Ancient Cities

Ancient Cities

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How to successfully start, and play a Tribe <> Version 1.0.5.3
By LadyLillyno
How to successfully start, and play a Tribe.

This Guide will cover all aspects of how to start, and play a Tribe, and also provide some hints and tips.
It will be updated for every patch, some with an explanation of the patch notes via YouTube.

* Patch Notes Explained ~ YouTube
* Patch Play-Throughs ~ YouTube
* Patch Play-Along ~ YouTube
* Ancient Cities - Tutorial: A YouTube series of short videos explaining the concepts of Ancient Cities
* Quick Neolithic Survival Guide for New Players ~ YouTube
* Flora & Fauna Per Region
* Food calories per unit and portion, Human and Animal calorie needs, and food popularity <> NEW <>
* Game Difficulties & Speed
* Banishment <> NEW <>
* Animal Husbandry
* Trading & Raiding
* Belief: Prayers; Offerings
* Belief: Prayers; Megalithic Support Structures
* Belief: Prayers; Megalithic Temples
* Belief: Burials; Tombs & Graves
* Knowledge
* Agriculture
* Tribe Leader
* Where to first Settle
* First Buildings and Storage Areas
* Tribe Policy
* Group Creation and Assignments.
* Food Preservation methods
* Tribe Happiness
* Migrants
* Migration


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Patch Play-Throughs ~ YouTube
In these videos I will play the game for a longer period of time without any testing-methodology used in order to see how the game behaves with regards to how each patch is affecting the game-play.

Patch 1.0.2.80 to 1.0.3.1 <> Beginner friendly Play-Through
Part 1: https://www.youtube.com/watch?v=TRzuHrSZwac
Part 2: https://www.youtube.com/watch?v=BJRJpAqCML0
Part 3: https://www.youtube.com/watch?v=3s_w8MwQSRY
Part 4: https://www.youtube.com/watch?v=qerXNCWCfMs
Part 5: https://www.youtube.com/watch?v=Vm2FQwqve-k
Part 6: https://www.youtube.com/watch?v=4yGH5duKiFc
Part 7: https://www.youtube.com/watch?v=rRtnG2CF7rA

Patch 1.0.1.9 <> Play-Through for Hardcore Players 400+
https://www.youtube.com/watch?v=vHD4WTEXLB8

Patch 1.0.1.9 <> Play-Through for Hardcore Players 200+
https://www.youtube.com/watch?v=V9g1amLEMyU

Patch 1.0.0.4 <> "Community Feedback" Play-Through for Hardcore Players
Part 1: https://www.youtube.com/watch?v=BiJlsS8ONsE
Part 2: https://www.youtube.com/watch?v=QhpprgUIgws
Part 3: https://www.youtube.com/watch?v=ozfal43WL30
Part 4: https://www.youtube.com/watch?v=3E6RWUHIUgU
Part 5: https://www.youtube.com/watch?v=BQikEJqqvOo

Patch 1.0.0.4 <> "Community Feedback" Play-Through for Beginners
Part 1: https://www.youtube.com/watch?v=_blrlOViiHA
Part 2: https://www.youtube.com/watch?v=KXx8shWzTAM

Patch 1.0.0.3 <> "Trading & Raiding" Play-Through for Hardcore players
https://www.youtube.com/watch?v=Xsra3bWBK8c

Patch 1.0.0.4 <> "How to Build Knowledge in 10K BC" Play-Through for Hardcore Players
https://www.youtube.com/watch?v=n2yricaaoS0

Patch 0.2.13.0 <> "Animal Husbandry" Play-Through for Beginners
https://www.youtube.com/watch?v=RobtOucWjLU

Patch 0.2.12.8 <> Game-Challenge Hardcore Play-Through
https://www.youtube.com/watch?v=UhQ4xKAOQ2U

Patch 0.2.12.7 <> Game-Challenge Expert Play-Through
https://www.youtube.com/watch?v=uPFM4DD2wMc

Patch 0.2.12.3 <> Game-Challenge Hot-Fix Hardcore Play-Through
https://www.youtube.com/watch?v=emEMT1HB6ds

Patch 2.11.0 <> "Belief" Play-Through
https://www.youtube.com/watch?v=SbrZZ7YAkPw

Patch 2.10.0 <> "Agriculture" Play-Through
https://www.youtube.com/watch?v=muIU6YWLNOw

Patch 2.9.0 <> "Knowledge" Play-through of the Mesolithic Era
https://www.youtube.com/watch?v=R54NwbOHlpM

Patch 2.9.2 <> "Knowledge" Play-through of the Neolithic Era
https://www.youtube.com/watch?v=XTOVo95I0GE

Patch 2.8.0 <> Migrants Play-Through
https://www.youtube.com/watch?v=ZeWATSOfkxU
Ancient Cities Tutorial - How To ~ YouTube
A series of short videos explaining the concepts of Ancient Cities.
Very useful for new players :)

https://www.youtube.com/watch?v=FZXyprWaC8I&list=PL9aIsdDPSZt_HNuKR_fxRHHy8n-mIgERm
Quick Neolithic Survival Guide for New Players ~ YouTube
Neolithic Survival Guide for New Players

https://www.youtube.com/watch?v=BciOFNy-oZg
Flora & Fauna Per Region
What type of Flora and Fauna is where:

Europe is a vast continent with a plethora of various wild life both flora and fauna.
Based on timeline, geography, altitude, latitude, temperatures and humidity; you can have all types in some areas while almost nothing in other areas.

All difficulties will have different amounts of food types in all regions.
Hardcore having the least of everything, and even nothing of some that Beginners do have.
Beginners have the most of everything.
Normal is the medium amounts based on historically astute data per region, plus minus randomness of prevalence and density.
As you close in to other Regions your environment will start to change to be correct in the next region, the regions have an overlap of Flora and Fauna, so if you wish a better estimation based on region, avoid settling by borders of any regions











Region 1 North:
This is a very cold and hostile region in all difficulties, and the harsh environment would not suit a Beginner.
Following will be the types that can be found in the regions, all varied based on timeline and randomness. No 2 areas will be containing exactly the same food types or amounts in any difficulty.
Also, coastal areas can tend to have less of everything, so for max amounts you can try to go a bit more inland and/or by mountains.

* Prey types:
10K BC to app 8K: Hares, Rats, Wild dogs
App 8K - 1500 BC: Hares, Rats, Wild dogs, Wild Boars, Deer, also Goat and Sheep if by higher altitudes

* Seafood and Fish:
All coastal and river areas will have fish in all timelines and regions
All coasts and river estuaries/deltas will also have clams in all timelines and regions

* Animal produce:
10K BC to app 8K: None
App 8K - 1500 BC: Maybe some Honey

* Wild Plant food:
10K BC to app 8K: Roots, Berries
App 8K - 1500 BC: Kale, Roots, Berries, Hazelnuts, Mushrooms, Pears, might also get some Rosehips and Beets around 6K BC.

* Wild Crop Plants:
10K BC to app 6K BC: None
App 6K - 1500 BC: Kale, Beets and some Flax.
Trade or Raid for Wheat if locality never gets them.
Avoid Peas as they will grow very poorly in the more north.

* Cultivated yield per crop type pending difficulty, temperature, and humidity:
Best growth: Beets, Kale = app 0.4-0.6 per cell
Medium to low: Flax, Wheat = app 0.3-0.5 per cell
Worst: Peas = 0.01-0.04 per cell




Region 1 South:
This is a less hostile region in all difficulties, but would still not suit a Beginner.

* Prey types:
10K BC to app 8K: Hares, Rats, Wild dogs, Deer
App 8K - 1500 BC: Hares, Rats, Wild dogs, Wild Boars, Deer, Wild horses, Cattle, also Goat and Sheep if by higher altitudes

* Seafood and Fish:
All coastal and river areas will have fish in all timelines and regions
All coasts and river estuaries/deltas will also have clams in all timelines and regions

* Animal produce:
10K BC to app 8K: None
App 8K - 1500 BC: Honey

* Wild Plant food:
10K BC to app 8K: Roots, Berries
App 8K - 1500 BC: Kale, Roots, Berries, Hazelnuts, Mushrooms, Pears, Rosehips, Beets, maybe some Flax

* Wild Crop Plants:
10K BC to app 6K BC: Kale, Beets.
App 6K - 1500 BC: Kale, Beets and some Flax.
Trade or Raid for whatever locality does not have.

