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- have enough money and bankers (10 dwarfs, tavern with 150 seats and 4-5 phenomenal bars to get +12k gold weekly)
- every room type in clean and dirty version (dormitories, bathrooms, breakrooms, kitchen)
- guardrooms dirty (barbs, goblins, orcs) and clean (humans, elves, dwarfs) and workshops dirty (dwards don't care, goblins dirty)
- every room max stars
- be aware that some minions eat other minions (trolls eat goblins, i never hired them)
I tried to make it like even floors are dirty rooms and odd floors are clean so that they don't have to walk to far and build on every floor the general rooms like baths, breakrooms, dormitories.
When I got to floor 4-5, I really struggled and had over 1100 minions leave through the mid-game.
To fix this I did a few things:
I put a second stair case on each floor one of the left wing and one on the right. This seemed to fix many pathing issues.
I made 10 dwarven banker windows on the second floor, made all dwarven beds, tables, meal prep on the same floor.
I made it so every room does not connect through another room. Every room should have exactly ONE door and it must face a hallway, not connect to another room.
I do not hire Trolls.
2 full floors of only dirty amenities, and 4 floors of only clean amenities.
A tavern with 150 capacity with enough top level bars so that the people in queue is not over 10.
I had to, on two occasions fire every dwarf and rehire them because they went on strike and had no requirements to end it.
Meals are very important, out of 210 minions I have 70 chefs. Higher level minions will only eat from the desert bar. All other food types don't matter. Make sure you have desert buffets and many many human cooks above level 6 to cook these. I removed them from my tavern so my minions don't starve out.
Your minions don't leave because their needs are unmet, they actually leave because their morale is emptied. It works kind of the same as the patience meter.
Their morale will tick up when they have positive moodlets, such as from being well fed or rested or entertained and will tick down if they have negative moodlets such as tired, bored or starving.
When they have both they kind of cancel each other out but even this has exceptions since starving for example is stronger than positive moodlets.
The problem is that the minions don't spend a lot of time of being in positive mood because they have to be in a negative mood to take care of their needs so what they end up doing is working until one or multiple moods are down, then they will try to take care of some of their needs. Then while they're taking care of their needs, other moods keep ticking down so they get new negative moods when they fix one of their other moods. The beginning of the week also throws an additional wrench in your minion's plans because they have to queue for salary payments which decreases their moods as well. However they do abort waiting to take care of them which puts them further back into the line of minions waiting to get paid.
When you have these queues you end up with a lot of unproductive and angry minions.
Every time I see a mass exodus, it's usually because the cooks have left and my pantries stand empty so a lot of minions end up hungry.
So what are the problems and how do we fix them? Well the first problem is the speed of which needs tick down. They do in fact tick down very quickly, even on the slow setting in Sandbox. Another issue is the time it takes for the minion to meet their needs and the third issue is the length of the work week, which is too short.
They could probably fix this by resetting the morale meter when a minion fulfills a need. While that's a very strong adjustment, it is the easiest way to fix the issue. Other things they could try is to increase the time needed for the needs to drain or decrease the time needed by minions to fulfill their needs. They also need to increase the length of the work week by like 3 times. Alternatively allow minions to collect their payment whenever they please so they're queuing in a staggered manner. The treasury sees no action for half the time, the other half it's overloaded so that would mean that it feels a bit more relevant as part of a regular need like everything else.
The dungeon layout is the key:
-Use the first 4 floors as much as possible, floor 5 is a no-go at least until you manage to get the stupid relic and building above it is not a good idea.
-Put staircases in the middle of each floor with each set adjacent and facing each other so as to minimize walking time (works for adventurers too, but thankfully there's chicken alarm)
-Build a huge ass treasury dead set in the middle of either the second or third floor. You can put your clean workshop+midget dorm & canteen on the same floor too and make it the dwarf dump (they really ARE annoying! Dirty, bearded, little sh*ts, I absolutely loathe them lol)
-This goes without saying but put every facility on every floor where your minions are going to spend time. Upgrading them to all to max and putting in morale furniture also helps.
Doing this should limit minion loss a lot and basically concern almost exclusively guards and domestcs which are both very expendable and easily replaceable