Foundation

Foundation

View Stats:
Marcuz Mar 18, 2023 @ 8:26pm
Housing
Hello,
I have encoutered two scenarios in wich the housing system seems odd.

1. Plenty of space to build houses near a mine, I have built all the amenities like church and markets. All the workers of the mine have NO house at all, and there's houses nearby with space on them, and there's also more room to build houses.

2. Guy A working far from home when houses are nearby, and other people from THOSE same houses work near where the guy A lives. Why dont they switch houses??

I have followed these behaviour for a couple months now, and they DONT switch nor build houses closer to home!!

(theres good desearability I made sure of it, also they are all serfs in these examples)

Id appreciate your comments!!
Anyone experiencing something similar?
< >
Showing 16-25 of 25 comments
Melerickk Oct 13, 2023 @ 11:09am 
Originally posted by dperx:
Originally posted by Melerickk:
As an OCD / perfectionnist player, the housing system is driving me crazy.

I'm doing a beautiful and optimised city, and its a true randomizer that punch hard on my patience 😓

I'm doing all the Aspiration and achievements in a single run so i reached something like 400 peoples. And, bad things happened ^^'

Firstly, i found on the forums that some there is mod that allow manual placement. So i did (and it works bad + doesnt have the same taxes amount).
And after 30 ingame month, building manually an entiere city, expelling every people from their house to try to maximise their location from their job.....i discovered that Mods lock achivements 🤡...(would be nice to show a bigger info bubble about this... I lost a very big amount of time for nothing 😭

So, after few days to recover this discovery, i came back, load a save without mods a bit more 30 month ago, and spend nearly 6 hours drawing red forbiden area around the city to prevent them from walking road, accessing some spot.

I lost ~320 peoples in my city on my 400 and few guys, and i'm actually back at 180 with no more commoner and citizen to be sure to proceed each people on the best house they can get

Interested to know what you mean by the placeable housing mods (there are two: Residential Areas & House Expansion Set) "works bad." I use these two mods exclusively for housing people and have never had an issue with them working any way other than perfectly. Can't speak to the tax issue, however, because I don't worry that much about taxes and it wouldn't bother me anyway.

Just curious if you can expand on what you mean by the mod not working.

It works bad in the meaning that i had house all around ly city, and some were empty and many villagers still asking for an house.
+ about the taxe, its about the fact that a commoner-citizen official house have something around 60 money max to grab as taxes and it goes up at a fair rate.
The moded houses have max 40 something, and the stock of miney rise very very slowly.
Melerickk Oct 13, 2023 @ 11:14am 
Originally posted by jcmeerman:
Originally posted by Melerickk:
i discovered that Mods lock achivements 🤡...(would be nice to show a bigger info bubble about this... I lost a very big amount of time for nothing 😭

The warning not to install mods is listed in the achievements tab. But it could be a good idea to move that to the mods tab.
I also hope you already did the clergy achievement, as it will be disabled if you level up serfs.


@Marcuz
I believe having undesirable location prevents (or at least delays) the construction of new houses there. And a mine would project an undesirable circle.

Yeah, i already earned the 2 hardest thing :)

Abbatical church without trading and commoner/citizen, then 100 citizen without trading.

Thats why rebuilding all of the houses have made everybody leaved my town. Citizen and commoner HATES to have to follow specific path around the city :blissful_creep:
They all gone crazy and leaved, so after looding my 100 citizen and 60 commoners, i start to fast loose money, and i decided to execute all of the Monks too by destroying the church and every monthly cost 😂