* Cultivated yield per crop type pending difficulty, temperature, and humidity:
Best growth: Kale, Beets = app 0.4-0.6 per cell
Medium to low: Flax, Wheat = app 0.3-0.5 per cell
Worst: Peas = app 0.02-0.04 per cell




Region 2:
The most suited area to play as a Beginner or returning player, or just any player who wants a relaxed and stress free gaming experience.

* Prey types:
10K BC to 1500 BC: All types available, but Goats and Sheep will only be available in higher altitudes.

* Seafood and Fish:
All coastal and river areas will have fish in all timelines and regions
All coasts and river estuaries/deltas will also have clams in all timelines and regions

* Animal produce:
10K BC to 1500 BC: Honey

* Wild Plant food:
10K BC to 1500 BC: Kale, Roots, Berries, Hazelnuts, Mushrooms, Pears, Rosehips and Beets, plus Flax and maybe Wheat closer to 6K BC, also some pine cones can pop up if very south around 6K BC.

* Wild Crop Plants:
10K BC to app 7K BC: Kale, Beets
App 7K - 1500 BC: Kale, Beets, and some Flax and also wheat closer to 6K BC, and if lucky, a few peas.
Trade or Raid for whatever locality lacks.

* Cultivated yield per crop type pending difficulty, temperature, and humidity:
Best growth: Wheat and Beets = app 0.5-0.8 per cell
Medium: Kale, Flax = app 0.4-0.6 per cell
Worst: Peas = 0.4-0.5 per cell



Region 3 North:
Also suited area to play as a Beginner or returning player, or just any player who wants a relaxed and stress free gaming experience.

* Prey types:
10K BC to 1500 BC: All types available, but Goats and Sheep will only be available in higher altitudes.

* Seafood and Fish:
All coastal and river areas will have fish in all timelines and regions
All coasts and river estuaries/deltas will also have clams in all timelines and regions

* Animal produce:
10K BC to 1500 BC: Honey

* Wild Plant food:
10K BC to 1500 BC: Kale, Roots, Berries, Hazelnuts, Mushrooms, Pears, Pine cones, Rosehips and Beets, plus Flax, peas and Wheat closer to 6K BC

* Wild Crop Plants:
10K BC to app 7K BC: Beets
App 7K - 1500 BC: Kale, Beets, some Flax and peas, and also wheat closer to 6K BC
Trade or Raid for whatever locality lacks.

* Cultivated yield per crop type pending difficulty, temperature, and humidity:
Best growth: Wheat and Peas = app 0.6-0.85 per cell
Medium: Flax = app 0.5-0.65 per cell
Worst: Kale, Beets = 0.35-0.45 per cell



Region 3 South:
Less suited for a Beginner as this part of Region 3 is very hot and not all plant life or animal life will thrive well

* Prey types:
10K BC to 1500 BC: All types available, except Deer in some areas. Goats and Sheep will only be available in higher altitudes.

* Seafood and Fish:
All coastal and river areas will have fish in all timelines and regions
All coasts and river estuaries/deltas will also have clams in all timelines and regions

* Animal produce:
10K BC to 1500 BC: Honey

* Wild Plant food:
10K BC to 1500 BC: Roots, Berries, few Hazelnuts, Mushrooms, Pears, Pine cones, Rosehips, plus Flax, Peas and Wheat closer to 8-6K BC

* Wild Crop Plants:
10K BC to app 7K BC: Wheat
App 7K - 1500 BC: Wheat, Peas, and some Flax.
Trade or Raid for whatever locality lacks.

* Cultivated yield per crop type pending difficulty, temperature, and humidity:
Best growth: Wheat and Peas = app 0.6-0.9 per cell
Medium: Flax = app 0.4-0.6 per cell
Worst: Kale, Beets = 0.2-0.4 per cell
Food calories per unit and portion, Human and Animal calorie needs, and food popularity
This overview is made by Tazmanyak and he has allowed me to post it in my Guide.
All these numbers can be found in the files in your game as well.

With this you can calculate more precise the needs of the tribe and the livestock.

https://steamcommunity.com/sharedfiles/filedetails/?id=3165353466
Game Difficulties & Speed
Game Difficulties

The game has 3 difficulties:

* Beginners, easy and forgiving mode that allows new players to learn mechanics and game-play in a non-stressful environment.

* Normal, the medium difficulty for the more seasoned players seeking a more challenging experience than Beginners.

* Hardcore, for those that feel they have outgrown Normal, or just want a bigger challenge than the other difficulties offer.

The difficulties take into account:
* Available food amounts of prey, fish and plant produce, both wild and cultivated
* Progression and combinations of types of unrest
* Tribe reaction to various types of unrest and any combinations
* Tribe reactions to what they want that you cannot have as it is RED = known but not available to tribe from the build options yet due to lack of 1 or more requirements.
* Tribe reactions to policies
* Amount of Resources in the locality
* Amount of resource per 1 harvesting action (gather, cut, crop, and chop)

Hardcore will have the very worst of all the options by reductions from 50% to 75%, i.e. 75% less farm yield, fish, plant produce, and prey amounts.

Game Speed

The game has 3 different game speeds.

* Slow is 3 days in 1 month. This is the hardest speed to use in any difficulty. Historical years go the slowest in this mode and suits well the more relaxed and patient player.

* Normal is 2 days in 1 month.

* Fast is 1 day in 1 month. This speed is easiest of all speeds to use in any difficulty. Historical years go very fast in this mode and suits the impatient or easily bored player.

You have to adjust your work spots in the farmer groups pending Game speed Mode chosen to make sure they can cover a farm before the season is over.
The higher knowledge your farmers have in Agriculture, the more efficient they will be, so you will easily need more at start of game than a decade later.

Banishment
Banishment

https://www.youtube.com/watch?v=5rSG39rvHhI

We can banish members as we see fit, but there is a price to pay, tribe will get unrest that will stay until your current leader dies, leaves or is kicked.
This unrest is accumulative and based on a percentage of the population, so it will hit harder the fewer people you have in your tribe.
For example in a 7 population starter tribe you will get a doubling of unrest per banishment, so if you banish 1 tribe member you will find that the tribe is gaining +35 unrest, and if you kick another member, you will see that tribe now has +70 unrest, the next will give +140 unrest, and a 4th kick is BigBadaBoom, ergo tribe obliteration in ALL difficulties, so don't do that :D

Larger tribes will have same accumulation, however, the higher the population, the more divided on all members the unrest is, so a single banishment might only show as +2 banishment unrest pending tribe size.
This means that we in the large tribes have a much higher threshold for the amount of members we can banish before tribe will be so upset that some/many/all will leave.
In addition to the banishment unrest, you will also get the usual unrest from members due to relatives leaving the tribe. So be careful with mass-kicking as it could quickly become very risky to do.

The Banishment option will be found in each individual members personal page, the red X is the button to click in order to banish this member from the tribe.


* Tip: Use this wisely as we must keep in mind that any relatives will in addition to the banishment unrest also gain +30 for a relative leaving the tribe, so this single action will automatically create combination unrest, which can actually obliterate your tribe.

* Tip: Always check family tree to see potential tribe-killing repercussions on the member you wish to banish. The more relatives the more risky it is.

* Tip: Always check if the member you wish to kick is max skill holder before you kick them. We do not want to kick the max skill holder as that means we will lose the levels this member had in the knowledge.

* Tip: To get rid of banishment unrest, kick the leader as that will reset all banishment unrest. Be aware tho that this is risky as you could end up with a worse leader than you had.

* Tip: Best time to use banishment option is for the tribe leaders when they restrict policies too much.

Animal Husbandry
Animal Husbandry
https://www.youtube.com/watch?v=BcULQZ1AhZY

With the Neolithic timeline we got both Agriculture and domestic animals from the Near East.
By 4K BC most of Atlantic Europe had several types of domestic animals, such as cattle, goats, sheep, and pigs.

* All the domestic animals in Ancient cities will start arriving with Migrant groups in the Neolithic timeline, this can start as early as in the 5th millennia BC in the areas closest to the Near East.
This means the more south and eastern parts of Europe will get get livestock before the more north and western parts. The most northern parts of Europe might not get livestock untill well after 4K BC.
We have Domestic Cattle, Goats, and Pigs in the game.

Cows and Goats will grant you milk, the units they provide is based on their size, and it can vary between 8 and 10 units of milk per large animal and 1-2 per small animal.

Pigs are raised for meat only and will grant a large amount when slaughtered at adult or old age.


All your domestic animals will need some feeding from your resources all year round, but mostly via grazing in the fields, however, when temperatures are too hot, too wet, or cold for the grass they need to feed on they will eat more from tribe resources as they cannot graze.
This normally occurs around winter time when temperatures tend to be low, or when summer is hot with little rain.


