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lfg 18+
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TheDarkSlendr
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Performance
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10 year anniversary gift!
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absorbreality
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Six New Heroes
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Animal Breeding
Messaggio originale di threethreethree:
a few things -

- you can have 35 workload, but none who show as unproductive in the activities screen. they can all still be busy with a few things. you must always take into account lots of little things that they have to do which take their time and work.

- however many spiritual structures that you have won't bypass the dynamic which is that they can only use a particular type of spiritual structure for morale within a certain period of time. if they've used a certain one recently, then they can't use that same one for a period of time. we have called this a 'cooling off' period for each thing for each villager, but someone in here had a much better way of describing it but i can't remember. i hope they drop in and remind us what that better way of thinking about it is.

- each spiritual structure also can only be used by a certain number of people at once. so some may be waiting until the current user of a spiritual structure is finished praying to their pagan gods to turn that frown upside down.

- so, villagers need time. it takes a while for all of them to be able to address their morale for various reasons, just like it takes some time for them to finish up tasks and have an actual low workload versus it just seeming like the workload is lowish per the percent number on your screen.

- this and MANY other problems that players have in this game are almost always because players don't actually pay attention to their villagers and the total village life. you cannot just keep assigning tasks with no regard to what is going on. they absolutely will not work any faster, and in fact they end up working slower, including making it harder for them to address their morale. a constantly overworked village is an incoherent and chaotic village, and therefore a vulnerable village. vulnerable to any kind of animal or raider attacks, vulnerable to a downward spiral of work backlog, logistics failure, or starvation and deaths, etc. you must develop some kind of rhythm, and always plan things tentatively, instead of just issue orders based on your whims.


Messaggio originale di threethreethree:
Planning is something that some players who show up in the forums don't seem to think about doing. And so they have trouble with some things, like the workload percent aka getting things done, or the villagers attending to their needs. And this affects hunting, as well as everything else.

Sometimes there are a couple of things which I plan ahead for up to 2 years out, doing other things along the way so that when there's an opportunity later, we can attend to it effectively, instead of it being a struggle or bringing about a temporary downward spiral.

Whereas some players speak as if 100 or 80 is a low workload, this is at least partially subjective - I consider 20 a low workload. I can have 25 workload, yet not show any villagers who're unproductive, vs subsisting or performing tasks. In other words, busy, and still might be needing to attend to their personal stats after finishing up some work.

You can still get things done and operate regularly around or above 100 workload, or even 200 or higher, EVENTUALLY, but that is a very slow march of time and a very incohesive village and therefore a vulnerable village...

...it is stunning how much more productive and faster a village can be when you plan and manage better and let the workload drop even to ZERO for a few seconds, if not just at least down to 30 on a regular basis, instead of constantly putting in more tasks or not planning out the right sequence of when to assign each kinds of tasks.

Messaggio originale di threethreethree:
For new players or anyone who hasn't so far concerned themselves with this very much. In my mod/scenario TinyTown, it's proven to be more important than usual. So I'm offering this here -

- the idea is that any whose health is down by more than about 1/10th, you try and influence them to tend to their needs, because that health won't climb back up if any personal stats are lower than about 1/4 (primarily hunger and thirst), and the longer they stay at the static health, the more chance of infection. also, the higher the health is if they do get infected, then the more chance they recover from the infection. and if stats are low enough, you'll do this anyway even if health is only down about 1/10th just to be safe.

- what you're doing is making them move to where your food stores are, or to a well with an order to get water, or to a hut to sleep. but this is to hope that they'll choose to eat or drink when they get there, and the hunger or thirst has to be just below half for them to do so versus go to a task. often making them sleep will begin the process, being hungry or thirsty enough when they wake up, them being more responsive to an order to sleep.

- but when you right click for them to move somewhere for this, double right click to make them run, because the faster you can get this all to happen, then the faster they can begin recovering and not die. sometimes you may have to be sequential, in that you have to first make them run to the applicable area, and then order the relevant act.

