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If im not mistaken, you want equal to or less fortified structures (not counting walls or monument towers) as there are watchmen - and even then, ive found you''llyou want your watchmen to be be Commoners as to be 'qualified' to man the fortifications etc
So if youve got 2 Serf watchmen and 1 village watch tower, you should be ok, but add a 2nd watchtower and the Serf variants of watchmen will struggle, but 2 commoners would be fine - same with patrolmen, Serfs have a smaller radius around them when patrolling so would beenfit from being Commoners for extended coverage :)
Also note, the 'guard posts' arrow also count as a fortification and thus will eat up you man power - a shame, cos its nice to see guards posted around the place for aesthetics.
I dunno; i mean if youre not in a rush then sure, dont promote them, but i do reckon they are better at patrolling. When they get to the house they are going to, they fill the patrol counter up more than they would if they were a Serf. As for the bigger radius around the individual, the benefit will be based on how packed-in your homes are i guess; in my set up i have a handful of full paint circles for housing and a Serf patrolman will walk to one house and if im lucky will clip a 2nd house along with the one he's 'patrolling' - pop a Commoner in that position and i will definitely get the 2nd house, maybe even a 3rd/4th because the more patrolmen in the patrol the bigger their radius is too, so not only is a commoner patrolman covering more surface area, he's also filling the patrol counter more too, which i suppose would counter any extra time he spends filling his needs bars.
- A nearby village has no walls. I built a watchtower, watchmen came and watched, nothing happened.
What is the exact function of watchmen and watchtowers?
Watchtowers that don't get manned don't do anything.
It seems to me that watchtowers are a bit of a mess ATM.
Patroller - Wanders around the painted patrol zones to fill the meter for house upgrades. These Will enter watchtowers that are in their patrol area but don't actually provide any bonuses. Its like adding a "Guard" point to a Castle which just adds another way-point in their path randomization.
Watchman - These are workers that activate the towers for the fortification. When they do their work shift they pick a tower at random that is unoccupied and head to it. If you have too few watchman than the towers can end up going unmanned which generates the alert above the watchtower.
Both of these jobs are provided by the same watchpost building (you get slots for each type). Make sure there is a watchman stations somewhere near your tower.
Note: Also I have had to move towers occasionally because of pathing issues. If the path to the tower zig/zags enough (like through some of the larger housing areas) the trip time for the watchman can be too long to have it manned reliably even if the watchman's garrison is seemingly nearby.
You can see the requirements of both Density and Quality in this picture:
https://steamcommunity.com/sharedfiles/filedetails/?id=3424943918
That is a low, low house. You can see it is NOT in a desirable neighborhood (because, it is too close to a Saw Mill). You can add decorations and probably change that for the Medium Quality. So get both Beautification and Desirable Neighborhood can be gotten by adding some decorations. Then if I upgrade 2 surfs to commoners, they can live in that house.
Meet the density requirement (which is completely separate from the Quality) and you can go from 2 (Low, current) to 6 (medium) to 10 (high). To get medium density, you need patrol AND light fortification (manned village watchtower). To get high, you need Heavy Fortification (manned town watchtower).
Close to some towers can also provide light or heavy fortification.
Maybe it just takes longer than with walls; we'll see.