You will find a Red grass icon in tribe state page when this occurs.




* You have 2 types of feeders in the game, Hay feeder, and Feeder trough.

They Hay feeder will only take straw, while the trough can take other food types that you have in the tribe, both herbivores and omnivores enjoy fruits as well as straw.

Remember to fence in all your feeders so that wild animals cannot steal the food. All domestic animals will have access to all your gates but will politely avoid your farmlands.. most of the time...
You will find both feeding options under "Service"

* You can feed all your Flax grains to livestock as the calories in the grains are 16 times higher than Straw, and humans hate them anyway, so let animals enjoy them instead.

* Livestock will not trample or eat your farm crops even when running into the farm, only wild animals will trample your farms.

* All livestock that has both genders in their flock can produce offspring with each other.

In order to milk any livestock you need to create a Herder Group, this group will take care of all the livestock, both milking them every day, and also slaughtering them when they are old and unproductive.



* Assign all your livestock to the Herder group by using the "Assign" button.

Any animals not assigned to a Herder group can be found on the tribe main page under "Livestock", from there you can double-click to be taken to the animal and assign it to a Herder group.


How to get livestock to your tribe, and assigning livestock to Herder Groups:

All your livestock will come with migrants, and you cannot tame your own animals in any locality.
When you have accepted a migrant group with livestock, you need to find the animals:

To find your livestock, go to main tribe page and look down till you find a section called "Livestock"
This section will only show when you have wayward animals that are not in any group.
Click an animal so their page comes up, then double click their portrait to be taken directly to where they are. you can now assign the animal to your Herder group by using the assign button and clicking on the animal.
To assign to Herder group, first open up the Herder group, then press their Assign button and click over the animal you wish this Herder group to be taking care of.


* We have Dairy stations where tribe can process milk into cheese, very popular in the tribe.
You can find the Dairy station in the Production tab.













Trading & Raiding
Trading & Raiding

https://www.youtube.com/watch?v=QJ_k309vXHo&list=PL9aIsdDPSZt_HNuKR_fxRHHy8n-mIgERm&index=2&t=5s

When you start a new game, you will find several other tribes settling down or already settled down in your Regional map. These tribes can be your trading partners or your raiding targets.
You must initiate all trades and raids, and no tribes will raid you back...yet... ;)

To start trading or raiding, press your Toggle Map located at the top of your screen after you have landed in your local map.

Scout around till you find a tribe in your locality that has wares you would like to either trade for or just raid for.






The tribes in your locality will have varying type of commodities to both sell and buy, but there is only 1 of each type per tribe. We cannot trade or raid for Livestock yet.
Click any of them to see what they have to offer and what they demand in return for their goods.
As time goes by, some of the tribes will change both their demand and their supply commodity.
If you keep raiding them they will change commodity faster.


The yellow circles on "Demand" shows the value on the commodity the tribe wishes to buy from you, while the yellow circles on "Supply" shows the value placed on the commodity they will offer you.
These values will vary from tribe to tribe and from each time you trade. The more you trade same tribe, the less of this commodity they can offer you and the price will therefor go up, so it is smart to not trade same tribes all the time. When clicking a tribe you will get the option to either Trade or Raid this tribe.

Picking either of these 2 buttons will open up a new group pertaining to raid or trade.
You will start the trade or raid by adding work-spots to the group.
The more people you add, the more they can carry.



When trading with a tribe, your traders will pick up as much of the wares they can carry that the other tribe demands, and if there is a lack of either goods or people, the group will wait with deploying till they have goods and enough people.
As soon as they have what they need, they will deploy from your tribe and move towards their targets. The further away the tribe is, the longer time it takes for them to reach it, and likewise,to go back home.

If you are choosing to Raid the tribe, then the configuration is the same, but you will need tools to equip your raiders with, and if there is not enough tools for the people you have in the group, the group will wait with deploying till the criteria has been met.
Tribes that are raided can and will also change their supply and demand commodities if you keep raiding them.




You will find all trade goods and loot spoils in the groups inventory when clicking it.



Raiders can be both killed and wounded in combat, you will notice that a work spot opens up, meaning a raider has died or left the battle due to wounds.
The wounded raiders can get so annoyed with you that they might leave your tribe in protest. This normally only happens in Hardcore tho.
If you raid too much in your vicinity; the tribes will up their camp and try to flee from you by settling down in a different spot, so try to not be too much of a menace if you wish to have short distances to walk for trade later :D

All Traders and Raiders will repeat their routes, and to avoid this you should pause the groups if you still wish to trade or raid at a later point with same tribe, or dismantle if you do not wish to trade or raid with this tribe in the future.
All routes can be opened up at any point, but you are only allowed 8 groups of each category at the same time.
So if you wish to add new tribe to trade with or raid, you need to disband one of you old ones.

You can add or remove work spots as you see fit in all groups.


When a trade or raid is completed you will get notified by both when they are done , and when they arrive back home.

You can click the notifications to view the groups.

Happy Trading & Raiding! :)















Belief: Prayers; Offerings
Belief

Belief is agreed to have started with Early humans developing spiritual beliefs to help explain the world around them, and the oldest form of belief we know of was animism by our Palaeolithic ancestors.
Following this, the Belief in an afterlife emerged, with the continuation resulting in shamanism and ancestor worship.
Our early ancestors tried to make contact with the spirits of the animals they hunted, and with this also started to worship them to show appreciation for all they provided and presented offerings to them,
This tells us that they also seem to have believed in animism, meaning giving spirits to natural and inanimate objects, and they used rock paintings and petroglyphs, or rock carvings, for spiritual or magic rituals.


Offerings
When praying, our individual tribe members unrest will be appeased with the grade depending on the temple strength, and the speed of the appeasement granted is then decided by any support structures.

We have 2 types of offerings we as players can place where we see fit that gives appeasement when praying.
The Mesolithic and the Neolithic offerings grant 20% and 30% reduction to unrest, they have each their own visual version, Meso offerings will need 3 fine sticks and 3 mud to be built, while Neo offering only needs 3 mud and they will need repairs on a regular basis.

Altars and Temple menhirs also has randomly showing offerings that is placed by your tribe when they are praying, and we players cannot control this.
The offerings can be built in each their culture but you can only have both if you have both cultures.


Belief: Prayers; Megalithic Support Structures
Support Structures:

Support Structures are stone structures designed to increase speed of appeasement of unrest when your individual tribe members are praying. The strength of the temple will decide the amount of appeasement while the support structure will decide the speed of achieving the max appeasement percentage.

The Menhir is a support structure for your temples, altars, and offerings, and if placed nearby any of those, it will increase the appeasement speed of praying.
It can only be built when you have 40% Arc skills and you must also have any percentage of neolithic influence in the tribe.


















The Trilithon is also a support structure, and the highest yielding object for adding increased appeasement speed to any temples. The Trilithon will give any nearby temples a very fast appeasement rate. In order to build it you will need to have any neolithic influence in the tribe and 70% Arc skills.


Both these support structures must be placed within 20 metres which is roughly 22 yards, of the temples they are supposed to support, or the effect is lost.
They will also give speed to the appeasement of the Mesolithic and Neolithic offerings,













Belief: Prayers; Megalithic Temples ~ YouTube
Temples


https://www.youtube.com/watch?v=mJiqI1Yyukg

Prayers
When praying, our individual tribe members unrest will be appeased with the grade depending on the temple strength, the speed of the appeasement granted is then decided by any support structure


The small Temple Menhir is a structure for praying to gods and spirits, it grants 60% appeasement and it can be built in any time line, but you need 30% Arc skills to build it.
If you place support structures around it such as Menhirs and Thrilithons, the speed of prayer effect will be greatly increased.







The altar is also a structure for praying and will also benefit from having support structures around it. It grants 75% appeasement, and needs 30% Arc kills, and 30% Stone working to be built






The big temple for praying is the Temple menhir.
It takes 60% Arc kills, 60% stone working skills and 40% neolithic influence to be built.
If you place any support structures around this Temple menhir, your people will be done praying with 100% appeasement very quickly
Belief: Burials; Tombs & Graves ~ YouTube
Burials

https://www.youtube.com/watch?v=Ek8idMlpkIY

The oldest known burials can be attributed to the Middle Palaeolithic Period. The deceased, ritually accompanied by stone tools and parts of animals, were laid in holes in the ground, and sometimes the bodies were especially protected by stones and stone structures.
The most common way to bury loved ones in the Mesolithic era was often just a hole in the ground or even under their dwellings, we do however have evidence of both cremations and also burials of people with for example swan-wings lovingly placed around them, we also have graves with for instance the weapons or tools they used in life along with other valuables of the time.

