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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.
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.
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.
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.
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.
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!
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.
Thanks for taking the time to answer.
And also much appreciation for the work you are doing with the game so far!
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.
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.
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) ;)
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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.
Other games like this that I have played have had that functionality.
Oh, sweet! I didnt realize that was a thing. Thank you!