Kingdoms and Castles

Kingdoms and Castles

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Ghift 🐌 Aug 10, 2017 @ 3:38pm
My Two Big Issues
I have 21 hours in this game and I'm in love and see so much potential, my first issue would be with fertilising land, but that's been addressed already.

So, the current first issue I have now is the food distribution - or lack thereof sometimes which ends up leading to pockets of starvation.

I watched my pips run around with the food, some ran right to all the markets, some picked stupid granaries to go to despite a perfectly fine largely empty one nearby etc.

I'm not sure if this is how it works, I might be wrong, but are the farmers taking the foods to the markets rather than the market staff? Wouldn't it be better to force them to go to a granary then have another pip from the market remove the food, freeing the farmer up to harvest the rest of the food so it doesn't rot?

I might be missing a trick here or just being dumb but I feel like something down the chain isn't working right.

The other issue is the military, they almost feel like an afterthought sometimes. Are there any plans to make them have some kind of target automation in the future? I can deal with setting them up and building the ranks via the barracks but they seem kinda dumb sometimes even when I manually try to throw them at invaders, the other issue being that vikings often come from several fronts and my military can have silly and slow path-finding. This is a minor gripe because I focus on towers and archers with these things, but they seem pretty effective when they do latch on so it'd be nice to have them a bit more workable.

Thank you for this wonderful game and I'm excited to see where it goes in the future.
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Showing 1-8 of 8 comments
SpiritFire Aug 10, 2017 @ 4:04pm 
considering the market takes a whopping 10 ppl to be active we better hope its useful lol

well from activly watching my lil guys... when harvest comes they all tote everything to the granery i have close to them. then i see a train of guys from the market haul things from the granery to the market. it also *appears* they haul to the homes as well for people. when peoples homes get food no matter where that home owner/worker is they get fed on the spot.
at least.. that how it appears to be working to me.

i could see it being confusing if you put granerys by the houses or market. it wouldnt give the market much to do except distribute. granerys should be as close to the farms as possible to keep them farmers from travaelling much.
thats the markets job (so i beleive).
Last edited by SpiritFire; Aug 10, 2017 @ 4:08pm
Ghift 🐌 Aug 10, 2017 @ 5:54pm 
Hmm, it's almost like after a certain point the farmers don't return to the farm? I managed to control starvation on a grand scale (losing about 5~10 pips a year on the high end, not a lot) but then I have massive spoilage. I'm almost certain I've seen them take it right from the farm to other places that aren't a granary.

It might be user error, it probably is user error, but they have all the oppertuninies to not be daft with the food supply even with extensive roadage and easy granaries.

Then again I have a cottage that should for no reason whatsoever constantly burn to the ground but it does so, maybe it's just wonky AI ¯\_(ツ)_/¯
SpiritFire Aug 10, 2017 @ 6:46pm 
another problem with farms ive noticed. roads can only 'give'/allow a reach of 2 squares.
when you want to create a windmill that has surrounded farms, you have to make a road to it, make the rear farms, destroy the road, then make the windmill and then the farm where the road use to be. roads should reach out another sqaure in diameter i think. that or windmills and farms should be placeable another square out from roadways.
Last edited by SpiritFire; Aug 10, 2017 @ 6:46pm
Ghift 🐌 Aug 10, 2017 @ 6:56pm 
Yeah I agree with that, it makes things more awkward than it needs to be when you only have a finite amount of fertile ground to work with.
GreyBeard512 Aug 11, 2017 @ 4:55pm 
I don't think build range is determined by the raods, because some buildings have to be within 2 of a road, and some can be further away. It is drive by the building you are trying to place tries to locate a road nearby.
Click on a tile, and the people working there get a purple pyramiad over their head. You'll see that farmers always take grain to a grainery. Market people and heads of household will grab food direct from the fields if they don't have a better source. Market people do not deliver to the households, only the heads of houshold deliver to the house.
Symatrix Hill Aug 11, 2017 @ 7:52pm 
Originally posted by SpiritFire:
another problem with farms ive noticed. roads can only 'give'/allow a reach of 2 squares.
when you want to create a windmill that has surrounded farms, you have to make a road to it, make the rear farms, destroy the road, then make the windmill and then the farm where the road use to be. roads should reach out another sqaure in diameter i think. that or windmills and farms should be placeable another square out from roadways.