As people began to settle and farm, they started making proper tombs for their deceased, and since many Neolithic villages had bigger populations than in the Mesolithic they had to make sure all had a grave when they passed on to the next life, and hence the graveyard in a more organised fashion was developing.


We have 3 types of graves for our tribes in the game, the common one, the more sophisticated stone grave, and finally the grand Passage Tomb.

The common grave can only be built in the Mesolithic timeline and needs no materials, your tribe will simply dig a hole in the ground, and it will not need maintenance.









The Stone Grave can only be built in the neolithic timeline, and will need a smaller amount of stones to be carried to it and placed over the grave as protection from wild animals and the environment in general.












The passage tomb is a grand structure that demands 10000 stone and 2500 mud to be completed. You will also need 80% Arc skills, 70% stone working skills and 50% neolithic influence. This fabulous structure is rather large and can hold many deceased and it too is re-usable.
We as players can place these graves and tombs as we like and create grave yards wherever we see fit with any size we like.


When a member dies, your tribe will carry the deceased to their eternal resting place; any grave or tomb that has free space, and place them inside.
If you do not have enough graves left with space in them, the relatives of the deceased will become very upset and might even leave if you do not hurry up to rectify the situation.
The deceased will disappear after a year or so, which is several hundred historical years , and the grave will then become free for another deceased to be buried there.
So we do not need to worry about having to build hundreds of graves as they will be reused every in-game year.

Knowledge ~ YouTube
Knowledge

https://www.youtube.com/watch?v=4U4o6MRJSy0&list=PL9aIsdDPSZt_HNuKR_fxRHHy8n-mIgERm&index=6&t=210s

https://www.youtube.com/watch?v=n2yricaaoS0

https://www.youtube.com/watch?v=vYKlCC2TjIQ

Your Tribes will start with 9 knowledges already granted upon creation with varying degrees of proficiency in each one. You will however only start getting Agriculture knowledge upon tribe creation when closer to the Neolithic Era.

In order to get new knowledge, we need to rely on the spreading via welcoming Migrants that can bring new and/or improved knowledges to our tribe.
Your members can also discover some new skills as they either work with something, or when they sit by the fireplace and share their stories of the day and otherwise life experiences.
As the years go by, all tribe knowledge will be taught to the next generation as long as there are members that maintain the knowledges by using it.
When you have reached the Tribe max overall level in a knowledge, you need to rely on migrants or tribe discoveries to get more.

If you do not utilise the knowledge your proficiency will drop per generation, meaning, if you do not use the specific knowledge enough to let others catch up with your max knowledge holder before he/she dies of old age, your proficiency will sink to the next highest knowledge holder in the tribe.

When creating groups for specialised tasks such as crafting, hunting, and fishing, you will find tribe specialists joining theses groups.
This is a process where the suitability of the specialist will decide where and when to join. They will also join other groups to learn new skills, and to give others a chance to join the groups where they can practise the skill, such as fishing, hunting, and crafting.
No group must have specialists in them to learn the skills. It is enough that the skill is in the tribe for learning to take place.
Anyone who has skills in a knowledge will perform corresponding tasks quicker than those who do not. The higher proficiency, the more efficient they will be.
Tribe grades of traits such as Skill and Intelligence will make your individual tribe members learn faster if positive, and slower if negative.
The amount of knowledges each members in your tribe can learn will also be depending on the grades of these traits. You will rarely, if ever, have members that can learn more than 6 knowledges well in their lifetime.

All knowledge related is percentage based and pending practise and activity.
The insight into each knowledge can increase with practise or decrease with inactivity. The loss is generational only, meaning you wont loose skills per month, you will only lose if you do not use the skill enough for an entire generation.
If you do not practise any knowledges, they will decrease to a point were you can lose the knowledge all together. Only Migrants can bring you any levels of that Knowledge at that point.

All knowledges will pertain to the time-line you are playing.
Migrants will in all time-lines bring their culture and teachings from distant lands when they arrive to your corner of the world.

As you are playing you will see a monthly overview of the knowledges increase and/or decrease.
Blue is the current Tribe overall level from last month, green is the increase, while red is the decrease.


Agriculture ~ YouTube
Agriculture

https://www.youtube.com/watch?v=Hk13XH4O1vE

https://www.youtube.com/watch?v=iTCELfCT5Q4


Agriculture is thought to have started some 12000 years ago in the near east, and in roughly 6K BC the Atlantic Europe was swept into the Neolithic Revolution.
Ultimately this was effectively the end of the Nomad Hunter-gatherer lifestyle as we knew it, as this meant a fundamental shift in life-style from nomadic hunter-gatherers to a more sedentary existence. This in turn also meant that a larger population could be sustained because crops could now be farmed to meet the demand.
This means that if you play your Tribe right, you can stay same locality for many decades if you do not waste any critical materials, such as Flint Core and Fine Raw Stones.

In order to place down farmland, go to your production panel, pick the Farmland and place it down where you would like it, make it as big or small as you like. I recommend to start small and increase as population demands more food.

Step 2 is choosing your crop. You have 5 options to choose from: Wheat, Beets, Flax, Kale, and Peas.
In order to get the seeds you need for the planting season, you need to first harvest the seeds from the wild, for then to save them till the planting season starts.
You can also Trade or Raid for all the crop types from Regional tribes that your locality does not have, but remember not all crop types grow well everywhere in Europe.

Each Farmland will tell you when it is dormant, when it wants to be planted, and when it needs to be harvested, so pay close attention to the symbols that will show on your Farmlands.
As time goes by you will learn all you need to know by heart :)
All Crop seeds will do fine over winter in Pits. If you can manage Storehouse for all 5 seed types, then go for it :)

In order to get seeds from the wild wheat and Flax, you need to thresh them so they release the grains.
You can find the Thresher in the Production panel.


After your people have threshed the wheat or flax, remember to save the seeds by disallowing people to take them out from the pits or storehouses. When you have planted your farmlands you can open up the usage of these seeds so people can eat whatever is left of them.

Each type of crop has their own tilling, planting, and harvest season. You will have various days to perform all tasks before you must wait till next season.
Each type of crop also have a grade of yield based on the locality, some crops will grow better than others in different localities. The colour grading will guide you on approximate yield estimate.
Green is best yield, Blue is medium yield, and Red is bad yield.
A more precise calculation would be obtained by checking the percentage on the crop types by hovering over the colour grade, you will then see a percentage of estimated yield, and this is calculated dynamically throughout the growing season. Average of these temperatures will be the deciding factor.

::Slow speed is 3 days per 1 month. Farmers needed per 900 cell Farm= app 14-16::
::Normal speed is 2 days per 1 month. Farmers needed per 900 cell Farm= app 20-22::
::Fast is 1 day per 1 month. Farmers needed per 900 cell Farm= app 30-32::
It is however smart to use more farmers for first time clearing of the farm as it can be a lot of work.

Hovering over the crop in the crop selection panel will tell you when any crops need planting and also when they are ready for harvest.

Each difficulty will grant different sizes of yield on the farms, with average 0.4 on Hardcore, and average 0.8 on Beginners.

Wheat starts tilling early Nov, and planting app early Jan, harvest app early autumn.
Beets starts tilling Nov, and planting app mid Jan, harvest app early summer.
Flax starts tilling and planting app early March, harvest app mid/late summer.
Peas starts tilling app Dec, and planting app end March, harvest app late autumn.
Kale starts tilling June, and planting app July, harvest app early winter.


In order to have Farmer groups taking care of your farmlands above random tribe members, create a Farmer Work Group and assign the group to the farmlands you wish them to be responsible for.
By this your are disallowing anyone else but the Farmers group to work on the Farm.

* Priority in farms will allow you to decide how many people are allowed to work on the farm at the same time, it is best to have max priority and then use the Farmer group work-spots to limit the work-spots to the number that is needed to complete the farm in time.


* Threshing wheat you will grant wheat grains, and Straw as by-product.
* Threshing flax will grant Plant fibre, and flax grains as by-product.


https://www.youtube.com/watch?v=tkf8TALVfjk
* Build fences around your crops or the herbivores of the locality will pay a visit and trample the fields as they chomp away on your yield.
To avoid the animals coming at all: build fencing before you assign farmland to an area. Each maxed farm land is 900 cells, use the grid toggle to the bottom right of the screen to make sure you get this measurement right. Place fencing at least 1 grid square further away, so your crops has space to reseed into the wild. When the fences are finished, build your farmlands and assign crop.
Now the animals might come and lurk, but they cannot enter!
Remember to add Gates so your people can enter tho :)

Tip If you use Stone Sickles for clearing the farm and for harvesting the crops, your people will be much more efficient. Also build Bone hoes as soon as you get them as tilling will then be much faster.
















