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If I may, my suggestion might be to consider having something other than a linear reduction in Housing value based on agents. For example, giving the Longhouse a higher "core" value within which Housing isn't reduced by having more villagers in beds could help a lot. As it is, the room you'd expect to use to scale beds isn't worth it because that linear reduction becomes punishing after 6 or so beds. You're basically stuck spamming the high housing value food shelf, which also exacerbates their known-issue problem with food hoarding.
More bugs with this longhouse to report:
I added two large expansions but the housing management says it's one large and one small expansion in the large window section. The white arrow icon does show a 2 above "large expansion".
I thought it would be like the workshop expansions where we can destroy them without destroying the workshop..but it looks like expansions just make the longhouse a larger single unit. I can't find any place to dismantle just the longhouse expansions. I have to destroy the entire thing? That sucks. It did suck. The nails are so all spread out and ppl cannibalizing the mats too fast for me to tell if refunded 3 large structures or 2 large and one small.
Pro's
Huge potential for efficient housing. In each longhouse I have: 16 beds, 1 fire + 5 piles of firewood, 6 food storage racks, 6 armor stands and 2 tool racks. In order to house the same number of villagers in the small cottages I would have to build 8 of them. that means way more space needed. That also means *8X* more fire wood consumed each winter, since each cottage has it's own fireplace.
It is waaay easier to fit the buildings that increase the housing points around 1-2 longhouses than around 10-20 separated cottages.
*Pay attention to each production or resource collection building places around or even in the general vicinity of the housing. Some of these will severely impact the housing score.*
Keep the following a long way away from the longhouse:
woodcutter
stone-cutter
workshop + add-ons
Coal maker
Bloomery
In contrast, build the following as close as you can to the longhouse:
gatherer hut (this is a good one)
farm
BBQ (upgraded fire with the cover and the 'grill' - I have 3 of them for speed cooking)
the cooking station
the gathering place for villagers (wood altar)
healing house
hunter house
barracks, archery range and dog pen
all of the special altars built with the unique drops from the world bosses
warehouses are also OK.
Balance the number of people living in 1 long house with the total housing bonus on the building. The score is calculated by starting from 75, then adding all the positive bonuses, subtracting the negative ones and then the whole thing gets multiplied by a number that scales with the people living in the longhouse. The higher the number of people living in there, the smaller this number, and it becomes 0.xx.
For example, my "main" long house has a score of 89. That seems like a very small number, considering that I have no negative buildings around and I have as many of the positive buildings around and furniture inside. However, if you mouse over the score while in the longhouse details menu, you will see that the 14 people living in it impose a 0.2 multiplier. So my total housing score is actually around 450, but it goes down due to a ♥♥♥♥ ton of people living in there.
I dare you to have a more efficient system with little huts :D Especially for pathfinding / having decent roads between all of them.
i reported that bug. But please push it.
They try to get warm at the fire. But the fire only warms the inside. The command for them is to stay close to a fire.
Right now the solution is: Dont build a fireplace too close to the door. They have to move inside and wont freeze ... or at least they should not ( #earlyaccess)
It might be more efficient than cottages, but it still takes iron.
And if all those wonderful village inhabitants aren't giving you ENOUGH of a headache, try using them to automate iron production. You'll lose ~25% of your precious non renewable iron to slag.
I pretty much stick iron production to myself, but I believe if you have 2 workers with overlapping shifts that solves that problem. The issue is when they just get up and leave mid-production
Same here. For certain things I always have night and day shifts. Once they are set up I just assign each new villager to either or as they pop into existence
I am not sure you know this, but you can add additional beds to the cottages. Cottages will house 12 people per cottage so to house your 16 people you would only need 2 cottages. If you built 8 cottages that is enough to house 96 people.
For example, with 4 people per cottage my happiness is 0.6 multiplier.
And you will lose population over time as people quit when their happiness level degrades to 0.
So you have to fiddle with sleep schedules to keep them happy, and if you are stacking 12 people per cottage you'll end up needing to dial back to about 2 work hours per day.
You can put food racks in your cottage (well, 1 food rack if you are spamming all the cots) but the citizens will stockpile food there and let it rot
You can spam healing huts/gathering huts/campfires to boost your happiness score on the cottage, but again, you get 12 people in there, you get like a 0.2 multiplier, it's a big hit.