Kinda close to rebuilding from zero
Melerickk Oct 13, 2023 @ 11:23am 
Took me 12 hours to rebrand the complete city...
But it's now clean, the game really need manual housing without mod (lot of lost spaces and not organicly placed) x)...
https://steamcommunity.com/id/Melerickk/screenshot/2116187197660291665/
Last edited by Melerickk; Oct 13, 2023 @ 11:23am
jcmeerman Oct 13, 2023 @ 1:28pm 
Originally posted by Melerickk:
Took me 12 hours to rebrand the complete city...
But it's now clean, the game really need manual housing without mod (lot of lost spaces and not organicly placed) x)...
https://steamcommunity.com/id/Melerickk/screenshot/2116187197660291665/
I also did all the dedications in 1 go, but I had no trouble when I started upgrading my serfs. They just started upgrading the existing houses. Did you have decorations around your houses when you started with the serf upgrade?
Melerickk Oct 13, 2023 @ 2:28pm 
Originally posted by jcmeerman:
Originally posted by Melerickk:
Took me 12 hours to rebrand the complete city...
But it's now clean, the game really need manual housing without mod (lot of lost spaces and not organicly placed) x)...
https://steamcommunity.com/id/Melerickk/screenshot/2116187197660291665/
I also did all the dedications in 1 go, but I had no trouble when I started upgrading my serfs. They just started upgrading the existing houses. Did you have decorations around your houses when you started with the serf upgrade?

I had no problem at all with upgrading people, it's the city was just dirty and people walking and sleeping far, because it all start from a tiny spot and expand by the needs and not with as optimized.
dperx Oct 13, 2023 @ 3:10pm 
Originally posted by Melerickk:
Originally posted by dperx:

Interested to know what you mean by the placeable housing mods (there are two: Residential Areas & House Expansion Set) "works bad." I use these two mods exclusively for housing people and have never had an issue with them working any way other than perfectly. Can't speak to the tax issue, however, because I don't worry that much about taxes and it wouldn't bother me anyway.

Just curious if you can expand on what you mean by the mod not working.

It works bad in the meaning that i had house all around ly city, and some were empty and many villagers still asking for an house.
+ about the taxe, its about the fact that a commoner-citizen official house have something around 60 money max to grab as taxes and it goes up at a fair rate.
The moded houses have max 40 something, and the stock of miney rise very very slowly.

Sounds like user error to me. Are you certain you used the correct houses for the correct level villager? Never had a problem with serfs moving into thatched houses and commoners/citizens moving into the wooden houses in either of the two mods. Tax thing sounds like it sucks a bit, but I would bet it's fixable in the mods themselves.
Melerickk Oct 14, 2023 @ 9:01am 
Na, the problem come from the housing/villager system itself.
But whatever, i suppressed the mod last week because it lock the achievements...

And about the Housing ♥♥♥♥♥♥♥♥ system, listen to that, in my game now, i put out the mods to be able to get the achievements.

And i have a new problem that drive me crazy...
I have just promoted a serf to commoner to go in the kitchen i just made for my tavern.
There is two houses next to the tavern with 5/6 and 4/6 people (like 20m and 40m from the tavern).

And this new commoner just go in a basic house 60m away, meaning he throw out 6 basic villagers close to their job to upgrade the house for himself when there empty space next to his job.

Housing is a pain in the ass...

This need a complete rework on every step...
Building house were we need it and not a zone where they randomly put the house, allowing citizen to go in an house or another (like some villagers are stupid and steal a spot in an house when they work 120m away from a dude could have his job 20m away) , and at least options to prevent houses to goes commoner/citizen only.

Why a button that prevent house to go from 2 to 6 people, but not preventing the expulse of 6 guy for a single ret...
Last edited by Melerickk; Oct 14, 2023 @ 9:10am
jcmeerman Oct 14, 2023 @ 10:01am 
Originally posted by Melerickk:
Na, the problem come from the housing/villager system itself.
But whatever, i suppressed the mod last week because it lock the achievements...

And about the Housing ♥♥♥♥♥♥♥♥ system, listen to that, in my game now, i put out the mods to be able to get the achievements.

And i have a new problem that drive me crazy...
I have just promoted a serf to commoner to go in the kitchen i just made for my tavern.
There is two houses next to the tavern with 5/6 and 4/6 people (like 20m and 40m from the tavern).

And this new commoner just go in a basic house 60m away, meaning he throw out 6 basic villagers close to their job to upgrade the house for himself when there empty space next to his job.

Housing is a pain in the ass...