When wheat grains are grind on the Mill they will turn into Flour, which you in turn can use to make bread in the Oven. You can find both the Mill and Oven in the production panel.





Tribe Leader
Tribe Leader

Your Tribe Leader will be chosen based on Charisma, Fitness and Age. The Leader can easily be seen as they will wear a Antler-Headdress, and also have a small crown to the left of their portrait.

The attributes and traits of your Leader will decide how your Tribe is affected by this Leader.
Policies are directly linked to the Leaders emphatic abilities, so if your leader is suffering, the policies will be affected accordingly.
For example if your Tribe is in Famine, your Leader will likely place certain grades of Rationing off limits so you cannot adjust the rations down too much.

If your Leader has any Will or Fitness reducing Traits, your Labour Age and Time will be locked based upon the grade of the Traits, so try to avoid picking a starter Tribe where your Leader has any of these Traits with negative grades.

If you have a Tribe Leader with negative (red) grades of the trait Will and/or Fitness, you will end up having earlier and larger restrictions on your policies than you would with a Leader that has no negative grades of these traits. Remember, the Tribe Leader will, based on own feelings, adjust the policy restrictions accordingly, so when they feel overworked they will add extra restrictions on i.e labour age and/or work hours.

Negative grades of the trait "Will", makes people not want to work normal work hours most the time, so they will complain that they are over-worked.
If their consequential Will is above 100/100 you might lose these people as time goes by unless you accommodate their demands. Never accommodate Trait induced unrest :)

If your Tribe Leader has negative grades of the trait Fitness, they feel for those who cannot manage to work the normal work hours (12-default), thus work hours can be affected.


The threshold of when the complainers will leave is based on degree of grade of the Trait (there are 3 negative and 3 positive) So grade 3 negative will leave sooner and start complaining earlier than for example a member with degree 1.

These restrictions becomes more difficult to work around as they grow older due to that they will much earlier max out their restrictions to what we start with on default with a Leader that has no negative grades, meaning you will have almost halved work force at that point, this can create a lot of issues for your balance of workforce versus income versus environment versus usage.

So, as the Leaders grow older they will become less able to work normal work hours and hence policies will be affected by this, as in, how much they can work and how long.
Good Traits can both delay and otherwise negate the limitations in the policies.


When your current leader dies, the next in line will be the oldest one with a certain fitness level,
and highest charisma. Leadership cannot be affected by player decisions.
The next Leader to succeed the title will try to respect the previous leaders rules and hence attempt to have the same policies, if their Traits allow it.
This can be changed by you as a player within the limits the current Leader has set.

* Tip: Tribe leader has when growing unrest a leader ability that grants -25 appeasement.

* Tip: If tribe leader restricts policies too much, you can choose to kick the leader and get a new one who can give you much more freedom on the policy settings. There is no guarantee that next leader will be better tho.
Also be careful with the kicking as their relatives will become upset. The smaller the tribe the most impact each kick will have on their unrest.
Where to first Settle ~ YouTube


Extra Game Configuration Info
https://www.youtube.com/watch?v=t5zwHocdLGs

https://www.youtube.com/watch?v=1BxvDeaF_w4

https://www.youtube.com/watch?v=eo4kRqbYmuQ


Where to first Settle

* First things first, you need to decide what culture you wish to play first, if you pick the Mesolithic default timeline you will have a moderate amount of knowledges from tribe selection.
Starting 10K BC will grant you very little starter knowledges and a slower pace of development.
Default Neolithic timeline will give you a more developed knowledge base from tribe selection.
Basically, the further back in time you go, the less knowledge your tribe will start with.



If you wish to play with a lot of skills in your knowledge`s you can go late Neolithic.



If you however want it more difficult you can go early Mesolithic culture as knowledge`s will be less developed the further back in time you go.








I recommend for all new players to pick Beginners Fast or Normal, and to start in a milder climate with more developed knowledges, then you can at a later point play around and test yourself against the 10K BC environment when you know more about the game.
When you have decided culture, games modes, and picked a timeline, then find a place you would like to settle, the further north you go, the colder it is and also less food.
Also the very south can be so hot that some food types will not thrive there.
You can leave the season on default Spring or Summer for an easy start.
Easiest modes to play is Beginners/Fast
Hardest modes to play is Hardcore/Slow

If you choose any mainland or island you can get off or on via Sea Navigation, most areas are accessible by boat, unless the waters are too deep, then a red X will appear and disallow you to embark the boat.
The boat will automatically appear, no need to first build it :)


* Aim for rivers or coastal areas for better selection of food.
Temperature, Latitude, and Humidity of the locality you choose will decide the amount and types of food you will have access to. The more temperate the climate, the more likely you are to get all food types for that locality in larger amounts. Remember that not all localities and timelines have same types of food.

* Feel free to use "New Game" option till you have a healthy mix of genders, ideally do not accept a Tribe with too few females.
Remember that the amount of members in your tribe at creation start very low in 10K BC, and will increase the further down the timeline you start. 10K BC is 7 <--> 1500 BC is 21.


Check out your Leader, they will best serve you effectively if they do not suffer from any Will or Fitness reducing grades of the traits. The best Leader will always be the younger ones with high Fitness and Charisma. The higher Charisma the more lenient Leader will be in letting you decide all policies.


When you are happy with your tribe selection press the migrate button and place it on your desired destination.


* Mild Climate areas will grant you increased selection and amount of food types.
Each Region has different latitude, temperatures and humidity, therefor not all food types will thrive everywhere.











Current Animals, Animal Produce, and Plant Produce in the game

Animals:
* Aurochs: can be found in most areas of Europe
* Rats: can be found in all areas of Europe
* Domestic Pigs: from Migrants
* Domestic Goats: from Migrants
* Domestic Cattle: from Migrants
* Wild Horses (Tarpan): can be found in most areas of Europe
* Wild Sheep/Mouflon: can be found in and around high altitude/mountainous areas
* Wild Goats/Ibex: can be found in and around high altitude/mountainous areas
* Wild Boar: will be found anywhere
* Deer: can be found anywhere
* Hare: will be found anywhere
* Wild Dogs, can be found all over Europe

Food Types:
* Raw meats, from all animals
* Dried meats, from dried raw meats, trade or raid
* Fish, will be found in any bodies of water
* Dried Fish from dried raw fish, trade or raid
* Clams, from Coastal areas and River estuaries only
* Honey, from tree-stubs with hives in it, trade or raid
* Hazel Nuts, from the European Filbert tree
* Rose Hips. from Dog Rose bushes
* Mushrooms, from ground-level
* Strawberries, from low-creeping plants
* Pears, from the wild Pear tree, trade or raid
* Blackberries, from cluster bushes
* Edible Roots, from 2 types of plants: Allium, and Ficaria
* Bread, from Wheat grains that are grind to flour on a mill, and baked in an oven
* Milk, from Domestic Goats and Cows in Tribe
* Cheese, via processing milk in a Dairy station
* Wild Wheat, from various places in the wild
* Cultivated Wheat, from your farmlands
* Wheat Grains, from threshing, trade or raid
* Wild Beets, from various places in the wild
* Cultivated Beets, from your farmlands, trade or raid
* Wild Peas/Pulses, from various places in the wild
* Cultivated Peas/Pulses, from your farmlands, trade or raid
* Wild Flax, from various places in the wild
* Cultivated Flax, from your farmlands
* Flax Grains, from threshing, trade or raid
* Wild Kale, from various places in the wild.
* Cultivated Kale, from your farmlands, trade or raid


Tip: Some areas might not have all prey types when you land even if they have the right climate for it.
However, they can, and often will, immigrate to you at some point though, and they will not migrate from your area when they are first in it.

* Remember the criteria for the prey you seek needs to be met first, as in, you wont find goats or sheep in flat low altitude areas.

* Prevalence of some species are also time-line dependant, so you might not get some types at 10K BC all over Europe, but they can appear in 6K BC instead.

* Some animals thrive in temperate areas, some colder areas and others thrive better in warmer climates, so all areas in Europe can, and often will, have different prevalence and density of prey types.

* As a rule of thumb, always settle by a River or otherwise water when you are learning the ropes of Ancient Cities. As you become more adept you can move around and try out new ways to survive and enjoy the game as it suits you.

* Remember that any Mesolithic timeline most settlements will have to rely on migration to survive, while a Neolithic timeline with farms will allow you to stay sedentary for many decades, if you so wish.



