Foundation

Foundation

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Monastery issues
Does anyone know how to get monks to work in the monastery? It says it auto assigns monks to jobs but nothing is happening.
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Showing 16-29 of 29 comments
JAB-exe Feb 2 @ 3:44am 
Originally posted by Minotorious:
You most likely have built your subbuildings as different monasteries instead of actually as subbuilding in a single monastery i.e. from the same single building menu
i just realised i did the same... this is NOT clear enough and the + symbol is barely noticeable
Last edited by JAB-exe; Feb 2 @ 4:03am
Originally posted by JAB-exe:
Originally posted by Minotorious:
You most likely have built your subbuildings as different monasteries instead of actually as subbuilding in a single monastery i.e. from the same single building menu
i just realised i did the same... this is NOT clear enough and the + symbol is barely noticeable
Having played the game for six years, yeah I have a hard time getting to it sometimes when I know it is there somewhere.
JAB-exe Feb 2 @ 9:39am 
Originally posted by Bored Peon:
Originally posted by JAB-exe:
i just realised i did the same... this is NOT clear enough and the + symbol is barely noticeable
Having played the game for six years, yeah I have a hard time getting to it sometimes when I know it is there somewhere.
for reference im on 4k screen 42inch monitor with 140% resolution scaling, and i didn't notice it for hours. all my tax offices and treasury are different buildings too but that didn't seem to be as problematic as the Monastery
Originally posted by JAB-exe:
Originally posted by Bored Peon:
Having played the game for six years, yeah I have a hard time getting to it sometimes when I know it is there somewhere.
for reference im on 4k screen 42inch monitor with 140% resolution scaling, and i didn't notice it for hours. all my tax offices and treasury are different buildings too but that didn't seem to be as problematic as the Monastery
For a lot of them it does not matter if they are different groups.

Markets are best in multiple group with no more than 2 stalls from the same item type (food, goods, luxury) because the AI used to ignore the third.

Monasteries can be tiny, like the one in my screenshot, but it has to be planned that way and usually after you have built a main one.

Tax offices are great for having small ones scattered about.

Taverns can have small ones for alcohol production, as shown in my screenshot.
vergiK Feb 4 @ 9:07am 
There is a button to add sub-building on the bottom left side. You need to add new building to your monastery from that, otherwise workers are not all on same monastery.

Pro tip: Do the same for castles, taverns etc... I had to destroy a lot of building after finding it. This should definitely be improved to be more intuitive.
Last edited by vergiK; Feb 4 @ 9:07am
Nemy Feb 4 @ 9:51am 
is there a way to sack your monks/nuns? I'm having to rebuild monastery AGAIN to try fix what i think are the problems described in this thread. but i think the monks I have will likely not work in another monastery.
For the love of god I just want some herbs and veg :steamlaughcry:
I just found this..... this is about as intuitive and understandable as my wife trying to explain what she wants for dinner - it just aint that simple...... Yeah - so click 'edit building'. Then there is a + with no real explanation at the bottom of the three panels to add a sub building. I assume this is why my castle is borked......
Originally posted by bigsiegee:
I just found this..... this is about as intuitive and understandable as my wife trying to explain what she wants for dinner - it just aint that simple...... Yeah - so click 'edit building'. Then there is a + with no real explanation at the bottom of the three panels to add a sub building. I assume this is why my castle is borked......
Oh ya, they changed that "add sub function." Yeah I struggled with that the other day.

Originally you could go down the parts list and change the functions of the parts. However I guess someone complained it was confusing looking at a long list of parts. So they changed it to this Frankenstein-Godzilla concoction.

I should have realized that sooner the cloister was a sub-function. As I said earlier I had not done one since release, otherwise I could have pointed it out sooner.

There was another topic where someone had created different monuments for each sub function, rather than sub function groups. That caused a massive issue where the monks would not work jobs and they had to rebuild most of the monastery.

They REALLY need a better tutorial for adding sub functions.
Last edited by Bored Peon; Feb 5 @ 12:16am
bc Feb 5 @ 4:15am 
I struggle with the same issue, there is no guide in the game explaining how to build a monastry in a propper way. Seems i'll just destroy everything and start from scratch.
Game should offer an option to group existing buildings.
Originally posted by bc:
I struggle with the same issue, there is no guide in the game explaining how to build a monastry in a propper way. Seems i'll just destroy everything and start from scratch.
Game should offer an option to group existing buildings.
The main thing is each time you want to add a sub function to a monument building you need to make sure it got added properly.

The big thing about monastery is you need to decide the overall goal, as in make wine, produce herbs, produce berries, or be a hospice for lodging people.

Lots of scripture is nice to promote monks quickly, but after you fill all the jobs they do not have much use.
naka712 Mar 22 @ 8:36am 
Anyone making a video? Pleaseeee. Thanks
Originally posted by 10jeannie21:
Once you've built your monastery, you have to assign/send villagers to it (click on the chapel part option should pop up to assign/send male/female villager). Once they are assigned, the monastery auto assigns them to a position (garden, scriptorium, herbs etc...).
Click on your monastery. Add a sub-building. Click on herb garden. To the left you'll see the herbs. To the right you'll see herb garden hut. This acts like the gathering hut for berries. I think you need one hut for each herb.
laurifen Apr 19 @ 1:19pm 
Separate from the issue of having accidentally built multiple monasteries, what tonybonewalker said above is correct. While you're building the herb garden, you probably have the leftmost tab showing all the parts at once selected (that's the default). If you look at the other tabs, the second one will show you all the herb planters, and the third will show you the depots - which in this case is the garden hut. So to build a functional herb garden you need to add planters to produce the resources, and then at least one hut to store the resources/herbs in once they're harvested. You don't need multiple huts, one will be enough for the garden to work.
The monastic grange doesn't fulfill the need of a depot, but the monks who work there will collect the herbs from the herb garden hut and take them to the grange, from where you can sell them or whatever.

The berry garden works the same way - planters for the berries, and a hut to act as the depot.
Last edited by laurifen; Apr 19 @ 1:20pm
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