This need a complete rework on every step...
Building house were we need it and not a zone where they randomly put the house, allowing citizen to go in an house or another (like some villagers are stupid and steal a spot in an house when they work 120m away from a dude could have his job 20m away) , and at least options to prevent houses to goes commoner/citizen only.

Why a button that prevent house to go from 2 to 6 people, but not preventing the expulse of 6 guy for a single ret...
You can easily prevent houses from upgrading by not having decorations near them.

I assume the commoner already lived in that house. That made it his house. As all conditions for upgrading were met, the house got upgraded. For next time, either remove the decorations around houses you don't want upgraded or evict the serf first.

Alternatively, hire new people and immediately promote them.

Yes, these are workarounds and do not solve the underlying problem, but they are easy workarounds.
Melerickk Oct 14, 2023 @ 11:49am 
Originally posted by jcmeerman:
Originally posted by Melerickk:
Na, the problem come from the housing/villager system itself.
But whatever, i suppressed the mod last week because it lock the achievements...

And about the Housing ♥♥♥♥♥♥♥♥ system, listen to that, in my game now, i put out the mods to be able to get the achievements.

And i have a new problem that drive me crazy...
I have just promoted a serf to commoner to go in the kitchen i just made for my tavern.
There is two houses next to the tavern with 5/6 and 4/6 people (like 20m and 40m from the tavern).

And this new commoner just go in a basic house 60m away, meaning he throw out 6 basic villagers close to their job to upgrade the house for himself when there empty space next to his job.

Housing is a pain in the ass...

This need a complete rework on every step...
Building house were we need it and not a zone where they randomly put the house, allowing citizen to go in an house or another (like some villagers are stupid and steal a spot in an house when they work 120m away from a dude could have his job 20m away) , and at least options to prevent houses to goes commoner/citizen only.

Why a button that prevent house to go from 2 to 6 people, but not preventing the expulse of 6 guy for a single ret...
You can easily prevent houses from upgrading by not having decorations near them.

I assume the commoner already lived in that house. That made it his house. As all conditions for upgrading were met, the house got upgraded. For next time, either remove the decorations around houses you don't want upgraded or evict the serf first.

Alternatively, hire new people and immediately promote them.

Yes, these are workarounds and do not solve the underlying problem, but they are easy workarounds.

My city is builded in a circle, with Church with Majestic fountain + Majestic glasses in the middle of the circle.

The decoration aura reach nearly each building.
When i totally reworked my city by kicking every people out of their house, and everything) i made it safe by only using decoration on few selected house to place them close to their future houses.
Even with that, i had to deal with stupid AI going on some upgraded house that wasn"t supposed made for them increasing the walking time of 2 peoples.
By kicking them again and again and again i finally have put them on the right houses.
The problem here is that i forgot to unlock the kitchen, and i need a new commoner and have now finish to build the Majestic deco of my church.


For the 2nd part, your assumance is wrong.
He lived in another house before. The upgrade was 4 times in random house without any logic.
Also, 3 times, i tried to kicked him from his original house before upgrading him. Whatever the kick or not, he chose another random house in the city, started the House upgrading, and cause of the upgraded house ongoing, kicked out the 6 basic people living in originally.

https://steamcommunity.com/id/Melerickk/screenshot/2116187197666011858/
https://steamcommunity.com/id/Melerickk/screenshot/2116187197666012973/
Last edited by Melerickk; Oct 14, 2023 @ 11:55am
jcmeerman Oct 14, 2023 @ 11:43pm 
Originally posted by Melerickk:
For the 2nd part, your assumance is wrong.
He lived in another house before. The upgrade was 4 times in random house without any logic.
Also, 3 times, i tried to kicked him from his original house before upgrading him. Whatever the kick or not, he chose another random house in the city, started the House upgrading, and cause of the upgraded house ongoing, kicked out the 6 basic people living in originally.

That sound like a bug to me. You could post a message in the bug report section.

P.S. Nice layout of your city.
Last edited by jcmeerman; Oct 14, 2023 @ 11:43pm
< >
Showing 16-25 of 25 comments
Per page: 1530 50

Date Posted: Mar 18, 2023 @ 8:26pm
Posts: 25