Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-you can assign as many workers within a single zone to whatever task according to the number the livability that zone has; whether you assign workers to different structures or just one is up to you, but the Lion Kingdom is made to exploit a single resource per zone
-without any upgrades or structures in a zone each zone has a base value of 4 livability
Livability can be increased in a variety of ways:
1) unlocking the vow lore that increases every zone's livability by +1
2) having a tavern in the zone = +1 (can be upgraded into either hostelry or barroom)
3) having a hostelry in the zone = +1 (still the same as Tavern) in the zone and all your zones around it that you can move into directly from that zone; can also overlap with other hostelries, like having a center zone surrounded by hostelry zones = +x livability, for the center zone, according to the hostelries around it with a direct travel path into it
4) having a barroom in the zone = +2 livability (can be combined with a hostelry)
5) having an upgraded house in the same zone = +1 livability
6) upgrading the zone with kröwns = +1 livability & +1 build slot
7) having at least 1 military camp in a zone = +1 livability (+2 if upgraded)
The basic tasks:
- increase livability
- keep stacking production bonus effects: smithy, upgraded production structure, prosperity buff that automatically kicks in at 8 livability
The Lion Kingdom has no lore that protects against the harsh winter, so having extra food and wood before winter starts is necessary.
The Lion Kingdom's main flaw that's still not addressed is that zones that offer multiple resource types go to waste because of the Lion Kingdom's production concept of 1 resource type per zone. Could be improved or fixed, Shiro doesn't care.
You are not limited by the amount of workers per building but you are limited by the tile as a whole. So if you have 6 livability you can have 6 people working. For example you can have 6 woodcutters, then change it to 3 woodcutters 3 barkeepers or even 6 barkeeps once you don't need more wood.
You can carry relics with paladins, which you unlock by fame if I remember correctly.
So... does that mean I just need to HAVE the Hostelry and don't need anyone working there? Should I just have an assortment of unoccupied Hostelry buildings across the map?
Also I'm not sure what the deal is with the Smithy tents once I've got them not taking up a slot. Should I just build those everywhere, or do they need someone working there in order to convey bonuses?
Ah. I don't seem to have Fame bonuses in Story Mode... Shame.
A smithy is for a +15% production bonus in the zone but only for "specialized workers" = workers assigned to work at a structure, not mere subjects. It used to be the case that a smithy needed a worker, but that's been removed as a requirement.