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any bar showing a low value you need to account for, you can then use the lower options in the characters window (Follow, View, etc) to see his/her routine then place wells in areas you dont have any perhaps near there home or something...
As you continue to account for each characters needs they move up in terms of status from commoner to serf as so forth. As you expand lower the size of residential zones, forcing housing upgrades and also open new residential areas closer to other workplaces in addition to that...
you can also toggle the resource list top left near your income indicator and see where your lines are struggling and apply more workers to that production chain, in my case my bread production is on the lower limits in terms of shifting wheat into flour, but its not critical because im maintain bread stocks.
in order to keep expansion under control open the village information window, and remove the tick from checkbox for immigration. sometimes you can just remove workers from other jobs when the stocks for that station and high and move each villager between jobs/roles instead of placing extra demand on your food production by taking on more citizens
you can check the status of each workstation quickly via the workplace list lower left again...
in the screenshot my most unhappy person is oliver and his character window shows need of clothing, when i hover my mouse over the clothing it tells me the need is a shirt, so i can see in my resources ive got plenty of textiles, and so instead of expanding in citizen numbers and can rotate the guy making textiles and tailor workshop duties.
they leave when the needs are not met....
https://steamcommunity.com/sharedfiles/filedetails/?id=1645767042
just monitor each aspect of production, against each character, and control immigration so that the pace of the game is literally in your hands not the games, and as you learn this you will simply remove this problem and develop that relationship with your people...
slow is smooth, smooth is fast !!
As this is my first playthrough I expect to learn more about the game mechanics as game progresses (and the next and next...). It is part of the fun, indeed. Looking more closely to each individual routines seems like something I neglected. I did, in the beginning but lost track when city grew and I did (possibly) get powerstruck, lol.
I will take your advice(s) and look at where I'm missing information. Generally, I think Foundation does a really good job in terms of balance, since I'm still surviving on my first settlement!
Good game this, beautiful (audio too) and very engaging/immersive!
Like you touched upon (final words), momentarily the game feels out of my hands, but it is quite forgiving so that I can get back to controlling it. Fine balance...
/cheers
having to go back all the time to move people around gets annoying after a while. =)
but if thats the case (im no good at it i like it slow paced) you should get enough immigration to keep new roles filled i would think. im personally not having to much issue with it at the moment because of the slow expansion...
im going to reserve complete judgement
I had warehouses stocked with stuff right next to producers and markets but the people working at those places kept travelling across the map to pick stuff up.
Which meant that they kept running out and people kept getting pissed off.
Also, I had a Rustic church with room for 100 people and a church with room for 80 people, I only had 140 people but they all were pissed off cause of faith not getting filled. =p
the distance they have to do that in effects everything... my baker is at it bigtim at the mintue, overall i am at 98% happy and im convinced is my 2% issue, his travel to work is the longest from the centre of being able to obtain all his needs in rapid succession
i was going to relocate him, but im borderline ready for another village centre style approach
I was a bit intrigued by the "distance" aspect of the game. To what degree do I have to provide things "nearby"? I guess one can find out by experimenting with people/NPCs and various facilities.
As settlement grows, space and distance becomes a critical issue unless people find the resources/needs regardless distance to resource/need/target?
As always I see things from a "simulation" perspective and find great interest in how game/algoritms work. Planting a good simulation into such a beautiful graphical frame as Foundation is just astounding. The trouble is still how to present a GUI for all/selected information available in a way that the player feels "in control". The pop-up windows are adequate to a certain degree, but quickly (say 2-3 hours in) asks for other ways of dealing with resourses. Here, some game mechanic could fill that need via an "accountant" and additional map overlay information?
We also play games in different ways. I'm a slow paced gamer (like Shane), love to watch small details and take my time (going back to my simulation and contemplation interests).
I'll play this alpha a lot more and try to provide my feedback through discord. Problem with discord is that I can't seem to find the game (have no invitation).
Cheers