First Buildings & Storage Areas ~ YouTube
For any start, you will get a landing tool to place the tribe where you see fit, when you pick a spot, click the tool and your tribe with all resources will land on the spot you picked.
https://www.youtube.com/watch?v=1BxvDeaF_w4


Neolithic; Quick Build:
https://www.youtube.com/watch?v=iADC_G8HRy8


* For Mesolithic start:
Find a spot where you would like to settle and start with placing a Fireplace, priority 4. Keep game paused while you are creating storage areas as well.
You can also start with Pelt Hut, all up to you and how you like to start your Meso game.
Give your people offerings they can prey to so they do not become too unhappy about the lack of decent housing.

* For Neolithic start, place down threshers after the fireplace is placed down.
Give your people offerings to pray to so they do not grow too high unrest due to lack of housing.
Assign wheat and flax to the threshers and make sure you task wheat and flax to your food gatherers.
If you start winter or spring you will have to wait a year before you can plant anything, so you can start summer or autumn in order to have access to all crops in the wild before work on the farms start in January.

Wheat starts tilling and planting app early Jan, harvest app early autumn.
Beets starts tilling and planting app mid Jan, harvest app early summer.
Flax starts tilling and planting app early March, harvest app mid/late summer.
Peas starts tilling and planting app end March, harvest app late autumn



If you start early Meso you might not have any storage options so you can then allocate each food type an open storage area.
You should quickly build fences around all your food while you are waiting for proper storage facilities so that Boars and Wild Dogs cannot reach it as they will try to steal your food.
If you are in the Neolithic timeline, you will have agriculture, and also pits and/or baskets, place down 1 pit for each type of crop and lock it for seeding your farms.

Make your groups and then start placing down any buildings you would like, it is always smart to start with a fireplace, some offerings, and a hut or two along with threshers if you are in the Neolithic timeline.
All enabling and automation for gathering is under Groups via tasks, so when you create a food gatherer group and tick in tasks, they will automatically gather the resource chosen.













* To avoid unrest growing too high, it is smart to always prioritise comfort for your tribe by adding fireplaces, offerings and all huts you can get down as quickly as possible.



Create any size storage areas for all your non-food items.
It is smart to keep all non-food resources close to where your crafters will be sitting and crafting their items.

Remember, not all temperatures and areas have all food types, the milder climates will give best food selection.
Calculate needed amount of Storage areas based on Geography.
Tribe Policies ~ YouTube
https://www.youtube.com/watch?v=8zZBsuuYInM

https://www.youtube.com/watch?v=nYVEqPthTio

* Tribe Policy

Your Tribe Policies will decide your Tribes Efficiency and Happiness by how things are regulated, and these edicts can, and will, make or break your tribe.
The current Leader of your Tribe will place restrictions on 3 of the 4 policies, meaning, you must stay within the limits the Tribe Leader has set for 3 of the policies, or the system will force it.
Tribe Leaders do not care much for deciding who does what as long as they are happy, so they will not try to place limits on the Communal Tasks Policy.
Tribe Leader has ultimate say on Labour Age, Work Hours, and Rationing.
It is always a good idea to use all policies with regular intervals based on events and agenda.

* Work Age
Place Work-Age on what you feel tribe needs, often at start we tend to need all hands to chip in on the work as we must build up the tribe.
You can also have the very young and the ones over 68-ish chilling out rather than working, so place work age as you see fit.
As the tribe grows to a much larger size you can also allow more age-groups to not work, or if you over-produce resources, by moving the slider to the left.
If you always have maxed out work age, you will have all members working from literally cradle to grave, with this you can also get that some of your people is being worked to death.
This is more often than not only going to happen to the very old members.




* Work Hours
Try to leave Work-Hours on default (3/6) as the norm as this is where you will have least issues with tribe over-work protests or under-producing.
You can change this pending on either happiness and/or over-production of resources, or for special events and situations.
For example; if you have a lot of farms that you need more people to work with, instead of using more people we can instruct the current ones to work longer instead to cover the needs.
In very large tribes you are likely going to need to use the work hour policies actively during farm seasons, especially on hardcore and in all other regions than mostly Region 2, France and all areas directly east and west.
You can, and at times must, on short intervals; up the work-hours even to 6/6 (this is max) for a big boost in work being done. This is almost always needed in very big tribes on Hardcore for farming purposes, so make sure you do not use too high work hours outside farming seasons as your tribe will very quickly become very unhappy.
Do not leave it on for too long at any time as your tribe will start leaving.
The harder difficulty the faster your tribe will develop unrest.
Each notch is app 3 hours.



* Rations
Avoid lowering the Rations too much unless you have imminent famine incoming, and then for only a short amount of time as it will make everyone unhappy. Prolonged rationing, pending on level, can in the end lead to disease and death.

* Having to ration your food on a regular basis indicates you might be doing something wrong, or you have landed on a bad locality.


* Communal Tasks Priority
Communal task priority is in place for us to be able to decide what priority communal tasks should have above the tasks our work groups have. The more you slide to the right, the more communal tasks are being prioritised, as in getting more people to do them, while the more to the left , then the more people is prioritised for group tasks above communal tasks.
Place the Communal task priority as you need along the way, there is no right or wrong way, but be aware that if you max out priority for communal tasks, the group chores will suffer, and people might go from important group tasks to take down fish from the Dryer.
The very high maxing of communal task priorities should ideally only be done for smaller periods of time, especially when you lack people to work on your farmlands if you do not have any farming groups. Otherwise there is rarely any need to place the slider high to any side.

https://www.youtube.com/watch?v=P-52gHv6sbk

https://www.youtube.com/watch?v=nYVEqPthTio

* Remember all policies are affected by the attributes of the Leader, so if Leader is suffering, the policies will be affected accordingly.
All policies, except for the Communal Tasks Policy, are subject to Leaders approval, if they disapprove, the system will force limits no matter how much you move your slider! :)




Group Creation and Assignments ~ YouTube
https://www.youtube.com/watch?v=k6zH4KLJ_9A

https://www.youtube.com/watch?v=7RymlI4GmpU

https://www.youtube.com/watch?v=-14b0ijy39s

* Group Creation and Assignments.

* Farmers
Create a Farmers group for your Farmland.
These workers will do all work pertaining to the farmland, but you must assign the farmlands to the groups for them to do the work.
Farmers need Wooden Spears for Tilling and Planting.
Calculate approximately:
Normal Game Speed: 20-22 farmers per 900 cell Farm
Fast: 30-32
Slow: 14-16


https://www.youtube.com/watch?v=UzA34Sw4BDU
* Crafters
Place all Crafting items in storage areas.
Create a crafting group with 1-2 members. The amount of members in these groups can be adjusted up as the Tribe grows.

Add Ropes, Fine sticks, and the tools you wish for the tribe to use, remember to set a limit for all tools and materials the crafting group shall create.
Pay attention to the State system messages as they will keep you well updated on what you lack, what you have too little of, and what you cannot get at the time.
Remember that the Report system can report that some tasks has too few tools, such as having 2 axes but you ordered 8 trees to be chopped.
Also, if you use Clear Task to order tribe to chop down 10 trees and crop 200 straw, the available axes could easily be taken by your gatherer group to crop straw, leaving the choppers with no tool to use at that time for chopping trees.
So keep in mind that when system reports "not enough tools" it means that there is no free tool to perform all the task at that time, not that you do not have the tool in the camp.


https://www.youtube.com/watch?v=Q2KPIMtR_9I
* Fishermen
In Meso tribes, you can employ 1-2 fishermen to start with, calculate roughly 1 per 10 members until you reach 50-80+ members. You will likely at that population have to rely on migration.
If you are over-fishing at the start, set limits to the fish they shall come home with or lower the amount of people in the group.
Remember: the better tools you have for your Fishermen the more efficient they are in bringing home a good catch.
Over-fishing can be checked by the Rot-Circle around the resource. If it is around halfway to full circle, you can afford to slow down on fishing, especially during Summer and early Autumn, as plant food will be available in normally large amounts.
For Neo tribes you can easily pause all wild produce harvest if you have farms enough to cover at least 3 seasons. Normally Spring can be a little bumpy and it is then OK to activate increased wild produce harvest while you wait for farm yield to become available.

Remember: The Rot/Decay Indicator can be used for all perishable resources.

Remember: All gather groups, Hunters, and Fishermen will have their tasks reset at night time, and then get new tasks at dawn. This will make all go for resources closest to camp.


