ASKA
Tank Jul 18, 2024 @ 4:01pm
Longhouse strategy? Do they just suck?
I tried a longhouse and can't see anything but negatives for this structure.
- large material and progress gated cost
- only 50% base points better than cottage (50 vs 75)
- add ons don't increase base value
- number of beds drop multiplier the same as cottage
- most furniture doesn't look good/fit/flow because it's optimized for cottage

As of now I have this massive home 3x the size of a cottage with housing points half as much. It should logically be 3x as much, no?! Am I doing something wrong?
< >
Showing 1-15 of 18 comments
Koj Jul 18, 2024 @ 5:02pm 
I just sticked to cottages and 1 longhouse. Because of the repair materials.
Last edited by Koj; Jul 18, 2024 @ 5:02pm
ThunderfulPaige | Community  [developer] Jul 19, 2024 @ 2:10am 
Hey, thank you for the feedback! Ill pass this along!
Ghostie Jul 19, 2024 @ 10:05am 
I completely agree. I don't even do the longhouse, just cottages.


Originally posted by ThunderfulPaige | Community:
Hey, thank you for the feedback! Ill pass this along!

Thank you!
TouretteBus Jul 19, 2024 @ 1:16pm 
Originally posted by ThunderfulPaige | Community:
Hey, thank you for the feedback! Ill pass this along!

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.
Tank Jul 19, 2024 @ 9:56pm 
Originally posted by ThunderfulPaige | Community:
Hey, thank you for the feedback! Ill pass this along!

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.
Tank Jul 19, 2024 @ 10:09pm 
..and the nails, PLEASE drop then in groups of 5, not spread out 1 by 1 all over the footprint, it's horrible to scamper around trying to see nails on dirt. Even the little 'glow' doesn't help a lot.
Setupist Jul 20, 2024 @ 12:45am 
I find the longhouse to be great. I build 2-3 small shelters at the start, then 1 cottage to unlock the longhouse. Never built any more cottages, only a second longhouse. For both longhouses I have 2x large expansions.

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.
BIGASH Jul 20, 2024 @ 6:10am 
I've had villagers die in winter time because they get stuck on the door, and then freeze to death.
tauli0 Jul 20, 2024 @ 1:48pm 
Originally posted by BIGASH:
I've had villagers die in winter time because they get stuck on the door, and then freeze to death.

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)
Shawn Jul 20, 2024 @ 2:42pm 
My biggest beef with the longhouse right now is just the demand for iron to build it.

It might be more efficient than cottages, but it still takes iron.
Axelay Jul 20, 2024 @ 5:19pm 
Not just iron to build, but iron to repair.

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.
Kyvik Jul 22, 2024 @ 7:24am 
Originally posted by Axelay:
Not just iron to build, but iron to repair.

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
Mervin Jul 22, 2024 @ 7:32am 
Originally posted by Kyvik:
Originally posted by Axelay:
Not just iron to build, but iron to repair.

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
grrantu Jul 22, 2024 @ 8:52pm 
Originally posted by Setupist:
I find the longhouse to be great. I build 2-3 small shelters at the start, then 1 cottage to unlock the longhouse. Never built any more cottages, only a second longhouse. For both longhouses I have 2x large expansions.

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 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.
Axelay Jul 22, 2024 @ 10:12pm 
This can harm you in terms of your happiness multiplier.

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.
< >
Showing 1-15 of 18 comments
Per page: 1530 50

Date Posted: Jul 18, 2024 @ 4:01pm
Posts: 18