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For me that meant close to half my population were at wells, close to one per building, believe it or not, and that did negate the fire entirely. I had diverse food sources and focused on apples and cows to build up food stores, and let wheat and flour pile up in the stockpile and then when I had a decent amount, start removing cows and replacing them with bakeries so that they could operate even through the blights. It was only when I started building bakeries and have lots of bread that the wheat blights started to hit, so I'm wondering if the amount of bread or bakeries is the trigger for them.
Thankfully the AI almost always sent the mace men to attack a random tower or my lord and all buildings would have been destroyed, so it was almost a non factor until the end when because of my completely castle, the enemy was running around destroying my wood cutter's huts and quarries.
It was frustrating but I got through it. To be fair though, it was the only mission that even remotely had me worried I might actually fail.
And by that I mean fire can only spread to buildings within 5 "tiles" of one another. You can see the building is on a grid when you place buildings, so you need to ensure they are 5 away from each other, then on the outskirts put wells to try and retain any buildings before they burn down completely.
This will affect your production yes, but it's what needs to be done if you want to prevent firespread
True, the fire is very rng but you can minimize the damage with spreading the buildings + add wells between them like in a "2-3-4 buildings / 1 well" ratio + delete the building which is on fire so you can stop the fire spreading
The devs have stated that this game is intentionally hard.. I don't know how many times I've failed this mission but it's stil fun to play it lol.
Its an economical campaign but you get attacked more frequently (and far stronger) in the first few missions than in the Military Campaign.
Like, the military campaign is easy peasy and throws weak archers and pikes against your superior walls and armies up to mission 10 or so.
But the economical campaign has mace guys coming already right away. Mission 4 has wolves, mace bandits and fire constantly thrown at you.
I swear, the eco campaign is more military (and far harder military) than the original military campaign.
All spawned enemies will aggro and attack the tower, which leaves you free to do the economy stuff. The initial 5 archers is enough to hold for quite a while as long as you make sure to repair the tower after every wave. Then just add a few more archers gradually to handle the later large waves. At this point other than repair the tower after every wave, you can completely ignore any combat and just focus on econ and putting out fires.