* Food Gatherers
When you create only 1 group with 3-6 members and assign in all resources, the group tend
to not be as efficient as the work-hours will not allow them to get a lot of everything at the same time.
Some resources can also be so scarcely placed that they are by far under-gathered.
To avoid under-gathering of scarce food resources,and over-gathering of the common food types, use the infinity to set limits for the food types your group is tasked with. As soon as they reach the number you have set on a produce, they will move on the next. It is most of the time very balanced between the tasks, but, the more tasks you have, the less the group gathers of each task.
Increase members in the group for more even gathering in a group with many tasks.

Create 2-3 groups, assign 1-2 members per group as a start, up as tribe grows.
Tick in evenly the food types the locality has to offer, between the groups.
Experiment around till you find a good float in your food gathering.
Remember to set a limit on all tasks so you avoid over-production and waste.






* Material Gatherers
If you create only 1 group for all materials you risk ending up with an excess amount of the common resources such as stone, straw and sticks, while the scarcer resources can be seriously under-gathered.
At the start, make sure you divide the materials between several groups.

For the scarce materials, you can create a group for each resource with 1-2 member in each. Tick in only 1 of the resources in each group.
The gatherers are very obedient and work very nicely to bring in the ordered resource fairly well.
Use the Infinity option to set production limits for each task to make sure groups gather evenly the tasks they have been given.

You can also add more tasks to any group, this will even the gathering since the gatherers work-hours is now shared between more tasks.
Fine Raw Stone and Flint are scarce resources no matter where you go, so be vigilant in preserving these resources if you wish to stay long-term on same locality.
As you gather resources and finish building your stuff, you will frequently adjust your group settings.

Hint: Since you always land smack in the middle of the map, avoid building your camp too far from where you landed, as that will cause the gatherers to not reach resources to the far end of the map within their work-hours on default settings.


https://www.youtube.com/watch?v=qEEeDxDWKHQ

* Hunters
For Meso tribes, allow 1-2 Hunters during Spring and Summer unless your gatherers come back to camp with too little Plant produce to sustain your fledgling Tribe.
At autumn you can up the amount of Hunters to 2-4 to get more meat as there wont be much plant food over winter in nature.

The focus is calculated based upon Age and Condition of Prey-type, and Vicinity.
You can also tick on or off the types of prey for your Hunters to hunt.
If you tick off all prey types, the Hunters will go by Age and Condition, plus vicinity of prey.
Each night all targeted prey will be reset, this due to that Prey moves around and also change size, or die of old age. The Hunters will however create new targets as they go about their duties the following day. The Hunters will choose pregnant and young animals last.


If you are in early Meso it is not uncommon that you hunt up all animals, then migrate after a year or so to get more leather and meat. This is expected.


Remember: The better weapons the Hunters have, the more likely are they to quickly make a kill and come home with meat. You can hover over any tool to find out their usage value.


Tip: If your prey is out-running your hunters, build a few Bows as they can be used from further away than the Spears.


There will also be prey migrating regularly in to your area.
Add more hunters as your tribe grows. You can also start with 3-4 Hunters if the area has all 9 Prey types, as the area can afford it without hunting to extinction so quickly.
Remember to keep an eye on the stock you have, and if system states you're running out of a prey type you can choose to not hunt it so you do not risk extinction of that prey type.
Neo tribes with agriculture can easily have hunters paused for 3 seasons.

Tip for min-maxing survival: If you wish to stay very long-term on same locality then place Hunters to go for Boars all year round, otherwise the Boars will eat any produce they can find, including coming to your camp to steal the food you have that is not stored properly.




Food Preservation methods ~ YouTube
https://www.youtube.com/watch?v=WVtqPIAMKOU

https://www.youtube.com/watch?v=5cpnfEH6ew0

https://www.youtube.com/watch?v=5PZIWY1f_YM


https://www.youtube.com/watch?v=FZXyprWaC8I






* Food Preservation methods

* Dryers
Create a Dryer for each raw food that can be dried, 1 for Fish and 1 for Meat.
Grant all Dryers Rank 4. All priority rank 4 items will be repaired quickly if the mats are available.















* Dairy Stations
Create Dairy Stations for any milk that the tribe does not use more or less same day.
Any milk not consumed within 1 day will sour and hence be wasted.
So if you process milk into cheese, you will save the milk.












* Pits
Assign Pits for: Any plant produce.
Pits have 1 service point only, so make sure you increase the amount if pits per food type with your tribe growth to avoid long queues in front of the pit for meal times.
Grant all priority 4 for quick repairs.
Pits are the 3rd best Storage option with a 300% decay reduction from open areas.

















* Baskets
Create Baskets for all seafood, animal produce and animal products; Clams, Honey, Fish and Meat, since these cannot be stored in Pits or Clay containers.
You also need either Baskets or Storehouses for processed foods such as Flour, Bread, and Cheese.
Grant all baskets priority 4 for quick repairs.
Baskets have a 200% decay reduction only, so avoid using them for high volume produce you can store in Pits.
Baskets have 3 service points and will avoid long queues.
















* Clay Containers
These are the storage options with highest decay reduction of 500%, but low capacity, so this is a good option for the very low "shelf-life" produce such as Berries and Mushrooms, that you will normally have in smaller amounts.
It will not accept any animal products or produce, nor any processed foods such as Flour, Bread, and Cheese.
Clay containers have 1 service point.














* StoreHouse
As your Tribe grows and can afford the materials, build a Storehouse.
You can store any food in it, but only 1 type, and it has the highest capacity for volume.
I recommend you use for all your high volume foods, such as Crop produce, as these foods can be incoming in very large amounts.
If you can afford many, go for it! :)
The Storehouse has a 400% comparative increased decay protection from open storage.
This makes it the best storage option we have for its volume capacity..
Storehouses has 3 service points.




Tip As tribe grows larger, the amount of service points becomes more important, and a low count of service points can cause queues, wasted work time,, and in worst case scenarios, death.
So make sure you either create many of the storage options that has only 1 service point, or place down more of the options that has 3 service points, such as Storehouses and Baskets.


Tribe Happiness ~ YouTube
https://www.youtube.com/watch?v=gPtGJ7boneg




* Tribe Happiness
Happiness is the absence of Unrest.
Your Tribe Happiness and Fitness (Health) is pending on several factors, among these are individual and group affects:

* Food/Diet, which can be adjusted in Policies , Rations.
Environmental issues such as Famine, you as a player must stave off by using the policy edicts correct for your Tribe. You must also calculate the right time to Migrate when a locality needs replenishment, or lacks important resources.
This entails organising, and adjusting the needed priorities, in order for all work groups and resources to be sufficiently covered. Adjust as you go along, and your tribe will quickly let you know if your policies are affecting them too much in a negative way.
Your Leader is likely to intervene before it gets too bad if they feel the same way as the rest of Tribe.


* Free Time vs Work Time, which can be adjusted in Policies, Work Hours.
If people work too much, they will become increasingly unhappy up to a point where they will start leaving.
If you have too low work-hours over a longer period of time, you are in high danger of not getting enough food or materials in general.
Basically, if you have prolonged high or low work-hours, you are running the risk of slowly guiding your tribe to oblivion. Ergo, leave work-hours on 3/6 (Default) as much as you can.
When your Tribe is large (+100) you can lower work hours if resource-income allows it, or adjust work-age to only allow i.e. Adults to work. Neolithic large tribes, especially on hardcore can often need to use work hour policy for farming seasons to reach over all farms.

Pregnant women has their fitness drastically reduced, so they can become exhausted quicker than other adults when working. They will let you know that they work too much, not due to traits tho, so there will be no "angry-face" in her State. She will also a few weeks before birth stop working all together.

When this happens you can release her from her usual duties by removing work-spots until she is no longer part of the group. You might have to "fiddle" a bit with it for this to work.


* Work Age, which can be adjusted in Policies, Labour Age.
The elderly and very young can get more health issues than adults when having to work, as their overall fitness will decrease, and in the end they are likely to become "Sick" and "Too weak to work". Remember that Children start with low Fitness and builds it up as they grow, while the elderly will slowly deteriorate until they hit 0, End of Life.


* Quality Sleep, and in order to get quality sleep you need at least a Pelt-Hut. You can swap out the Pelt Huts with Straw as you see fit, or just leave the pelt-huts for rotation if you do not have enough Straw or Reed Huts to cover the entirety of the population.
You should replace some of lesser huts with Big Reed Huts till you reach Neolithic Architecture to achieve the Roundhouse options, the Longhouse with ability to house 21 people, and ultimately the Medium House that can fit in 9 and has the best quality possible: 30%





* The above mentioned factors describes the way for you as a player to control your Tribes Fitness and Happiness. Another big factor besides these Group Factors, are the individual factors which you cannot decide. These are the members Traits that can affect individual Fitness and Happiness, via reactions caused by among other things, your Policy Edicts.
You also do not have the final say in the policy settings you want, due to that if your Leader disagrees with any of your settings, they will change them to what their empathy is making them feel at the time, this cannot be contested.

