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1. make sure the clan is doing a job that will not put them at risk for getting upset or commiting a crime. this is not always convenient because you may need a blacksmith, but you roll a clan that wants an active profession.
2. always punish one of the parties and rebuild them. this is somewhat painful in the short run, but both clans will descend into being resetful and both will be highlly unproductive when being upset.
3. rebuild includes giving them wine, enobling them, and pairing them up with clans that have a bonus to mood. (best to put the ones that improve mood in the camp)
4. remove the negative quirks that cause them to fight with others (via training an instructor then using 50 parchment)
5. if all this fails, ship them off to the legion for retraining
I have already been doing the sending them to an active profession to try to low chances of fights amonst my clans, I also try to train at least 1 plus mood into a social or settled job so they can live in city.
I will try doing the remove negative quirks for the 50 parchment.
Never did it previously because 50 seemed like it was way to much, but if you get 1 cattle farm and 1 parchment maker it actually is pretty reasonable.
Do the wooden ranches fail eventually?
I don't think I have seen them deplete now that I think about it.
Ranches do the same, but triple the amount of animals, as well as adding one animal every turn. As such one pasture can effectively support one parchment maker, making for infinite parchment. That one animal production is also affected by production bonuses on the clan (so an unhappy clan will produce less, for example), as well as production bonuses from Engineers in the Crafting Discipline. There is also the Shepherd profession that makes all pastures produce one animal like ranches do.
if you have +1 animals / turn (say cows) and you have a vellum maker upgraded, you can do 60+ parchment per turn. even a regular parchment maker work pretty good fullly upgraded once you have the + animals
That said, I'm absolutely open to the idea of adding new mechanics changing the clans in some way to make them better or less-bad. The Instructor was something I added very recently, for example.
- Jon
I want the game to throw me curve balls, I like not quite knowing what will happen next.
There are plenty of ways to deal with difficult clans:
- They're shoe ins for watchmen
- Send them off exploring
- "Fix" their faults with the instructor
- Have clans with nullifier traits sit on the same tile with them (ie, your settlement).
Sure, the latter two are not available early on, but especially in its current form (ie, weak AI and problems with conquering enemy lands) the whole attraction of At the Gates IS its early game.
Don't change at thing. :)
- Jon