is it worth it or should the villagers be better used somewhere else?
Winter does impact production, but not all. It mostly impacts the efficiency of buldings that rely on "the weather", like the Gatherer, the hunter and the fisherman. The efficiency hit, the last time I checked, was visible on the building's info panel. The production output changes depending on these parameters. I believe, once we clear the table of the key issues troubling most players, that we'll expand on this mechanic.

Originally posted by KD StraightfaceRAPE:
Lastly, is there some way I can find out each SOURCE of in and out. Like if I click coin, it will give me a breakdown of WHERE my gold is coming from, and going out to? Or if I want to find out WHAT is using up all the iron etc. Right now they only tell totals, but not a breakdown of the sources, unless it's a hidden setting or something, then please inform me!
True. This info would be really useful. Especially on larger cities. One of the panels in the works is the Buildings panel. I'm guessing the name of the panel should give you an idea of what info it will have. What you're asking, I think(!), would probably stil well on a special additional panel, accessed through the stock.Or something like that. Again, not yet sure, but I'll make sure the guys know of the suggestion.

I guess that covers it. Thanks!
Shoddyfrog Aug 14, 2021 @ 3:11am 
Thanks for that.
Bought the game, and started playing it this morning, and was curious about this sort of thing too. So perfect timing :)
Enjoying the game by the way.

One question of my own: The description of the Fisherman's Hut says "Find better fishing grounds for greater efficiency" How? when placing a Gatherer's Hut you get a display of what it's efficiency would be in that spot, as you wave it about. But there is no equivalent when placing a Fisherman's Hut. There is a 'Fertility' overlay. But no 'Fishyness' overlay.
Lyra Aug 14, 2021 @ 3:12am 
Wow, what a great reply. That wiki link alone will extend my interest in this game 10x!

Thanks for taking the time to answer.

And also much appreciation for the work you are doing with the game so far!
Last edited by Lyra; Aug 14, 2021 @ 3:17am
Lyra Aug 14, 2021 @ 3:22am 
Originally posted by zyggymolotch:
You need to keep a farmer on the farm. He/she tends to it mostly year-long. Even out of season, the farmer is preparing the field. That's the ogic behind it. Yes, you could squeeze a month, maybe two, depending on the crop, of work by removing the assigned worker, but it would be tricky. Field/orchard final harvest output can be "hit" if the farmer didn't have time to take care of everything.
About this point, I've watched and followed a farmer during winter and I don't see them doing anything meaningful. They just walk to the farm, not even stay for a micro second, and then walk back home and repeat until March.

So I have been removing them after harvest, and assigning them again in March, and so far I haven't seen any hit to production for 4 years now. Maybe it's just a lucky coincidence?
GameKitten Aug 14, 2021 @ 3:25am 
Originally posted by Lyra:
Originally posted by zyggymolotch:
You need to keep a farmer on the farm. He/she tends to it mostly year-long. Even out of season, the farmer is preparing the field. That's the ogic behind it. Yes, you could squeeze a month, maybe two, depending on the crop, of work by removing the assigned worker, but it would be tricky. Field/orchard final harvest output can be "hit" if the farmer didn't have time to take care of everything.
About this point, I've watched and followed a farmer during winter and I don't see them doing anything meaningful. They just walk to the farm, not even stay for a micro second, and then walk back home and repeat until March.

So I have been removing them after harvest, and assigning them again in March, and so far I haven't seen any hit to production for 4 years now. Maybe it's just a lucky coincidence?

Do they stay laborers? The class up from peasants.
CatPerson Aug 14, 2021 @ 7:50am 
Originally posted by Shoddyfrog:
One question of my own: The description of the Fisherman's Hut says "Find better fishing grounds for greater efficiency" How? when placing a Gatherer's Hut you get a display of what it's efficiency would be in that spot, as you wave it about. But there is no equivalent when placing a Fisherman's Hut. There is a 'Fertility' overlay. But no 'Fishyness' overlay.

I've noticed some maps have visible "schools" of fish in the water near the shore. I was thinking that = better fishing spot. But other maps I haven't noticed them existing at all, so not sure.
Lyra Aug 14, 2021 @ 10:19am 
So after I've kindly been directed to the PatronWiki[patron.fandom.com], I tried looking up how social policies work but I can't seem to understand what the values mean or how they function in game.