* Traits (see detailed below) can to a certain degree be controlled by lessening the severity of reactions, with keeping Tribe Happiness/Fitness high.
Individual Fitness will increase or decrease pending Traits and all factors involved in calculating Tribe Happiness.

* Traits
People in your Tribe that have any degree of the Fitness-reducing Trait; Weak, Feeble, and Frail, cannot handle working as hard as everybody else, and may become sick and too weak to work, just like elderly and children.
You can keep an eye on this by checking their Fitness/Health when hovering over them.
Other traits that are also prone to get their overall happiness and health lowered and ultimately leave the tribe, are the Hesitant, Indecisive, and Apathetic traits.

If these combinations also have high Will (over 100/100) they will much earlier complain and demand changes. These are the ones who tend to leave first due to high Will, while others with lower Will have a tendency to complain for years without actually doing anything about it.
Lack of sufficient food, along with lesser housing and high work-hours (lower free-time), combined with how their trait variations affect their reaction, will place them in a position where they can ultimately become so unhappy they leave.
However, when you have quality housing and good food along with decent work-hours, these people should stay appeased for a while, even many years.
Ultimately, pending on the combination of Traits, they are likely to leave no matter what you do.
Avoid appeasing these Traits too much, as the entire Tribe will suffer, i.e by lowering work-hours so much that nothing gets done in the tribe.

Tip: Keep in mind that due to unhappiness some members will refuse to work and just stay around camp doing basically nothing. Try to remove these from important groups, such as hunters, as they will hold back the influx of food. When their happiness increase they will start working again.

Tip:The Tool-Tip when hovering over a "Angry-face" will give you the reason why the "Angry-face" is appearing.
When members who complain about the work-hours are chilling out after the work day is over, they will calm down a little bit and often lose their "angry-face", but it is likely to come back the day after, unless you lower the work-hours.

Some children that are born with their Fitness extra low due to bad traits (Weak, Feeble, Frail) are in need of extra love and care to increase their Fitness to above 10. Upon reaching 10/100 Fitness they are no longer considered to be in potentially higher danger of dying.
All children need a balanced diet, and a lot of free time along with quality sleep in order for their Fitness to improve.
Basically, let children be children. Place work-hours accordingly.
Some times nature takes a cruel turn and our Tribe will suffer from the loss of a baby, this is caused by a plethora of various calculated combinations of Genetics and Traits, resulting in the baby being born with weaknesses causing it to not be compatible with life.

Some of the combinations of Traits will only be happy if you lower the Work Hours, and sometimes they wont be happy even at 4 work hours.


TiP Keep in mind that when the Tribe is suffering, the Tribe Leader will try to improve the conditions by adjusting the Tribe Policies.

* Any combination of unrest types can make your members leave, so make sure you have as few combinations as possible, for instance, do not ration your people too much if you are also over-working them. If you do not have enough housing, make sure you got fireplaces so nobody has to sleep in the open.

Migrants ~ YouTube
Migrants

https://www.youtube.com/watch?v=4zlvsJ2fW7U

Migrants will with frequent randomness enter your map and ask for permission to join your Tribe.
You can reject and accept as you see fit.
There will be no women carrying babies, nor will there be any children that are not accompanied by at least 1 adult or teenager.
Some of the Neolithic Migrant groups will also bring with them their own livestock to your tribe.
The group will contain a mix of genders, ages, and also grades of Traits.
They will also carry different types of knowledges when they arrive, with varying levels of proficiency.

The Migrants will show up by the edges of your map and make their way to the Camp. They will also if possible, join any groups that has vacancies.
Before you accept Migrants you should make sure you can feed and house them.



If you have a lot of pregnancies in the Tribe you might have to Migrate a lot sooner than you initially planned in order to feed all the new people if you also accept all Migrants.
If you plan on staying long-term same locality you should not accept everything that comes as the population can be increased too much for the current food levels that your locality has left.
If you have farming options you can easily accept more migrants as farms can be adjusted to fit the population size.
Migration ~ YouTube
https://www.youtube.com/watch?v=KXtRpg_fLXo

https://www.youtube.com/watch?v=b5dYmacBV8U

https://www.youtube.com/watch?v=vHD4WTEXLB8






* Migration
In the Mesolithic Era, humans could not sustain any larger population due to i.e. lack of Agriculture, so when you reach around 100+ population in the Mesolithic part of the game, it becomes extremely difficult to keep all members healthy and happy in same locality long-term.

As your Tribe grows, you will need more food for them, and when the food is gone from your initial starting locality, it is time to migrate.
This can happen within a year if you're wasting food or if you have landed on a low produce spot.
If your landing spot is good you can however live at the same locality for several years.
However, no matter how much you micro-manage food and lessen waste, there will come a time when your locality will need a replenishment.
This is when you would wish to Migrate.
Pick if possible late autumn as you have harvested all plant produce in old locality and the new locality will be untouched and filled with produce for your tribe to gather.
When your tribe is having more than 100-150 members in Mesolithic times you will start migrating roughly every 2nd/3rd Spring and/or late autumn in order to be able to feed all your people.
Remember: the tribe will eat during long travel so do not wait till the food is depleted before you decide to migrate.
In the Neolithic timeline Agriculture allows us to stay sedentary for decades as food can then be produced on demand.
This means that the only time you should need to migrate is when other critical resources dry up, such as flint core and fine raw stone.
This does however demand that you play your tribe and environment right in order to succeed as a farmer.


* Migration Preparations
Max Fishermen, Hunters and Food-Gatherers till your free people are no longer without any assignments, as in max out the work spots in the food-gathering groups.
Order toolmakers to mass produce with all remaining resources at their disposal as the tools will follow the tribe if space allows it.
On the last day before you wish to migrate, order tribe to dismantle all your pelt-huts so the leather and fine sticks can be brought with the tribe to the next location.
The tribe will take all food first, then manufactured objects such as tools, weapons and leather , then all else till their carry allocation is maxed out.
Start the Migration when the working day is over and let your tribe sleep while migrating as all unrest will disappear and all dead not buried will vanish. In order for this to work you need to travel far enough for tribe to stop and sleep on the journey. If too close to next locality they will not stop but directly migrate to the spot, this means you will land at night and your tribe can see nothing, how could you, dont do that :D
If you migrate far away make sure you have enough food for the tribe to eat as they travel.
You can pre-plan your locality by using the "World map Toggle" on top right side of your screen.

Make sure to save your game in case you land on a poor spot, so you can reload and pick a new locality.
Re-do all the steps this Guide has taught you when you land, or experiment around till you find something that works better for you :)


Good Luck and Enjoy!

28 Comments
LadyLillyno  [author] Jul 10, 2024 @ 3:23pm 
Hey there, and Thank you :D
Gilgamesh Jul 10, 2024 @ 3:14pm 
Damn, that's good
LadyLillyno  [author] Apr 20, 2024 @ 5:40am 
<3
Freedomshot Apr 20, 2024 @ 4:56am 
Awesome stuff Lilly - thanks!
LadyLillyno  [author] Apr 6, 2023 @ 4:09am 
Good Luck! :steamhappy: and Thank you for kind feedback :)
Murmel Apr 6, 2023 @ 3:48am 
tsk tsk tsk my tribe had farts alot and has triggered a climate change. Anyway it was only around 3 hours of Gameplay. I will start new and will find a better place to migrate. Thanks for your help and your really great tutorials. I really likes to watch it. :steamhappy:
LadyLillyno  [author] Apr 6, 2023 @ 3:39am 
Yeah I have issues there as well in meso timeline, move up just a little bit from the coast to get more time to migrate if you get the warning at all, it can be very hostile in the waters there... :D
Murmel Apr 6, 2023 @ 3:29am 
not an island, its in the mediteran river delta from the Rohne River, where today is the town Marseille :) ps.: thx for your quick answer <3
LadyLillyno  [author] Apr 6, 2023 @ 3:21am 
So you are migrating immediately but still cant move away ?
Are you on an island?
That might be a tad problematic, especially if it is Doggerland as that part of Europe slowly but surely sank into the ocean over a few millennia.
Murmel Apr 6, 2023 @ 3:19am 
I got the message the waterlevel rise, and i have to migrate.
I follow all steps from your guide, but always i got the message that i cant migrate.