- if it's winter, you may need to give them time to change into wool first. if one is super bad and really cold, you might make them go to a hut immediately or they're doing it anyway, to get warm.

- then, it's just a matter of doing this and constantly checking on different ones 2 or 3 followup times. but i try to do things so they don't get injured very much in the first place. partly by their fellow countrymen saying "get outta here" when someone takes a hit, and that hit person running out of range to quickly stop taking additional hits while withdrawing.

Messaggio originale di threethreethree:
Below 80 is not low workload. Low workload is more like 30 or 20. When you still have issues at 40-50, it sounds like it's because the villagers are perpetually just catching up on their thirst and sleep and the other minor tasks not shown in workload, etc...if you're running in such a way that under 80 is low and so 50-ish is probably rare for you, then when they are in that range they possibly still aren't there long enough or lower to have the time to catch their breath.

As is mentioned by previous poster, lots of things are not reflected by the bare workload number...and this is where one needs to pay more attention to the village and its activities and be more in-tune with what's happening instead of just assigning tasks as if the people were automatons and you expect them to work like that instead of people. The comical paradox here is that they are simulations in your computer, yet you have to treat them like people in order for things to go well...including not expecting perfect organization from them as well. To me, this is all part of what makes DoM special.

I plan most of my activities about half a year ahead of time, constantly...what they're doing 'now' is such that they can execute other plans 6 game-months into the future. My village regularly enjoys a rhythm which swings their workload down into the teens, and when they're in the teens I don't immediately take advantage of it by throwing in a lot of new jobs. It is incredible how productive they are when operating this way. As was also previously mentioned, the Activities menu under button 6 helps more...but i never even use that. If you play the way I'm describing and genuinely pay attention to your village in the moment, even that isn't necessary.

Messaggio originale di threethreethree:
There are a lot of 'tasks' which don't get calculated in your workload percent - picking things up and putting them away, resting, eating, etc. So you must always keep that in mind...it's an example of how this game might be different than you'd expect - you have to be 'in tune' with your people and what's going on more than just what the numbers and graphs tell you.

Messaggio originale di Maehlice:
As with seemingly every negative outcome...high workload can lead to odd behaviour...The (hunting) task may be queued while (prey) is within the Hunting Area, but because no one was available at the time, it wasn't assigned to any villagers until the animal had already wandered out a bit. Now, the assigned villagers have to walk considerably farther to reach the game. Oh but wait; since workload has been so high, some of those villagers have been neglecting their own health and are now critically hungry-thirsty-tired-upset and so forcibly remove themselves from the hunting party. Only one or two hunters are now left and can't fell the game quickly enough to keep it from fleeing. Lo and behold, the animal outruns the hunting party, and they find themselves wandering out in the middle of nowhere.

Whenever anything goes wrong in the village, take a moment to assess literally everything: Workload, food quantity, queued tasks, buildings in disrepair, food & straw levels, crowding at morale (religious) sites, everything. Because there's a certain balance to everything that keeps the village progressing smoothly.

Messaggio originale di threethreethree:
A lot of things have to happen for a lot of people to die from infection. For that to happen, there has to be substantial neglect of villagers and playstyle by the player...

...villagers catch infection from being injured, and die when their health isn't very high when they get infected versus recovering from it. So for a lot of people to die from infection, even more must have gotten infected...and even more than that must have been allowed to get seriously injured...and then those weren't allowed to tend to their well-being stats very well...and then when they did, they were having to spend time making the food to eat that should've already been available because of better management and planning.

Messaggio originale di threethreethree:
It's an ironic and comical fact that this is all a simulation on a computer...yet, if the game is any good at all, we can't think of our villagers as robots or automatons. They instead are 'people'. And they'll behave as 'people' to good enough of an extent if the game is working how it should be. Don't expect them to all have complete knowledge and perfect organization according to the way you as the player think that it should be.
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***JUST SPLIT THE GAME INTO TWO VERSIONS***Let’s make our voices heard!
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