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For resource gathering, I stick with T1 and T2 buildings, no point wasting all that resources building T3 mines and stuff if it's only temporary. Lumber mill is an exception since we can regrow trees now.
For houses, I stick with T2 as well, they save more space than T3 houses.
A T2 tavern alongside a T3 inn helps with spice production though. Let the tavern take care of spice whilst the inn and bakery focus on food production.
But since I'm not like every other person and I try out almost everything, I decided against demolishing all the buildings that were replaced by new and improved buildings!
Just because of the raw material chain and the lack of jobs for several different goods, being able to process tasks at the same time,
who is 40 years old. If you've pushed around in front of trading and strategy games and gotten square eyes, you already know from experience and theory that this is the only way that chain won't be interrupted and that you could let your residents toil 24 hours a day if they don't You would have to sleep without the chain being interrupted and it then standing still for a short or long time, which in turn could be counterproductive.
and that's when... if the supply bottleneck or failure was not caused by extra subsidized and increased production of the end or an intermediate product in order to have it ready a little earlier, then it is counterproductive and you are only doing yourself harm himself..,
There are so many examples here now...
where this case occurs...
but just briefly mention these 2 x T1-T2 examples,
1. Example;
6-8 archers and 1-2 hunters' huts use a lot of arrows.
But why should all of them be allowed to work with the latest and best bronze arrows, which are more expensive and difficult to manufacture and also require more time than normal arrows, when these are completely sufficient and you only want to have the good bronze arrows made for yourself not to waste the more valuable resource(s)...
Because with the workbench you can still have a whole lot of normal arrows produced even after a workshop has been built, while the production of bronze arrows and swords in the workshop next door is running at peak performance.
Why have so many Bogis if you can't feed them enough arrows?
What good is a hunter without arrows?
2nd example;
weaver things,
If you want to produce better clothes (+ weapons, etc.) as a final product, then these also require a lot of other raw materials from the intermediate production and unfortunately cannot be picked from a tree or pulled out of the ground while growing!
They are just ahead in the production chain, so you have to continuously produce these intermediate goods in order to be able to guarantee constant production in this chain.
This means that enough intermediate products (linen/ropes/ect.) can be made from flax/hemp/ect. using a loom. are manufactured while next door in the Webberhütte the production of the end product (armor/items) is running at full speed and so there is no waiting time or standstill!
So it's better to stay away from irritating the production building, regardless of the level
with 2 exceptions...
The small T1 water collector(s) should be replaced as quickly as possible by the T2 stone fountain, which has never been exhausted, and the T1 water collector should be torn down to get new space, as they do nothing other than collect the same water, which we can then draw endlessly from a well without stopping Having to wait for rain, ^^, so nothing that we would miss or that would have made our production faster..,
even if you want a new and improved version of the Dixxi toilet, e.g. with bidet ,(BD) ^^,
but this becomes superfluous from T2 and bronze arrows onwards and is no longer needed as an emergency solution to keep order in the camps,
since you can then trade wonderfully with the other villages after the liberation and thus get rid of all the unpopular food items that have gone bad for gold instead of flushing them down the toilet..,
Although it's a mystery to me why and how my toilet has a flush and how much more everything can disappear into the hole underneath..^^
And, of course, all of the homes and residents' homes must be demolished as soon as the roof of the new house is in place.
The new T3 resident houses can accommodate not only 3 but 7, but also give them a morale bonus on top, which is credited to all of this resident's achievements and activities,
i.e. skill level/combat/work/hikes/lazing around,^^
and happy residents do not receive any moral penalty due to envy and jealousy of their neighbor's house or a possible better house and therefore do not become easy victims or slow servants due to no excessive loss of morale..,
As soon as there are 3 residents of a village in one of its villages, you get your first 10% morale penalty for all residents of this village,
which could always be prevented by clever recruitment and dismissal,
but it would be too stressful and note-destroying for me to never have citizens who aren't screaming... "Has the whole village moved here?"
if you then take in people for one or more villages in order to raise them 1-3 levels through reading and to equip them well and arm them in order to train them for home defense,
Then you very quickly have 5-8 more citizens from a village standing around with you for a while.
Then no one needs to be surprised that everyone is so slow and dies quickly.