For example "Tariff" says 0.15 coin for each peasant and laborer but ALSO -30 taxes from peasants and laborers.

Doesn't this mean you are losing money if you use this social policy? Or is there some math that means it breaks even after a certain number of villagers?

I don't know how to calculate that break even point because I don't understand what the values mean. (+0.15)(-30)per villager....surely it will always be negative value?

A different question: I researched the proximity/production boost technologies but I don't see any change.
I put the apiary touching the orchards but no change, similarly distillery next to orchard, no boost either. I'm sure I'm doing something wrong so please let me know!
Last edited by Lyra; Aug 14, 2021 @ 10:20am
zyggymolotch  [developer] Aug 14, 2021 @ 12:10pm 
Originally posted by Lyra:
So after I've kindly been directed to the PatronWiki[patron.fandom.com], I tried looking up how social policies work but I can't seem to understand what the values mean or how they function in game.

For example "Tariff" says 0.15 coin for each peasant and laborer but ALSO -30 taxes from peasants and laborers.

Doesn't this mean you are losing money if you use this social policy? Or is there some math that means it breaks even after a certain number of villagers?

I don't know how to calculate that break even point because I don't understand what the values mean. (+0.15)(-30)per villager....surely it will always be negative value?

A different question: I researched the proximity/production boost technologies but I don't see any change.
I put the apiary touching the orchards but no change, similarly distillery next to orchard, no boost either. I'm sure I'm doing something wrong so please let me know!

Ah, on the wiki we lack a proper way to cram small icons into the font (btw if anyone has experience with that on Fandom, please let me know), but anyway here's the breakdown:
+0.15 Coins / whatever class => easily translates into cash for each member of that class. You got that, it's no biggie.
-30 Taxes for class => this affects the Social Issue of Taxes / Taxation. In-game that has it's special icon so it's much easier to distinguish. On Fandom, as I said... we don't know how to put that icon into the font properly or tokenize it.

So what does that combined mean?
Simple: you get more money, they get more pi****, gradually lowering their content (let's not call it happiness.. no one is ever happy about taxes) ;)

-----------

The combo bonuses which include orchard and fields are already fixed and will be in the next update.

I hope I cleared something up at least.
Jaggid Edje Aug 14, 2021 @ 12:18pm 
It would be nice if we could click to select a villager and it would give us some general info about them. What they are doing at the moment, where they are headed, where they live, where they work...that sort of thing.

Other games like this that I have played have had that functionality.
zyggymolotch  [developer] Aug 14, 2021 @ 12:19pm 
Originally posted by Jaggid Edje:
It would be nice if we could click to select a villager and it would give us some general info about them. What they are doing at the moment, where they are headed, where they live, where they work...that sort of thing.

Other games like this that I have played have had that functionality.
Try CTRL + click ;)
Jaggid Edje Aug 14, 2021 @ 12:44pm 
Originally posted by zyggymolotch:
Try CTRL + click ;)

Oh, sweet! I didnt realize that was a thing. Thank you!
Dismas Aug 14, 2021 @ 12:46pm 
I have to disagree on the farm logic. Right after harvest and once all the crop is in the depot, I remove all my farmers of "crop" fields. Not ranches or orchards. I keep them off the field as have them set as workers until Feb comes. Then I reassign them back to farms. It doesn't seem to impact their production on the farm at all and I get a nice worker boost during the months that they are not farming.
zyggymolotch  [developer] Aug 14, 2021 @ 1:38pm 
Originally posted by H8DŽš:
I have to disagree on the farm logic. Right after harvest and once all the crop is in the depot, I remove all my farmers of "crop" fields. Not ranches or orchards. I keep them off the field as have them set as workers until Feb comes. Then I reassign them back to farms. It doesn't seem to impact their production on the farm at all and I get a nice worker boost during the months that they are not farming.
Great! I would sometimes forget about them and send them back too late and got only partial yield :).
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Date Posted: Aug 14, 2021 @ 1:42am
Posts: 18