At this moment the road reach 3 tiles to the right and left and behind , yes they should add 2 more tiles to the road and this way we got 3x3 = 9 tiles in the front or to the left or right side of the end of the road.
Symatrix Hill Aug 11, 2017 @ 9:05pm 
Originally posted by Ghift 🐌:
I have 21 hours in this game and I'm in love and see so much potential, my first issue would be with fertilising land, but that's been addressed already.

So, the current first issue I have now is the food distribution - or lack thereof sometimes which ends up leading to pockets of starvation.

I watched my pips run around with the food, some ran right to all the markets, some picked stupid granaries to go to despite a perfectly fine largely empty one nearby etc.

I'm not sure if this is how it works, I might be wrong, but are the farmers taking the foods to the markets rather than the market staff? Wouldn't it be better to force them to go to a granary then have another pip from the market remove the food, freeing the farmer up to harvest the rest of the food so it doesn't rot?

I might be missing a trick here or just being dumb but I feel like something down the chain isn't working right.


Thank you for this wonderful game and I'm excited to see where it goes in the future.



Sorry my english by the way.

The issue as the way i see it is : Farm and orchard need to follow fertile soil and very fertile soil. Those tiles are usually nearby the ocean or water. Your granary need to follow your farm and orchard .
Your farmer and orchard transport the food to the closest granary and when that granary is maxed upp then they runn to the nex granary or to the castle and when they doing that then you start to lose food because they do not get time to doing the harvest at 100% and that is why the revisor always say al the time :"" Sir it take to long to store ouer harvet . Some of it was ruined by the winter.Improving path to the granary would help ""
I do not know why the advisor say so because whitout any road i can`t build a farm and i can not build Granary either.

And your marked workere collect food " only from the closest granary " and when this ones runn empty then they runn to the nex closest granary and the nex..... When they doing that then your farmer and orchard workere need to runn to al those empty granary far away because nobady collect food from their nearby granary and now you got a issue because at this time you may have alot of granary who is maxed upp whit food and nobady collect food from those granary.

Either you need 2 Marked on each house area and that is not fair or the devs make a way we can force the marked to collect food from another granary and al your unemployed workere to but that agen do not handel the issue 100%
The only thing i think may handel that issue is to spread out the food from al those maxed upp granary to other granary and the only people who should do that is the granary workere. Basically we should be able to force the granary workere to transport food to another granary at any time or when it is maxed upp and now the granary workere " need increased capasity "

And keep in mind the marked workere also need to collect coal so make sure they do not waste to much time on this ones . You can always make a smal stockpile in your town who only collect coal to help out your marked workere.



Agen sorry my english.
Symatrix Hill Aug 11, 2017 @ 9:35pm 
Originally posted by Ghift 🐌:
I have 21 hours in this game and I'm in love and see so much potential, my first issue would be with fertilising land, but that's been addressed already.


The other issue is the military, they almost feel like an afterthought sometimes. Are there any plans to make them have some kind of target automation in the future? I can deal with setting them up and building the ranks via the barracks but they seem kinda dumb sometimes even when I manually try to throw them at invaders, the other issue being that vikings often come from several fronts and my military can have silly and slow path-finding. This is a minor gripe because I focus on towers and archers with these things, but they seem pretty effective when they do latch on so it'd be nice to have them a bit more workable.

Thank you for this wonderful game and I'm excited to see where it goes in the future.


Sorry my english.


- I wish the add hotkey to each general 1-2-3-4-..... and the general or army should be able to heal upp agen , we got a hospital as far i know.
- And it need to be a easy way to target the enemy whit the general and also whit the guard tower.
- The ballista tower need to swap the pennant from yellow to red and this way we can track them afther the batle.
I may think they need to add some trebuchets and other weapon to break the wall and the ogre also need to try that to and not only break some few tiles outside the town on a line.


The devs also need to find the balance and not turn the game into a hardcore game as many other doing whitout any success.
So far this game is for al ages and that is the way to make mony and they never gonne make everyones happy and that they need to know.

This is a nice / funn building game whit enemy and not a war game and they may keep it that way to make succsess.
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Date Posted: Aug 10, 2017 @ 3:38pm
Posts: 8