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but beware of AI bugs
i had a problem with a mining outpost: they put the mined ore in the tent, and when carters arrived from the village to get it (?) they left their carts and walked back not taking anything with them.
Maybe he was just walking and at some moment desided to get water for home?
Granted back in ,Paleolithic days everyone did everything to survive but past Neolithic they started to specialize between crafting, farming, hunting, and the warrior casts. I don't get this game. Has anyone made it to past the Neolithic. I have gotten to the copper age a couple of times but again workload, raiders, and morale are always issues.
Villagers will go from main village to pick up stick for crafter or firepit to the outpost, then bring it back to village.
They'll also carry a log or rock all the way from other side of map to the outpost.
Children will walk to outpost to deposit stick from any work area, regardless of proximity.
It's impossible to make outposts efficient with current AI (random villager gets assigned to the next task and to random work area/storage)
Many have tried, including me. But benefit of doing outposts is negligent at best, let alone important info.
It's equivalent to shooting yourself in the foot with drag created on workload and productivity.
My advice is:
definitely don't do it unless you absolutely must (with far away mine deposit, if you decide to drag out the game, for as long as possible)
You have to keep storage/living/production areas as close as possible for maximum efficiency. Otherwise your villagers will just wonder around from outpost to village to transport stuff without any consideration on proximity or efficiency.
You could upload a screenshot of your settlement, so we can take a look at what you might do to improve it.
You actually need to invest in spiritualism and funerary quite early on in this game to keep morale up. Your people are a superstitious lot, and if they get fed up, they will quickly cheer themselves up if they have a skull on a stick to pray to.
Each villager can gain a set amount of moral from each spiritual or religious item within any given period of time, so provide enough of them that everyone can use one when their time comes due, and have enough variety of religious items so that a villager that has recently gained moral from the skull-on-a-stick, can go and pray to a suggestively-shaped stone sticking out of the ground, or a cloth flag hanging on a metal post. Whatever it takes. They spend about 10% of their time praying to things, but they're much more productive when they are happy.
sure, you can turn them off individually but this build's drawbacks as mentioned above far outweigh any benefits. If you're having trouble feeding your village even after exterminating every living animal in the area, it's time to start farming harder.
nice idea though. won't work until there's a patch that specifically introduces outposts as a concept.
" My workload is always too high and morale always low."
Well, there's your problem. Your morale is low BECAUSE your workload is too high. If you hover over the workload %, you'll see any number over ~72% is rated HIGH, while under ~72% is BALANCED. Even when you have a large population say, 100 people or more, you still have to build new structures slowly, no more than 2 or 3 at a time to try to keep that number BALANCED. In the beginning, at least for a while, you need to stick to building 1 thing at a time. And, as mentioned, you do need those scull poles etc to allow morale to be restored.
Also, people won't even have time to "procreate" if they're being worked to death all the time and no-one will want to join a village run by a slave-driver either. It's a race, but it's not a sprint. It's a marathon so pace yourself accordingly and there'll be no problem.
Just keep your eye on that % number.