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1) Generally, yes. The blue outline exists so that when you're placing buildings you can see potential collisions and adjust your placement accordingly. If there is space between blue outlines, the villagers should be able to path between them, assuming they wish to use that path. Can't speak to a "minimum gap," but to be safe, I'd make sure there is obvious, visible space between the blue lines . . . that is, if you are worried about blocking an entrance or wanting to have villagers path between the buildings.
2) The market doesn't work the same way as many other games. There is no "market price," but rather, each town that will buy from you (or sell to you) as its own preset price for the goods it will buy or sell. The price they will buy for is right there in the trading screen. It's the number next to the coin (which is next to the item for sale).
3) There's no exact number of buildings you need for any particular supply chain. This is because the worker's productivity is somewhat dependent on how much time they spend filling needs vs. how much time they spend working. Generally, however, it's best to overproduce at the lower end of each supply chain. Build, say, 6 farms, 3 windmills, and 2 bread makers, and you're likely never to run out of wheat and flour while producing bread for your population to eat. You may eventually have to build more farms and windmills to accommodate additional bakeries as your population increases, but try to keep your basic ingredients more full to keep the end product flowing.
4) Not sure how to answer this. The service counters sell beer and wine. The public lounge holds people. You need both. If you have 10 citizens, you'll need at least 10 spaces in the public lounge so that your citizens (or soldiers or knights) can come to the tavern and buy their wine or beer to fulfill their luxury needs. You can see how many meals are sold in your economy overview. Meals are just an add on (for income) to the luxury need; they do not fulfill basic food needs.
5) Again, not sure what you mean by "how does that work." The dorms are for your soldiers to live in. When building your keep, decide which rooms you want to serve which function. Keep in mind, also, that you don't HAVE to assign a function if you don't want to. All level of military (novice, soldier, knight) use the same dorms. Soldiers work like other villagers. They can live anywhere within 150m of where they work. You don't have to have dorms at all, and can let your soldiers live in houses if you want, so no, soldiers don't have to live in the dorms in the keep where they "work," but they likely will just because its closer.
6) Don't think there's a limit on soldiers assigned to a keep; however, the officinal garden helps ALL your soldiers heal faster. It's not limited to one keep. The soldiers only have to have access to a training dummy. That's how they "heal" from wounded to untrained, and then up through the training process. Once they hit "fully trained," they don't need to train again unless/until they get wounded and need to heal. So dummies aren't useless after a while. You still need to keep them around. FWIW, I don't think soldiers from one keep will use the training dummies built as part of a different keep, so make sure that each keep you build has training dummies for the soldiers assigned to that keep to use.
7) No idea on this one. I'm pretty sure that part of it has to do with what weapon they are using. Spears are better than swords and thus provide more strength. Unarmed soldiers are pretty weak, even when fully trained.
2) By market I meant the literal market building in the game. Where my villagers buy things from me.
3) Sure, no exact numbers, but a ball park. That's why i asked "at peak efficiency" If I'm starting to brew beer, it would be good to know if I need 1 wheat farm and 1 hop farm to keep the brewer busy, or 17 of one and 4 of the others (I know it's not that extreme, but I also know I need way more than 1 wheat farm per mill).
4) Ah right. So I'm good with having a small room to stock drinks, and lots of big rooms for customers. As long as my granary keeping beer/wine isn't too far away, multiple barmaids seems redundant. Do beer / wine provide any villager needs?
5) I mean that some Wooden Keep rooms can be used as Dorms, and some can't. How do I find out which do which? It doesn't say in their descriptions or the wiki.
6) Ah, so dummies heal as well. By the way, what you wrote makes it sound like they go from wounded to untrained, but in my game they're going from wounded straight back to their previous level of training.
3) I would think that if you had 2 wheat fields and 2 hops fields, you could easily keep at least one and probably 2 breweries going quite well. There are no combinations that would require lopsided contributions like that. It's generally pretty even.
4) Yes, I always do small rooms as service counters. You definitely want at least one of each (beer and wine) if you're manufacturing both. Wine sells for more, but beer is a little easier to produce. Beer and wine fill the luxury needs for citizens, soldiers, and knights. No one else needs them.
5) Pretty much trial and error. I don't think there's a list.
6) They might go straight there. I don't know. I usually don't pay attention to them until they're completely healed.
But it's kind of frustrating and rather sloppy that the game (and even the Wiki!) don't provide answers to basic questions like this. Yes, I could go to every market, see how much I've made from every resource / number sold, and keep those in a spreadsheet for future reference. But the game should just tell me that up front, like so many of these questions.
