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I'm tweaking this all the time trying to find ideal balance to make them 1) join all settlements 2) join player one as well - but i don't want to give the player any advantage, player is in the same conditions as any other leaders
What is planned to add: - 1) The main thing - make settlers to join or leave depending on various factors like - relationship with leader, happyness, works, income etc. 2) Leader can try to make someone to join (with money or right dialog) or banish.
So when they decide to create their own settlement? Because 4 a) would suggest that they will join only one on the island :)
But my favorite type of game is one that integrates comprehensive autonomy and unabashed and cruel realism. It makes for a fun time in fantasyland :)
I recently discovered the ease with which you can get money by looting bandits:
I started a game with no settlement (farmer). I ended up roaming, killing bandits (pretty easy) and looting them. Each bandit carries 200 coin but the real money is their gear. I found a nearby town with 5 or 6 shops. Each shop has 1500-2000 coin. Even with the broken trading mechanic, you can still trade and get money. I also opened up a store there to sell the rest of my gear and food I grow.
I have about 7,000 gold right now. I'm inspired to go cave hunting after reading Scruffy's post. I only ever checked a cave that was empty. :D
Is there a reason these towns are being built up so much faster than my own NPCs are building? Also the locations on the beach doesn't seem like they are serching 700m around them for suitable spots, but jumping off the ship and building right there.
I spent a few days on one save having built along the coast and winding up building over one sand hill only to find that from one side to the other was just out of rendering range of ai, and that lead me to think that they pooped out and did not care to purchase buildings when far enough from the notice board and well.