Foundation

Foundation

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villagers living too far from job
they should swap houses to be closer to their work
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Showing 1-12 of 12 comments
jcmeerman Oct 8, 2023 @ 3:45am 
I believe the threshold is 150 meter. If they live further and there is a free spot closer, they will move.

But they will not swap. So there must be an empty spot.

And you can always just kick them out. They will find the closest available house. But only when they have free time and need to rest. So it could be that you have to kick the people out in steps.

The happiness penalty for eviction is very short-lived and usually not a problem. If their hapiness is below 60% percent, you might want to wait.
Turkish Delight Oct 8, 2023 @ 8:28am 
Thank you, my cheese makers are barely working, most work time is spent walking to work lol
IefChief Oct 9, 2023 @ 1:33pm 
Holy crap, the amount of micro management in mid/late game is really annoying. I just want to see my town grow and build as I go. Not seeing my whole town coming to a grinding halt becaus Ludwig cant think of building a house closer to his workplace when there is room to build ...
Minotorious Oct 9, 2023 @ 1:43pm 
Originally posted by IefChief:
Holy crap, the amount of micro management in mid/late game is really annoying. I just want to see my town grow and build as I go. Not seeing my whole town coming to a grinding halt becaus Ludwig cant think of building a house closer to his workplace when there is room to build ...
I play Foundation exactly like this with zero micromanaging just letting everyone build and live wherever I paint without ever checking each distance individually. Is it a bit inefficient? Sure. Can you grow a village to 500-1000 inhabitants this way? Absolutely!

You just need to make sure you have sufficient food/clothes/etc. for everyone and create market/church hubs around new residential zones.
Turkish Delight Oct 9, 2023 @ 6:10pm 
Originally posted by Minotorious:
Originally posted by IefChief:
Holy crap, the amount of micro management in mid/late game is really annoying. I just want to see my town grow and build as I go. Not seeing my whole town coming to a grinding halt becaus Ludwig cant think of building a house closer to his workplace when there is room to build ...
I play Foundation exactly like this with zero micromanaging just letting everyone build and live wherever I paint without ever checking each distance individually. Is it a bit inefficient? Sure. Can you grow a village to 500-1000 inhabitants this way? Absolutely!

You just need to make sure you have sufficient food/clothes/etc. for everyone and create market/church hubs around new residential zones.

They should atleast let us manually assign workers to their houses or have an option to build a house for the worker
IefChief Oct 10, 2023 @ 4:28am 
Originally posted by Minotorious:
Originally posted by IefChief:
Holy crap, the amount of micro management in mid/late game is really annoying. I just want to see my town grow and build as I go. Not seeing my whole town coming to a grinding halt becaus Ludwig cant think of building a house closer to his workplace when there is room to build ...
I play Foundation exactly like this with zero micromanaging just letting everyone build and live wherever I paint without ever checking each distance individually. Is it a bit inefficient? Sure. Can you grow a village to 500-1000 inhabitants this way? Absolutely!

You just need to make sure you have sufficient food/clothes/etc. for everyone and create market/church hubs around new residential zones.
Thanks mate! This gives me some hope. Right now I have the annoying problem that there's about 98 iron ore in my warehouse but no one is taking it to the black smith ... there's quite some distance between the buildings. So I'm going with a new start tonight and try building specialized hubs with multiple residential areas.
Mr Ash  [developer] Oct 10, 2023 @ 6:10am 
Originally posted by IefChief:
Originally posted by Minotorious:
I play Foundation exactly like this with zero micromanaging just letting everyone build and live wherever I paint without ever checking each distance individually. Is it a bit inefficient? Sure. Can you grow a village to 500-1000 inhabitants this way? Absolutely!

You just need to make sure you have sufficient food/clothes/etc. for everyone and create market/church hubs around new residential zones.
Thanks mate! This gives me some hope. Right now I have the annoying problem that there's about 98 iron ore in my warehouse but no one is taking it to the black smith ... there's quite some distance between the buildings. So I'm going with a new start tonight and try building specialized hubs with multiple residential areas.

Villagers will move home automatically if they are too far from their workplace. There is a minimum distance for this though. Over 150m they will try to find a place to live or build nearer to their workplace. Desirability does have an effect on this distance as well so the advice from Minotorious is good. Villagers will want to live in desirable locations, close to markets, wells, churches etc. So hubs like this should help.

When moving resources around you can also try using the Stock Max function which will aim to fill the storage slot from other sources such as distant warehouses near production. Bare in mind there needs to be a need for that resource. Like a mini-hub close to where resources are needed.

We can take a look at your save file if you think there is a bug, share feedback or want further help. You can always send it to us at support@polymorph.games and we will take a closer look.
Last edited by Mr Ash; Oct 11, 2023 @ 4:20am
Kimbo Oct 13, 2023 @ 12:53pm 
Originally posted by Mr Ash:
Originally posted by IefChief:
Thanks mate! This gives me some hope. Right now I have the annoying problem that there's about 98 iron ore in my warehouse but no one is taking it to the black smith ... there's quite some distance between the buildings. So I'm going with a new start tonight and try building specialized hubs with multiple residential areas.

Villagers will move home automatically if they are too far from their workplace. There is a minimum distance for this though. Over 150m they will try to find a place to live or build nearer to their workplace. Desirability does have an effect on this distance as well so the advice from Minotorious is good. Villagers will want to live in desirable locations, close to markets, wells, churches etc. So hubs like this should help.

When moving resources around you can also try using the Stock Max function which will aim to fill the storage slot from other sources such as distant warehouses near production. Bare in mind there needs to be a need for that resource. Like a mini-hub close to where resources are needed.

We can take a look at your save file if you think there is a bug, share feedback or want further help. You can always send it to us at support@polymorph.games and we will take a closer look.
You mean "villagers will live so far away from their job that they eat/water/go on break and only work for a second or two before returning back to their house. You HAVE TO evict pops while paused from EVERY HOUSE for them to even think about building houses next to their job. Only then will workers "live next to their job"
Asmodan Oct 13, 2023 @ 1:16pm 
I never evict people or micromanage the living places. I just make sure there is enough space for them to build houses. My city works and i did all the aspirations. The benefit for optimize the workplace distance is imho so minimal that i rather build another production building than doing tedious optimizations.
jcmeerman Oct 13, 2023 @ 1:32pm 
Originally posted by Asmodan:
I never evict people or micromanage the living places. I just make sure there is enough space for them to build houses. My city works and i did all the aspirations. The benefit for optimize the workplace distance is imho so minimal that i rather build another production building than doing tedious optimizations.
For distances above 100 meter, you really see a drop in production. And, yes, you can always add a production building, but having a production building not producing most of the time is not really good practice.
Asmodan Oct 13, 2023 @ 3:36pm 
Originally posted by jcmeerman:
... having a production building not producing most of the time is not really good practice.

Of course, but that's not a problem that i have.
Minotorious Oct 13, 2023 @ 5:53pm 
Originally posted by jcmeerman:
For distances above 100 meter, you really see a drop in production. And, yes, you can always add a production building, but having a production building not producing most of the time is not really good practice.
FYI anything above 50m has a drop in productivity assuming all needs can also be filled in the same radius.

However, as per my previous post above this drop in productivity is irrelevant and won't prevent you from reaching a 500-1000 villager population if you play the game "correctly" and are careful about making sure you overproduce before expanding too much.
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Date Posted: Oct 7, 2023 @ 3:58pm
Posts: 12