That's even more true for the supply chains. I know it's never super lopsided, but even your best guess has a factor of x2 error! And this isn't something that can be quickly tested. I still have no idea what the ratio of wheat farm : windmill : bakery is. I think its about 3:1:2, but that seems to be a little short, but it's hard to tell because it's coupled to the wheat farm : hops farm : brewery chain. And every time I have an experiment set up, the wet weather even comes and ruins it.
There's absolutely no reason for the game to not just provide this information up front, even if it's just the ideal case scenario and leaves the player to work out how to make it work in practice.
You don't need to go to each market. There's a page in the journal that tells you what you've sold, how much of it, and how much you've made. You then need to just do simple math to figure out how much each sells for.
In my experience, figuring out the ratios has been a lot of the fun. It's not always the same because of the variability caused by factors like the rank of villagers assigned to a task. For instance, 3 serfs working a farm field will generally produce more wheat than 3 commoners or 3 citizens because they spend more time working and less time filling needs. It doesn't make sense for the game to give you a hard ratio when no hard ratio actually exists.
Tip re: the wet weather . . . it is triggered by building a bakery. If you want to do some testing, don't build the bakery . . . or use the Stone Gate v8 mod to assign a bakery function to one of the buildings in that mod -- it own't trigger the bad weather event.
This a good game and I'm enjoying it lots. But that's no reason to invent excuses for why the UI/UX hides some information for the player. A good learning curve is about learning how to use the game mechanics to your advantage, not deducing some hidden variable in the game code. But it's only an alpha so I still have hope this gets sorted out. Or, at least, that once there's a fixed release these details will get included in the wiki.
Thanks!
Nobody is hiding anything. It's really not that difficult to do the math. You've got lots of information to work with and if you want something more, just go to the suggestions folder and make your suggestion. The developers may or may not incorporate it, but they do constantly listen to feedback.
You cannot just move a building. You have to destroy what you built and then rebuild it. To my knowledge, you do not recoup any of the building materials, but then, I never really paid attention to that. It may have changed in one of the recent updates; I just don't know for sure.
As for the saw mil, I'd simply build a new one where you want it and then destroy the old one after reassigning the workers to the new saw mill. Much easier. And, yes . . . it's likely worth it in the long run.
Anyway, once the UI will be exposed to the modders, this can be fixed by mods, and I don't think the DEVs should focus on this point right now: there are other priorities, like adding more gameplay mechanisms (families, building deprecating, MODDINg! ;) ...)
But I do think that saying on the resource page how much each resource gets sold to villagers for would be nice. Sure, I could build the whole supply line to make beer and wine to figure this out. But I want to know which one is more expensive specifically so that I *don't* have to build a supply chain I then destroy. As for production times, I'm not the only who's asked for that. All it would take is for a bit to be added to the end of every building description, after it lists the input and output resources, that says "(every X seconds when all workers present)". A tiny change that would make so much planning actually possible.
As @Huntn's question, I don't know know and have wondered this myself. I'm not sure why people insist on answering a very straight forward question with "it doesn't matter, don't worry about it".
And suddently are coming new people, asking for the same questions, and demanding everything immediately, as nobody asked for that before. So I can understand the first volonteers feel a little bit tired.
New people have to understand that this game is not developped by a major, but a small team, with no crunch. You can think that this game was too ambitious at the origin (home made engine Hurricane) but that's a fact: 1) the developpment is slow 2) the main developpment is structural, and then not easily visible, 3) The DEVs are following priorities.
So, well, if you don't want to invest in this game, take it as it comes, and be patient.
Otherwise the best place to discuss about enhancement is the official discord server https://discord.gg/foundation
I'm not saying that the fact that this info is not available in game (beyond, try it yourself and record the results after the fact) is game breaking. But it is a, minor, annoyance. I'm not even saying that this should be top priority for the devs, and I'm certainly not attacking them for not addressing it ASAP. Just because you've invested lots of time in the game doesn't mean that you have to reject all criticisms, or dismiss those who ask questions. I must have missed the part of this forum where it said you needed to have played the game for 3 years before being allowed to voice an opinion. No need to be a toxic, gate-keeping fanboy.
About your question: this can change with the game version. Roughly berry is 8gp, bread cloths honey, herb 10gp, beer 25gp Wine and meat 100gp AFAIK (Jewelery I don't remember) ... The easier way is to compute it from the statistics displayed by the game.
You have your criticism, and I have also mine. But the DEVs have not enough time to answer all criticisms. So, somewhere, we are competitors.
So we give you the workarounds we found, hoping the DEVS will answer sooner to the requests about which we have no workaround for 3 years.