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I hear that about the goats. Since the economy is built around sources of resources that each only give one kind of resource, adding even one that can give two might start breaking things. Most immediately, adding a third food type from level 1 burgage plots would make town development go much faster. Early game food variety is a challenge, and I think it's meant to be.
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# ? May 12, 2024 18:52 |
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# ? May 28, 2024 08:53 |
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Just make goat meat produce at about the same rate as those slow rear end chickens and you'll probably not break anything.
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# ? May 12, 2024 19:03 |
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And the end of the day you do need to accept that this is an anno-style game with a particularly good sense of authenticity rather than a rimworld style game.
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# ? May 12, 2024 19:49 |
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mllaneza posted:I hear that about the goats. Since the economy is built around sources of resources that each only give one kind of resource, adding even one that can give two might start breaking things. Most immediately, adding a third food type from level 1 burgage plots would make town development go much faster. Early game food variety is a challenge, and I think it's meant to be. A good compromise would be to make different resources available depending on the upgrade level. Perhaps goats would start off making milk or meat and then produce hides once you reach level 2, or something. I’m sure it could be made to work. Or perhaps in the future modded in if mod support is added!
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# ? May 12, 2024 20:02 |
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DrSunshine posted:A good compromise would be to make different resources available depending on the upgrade level. Perhaps goats would start off making milk or meat and then produce hides once you reach level 2, or something. I’m sure it could be made to work. Or perhaps in the future modded in if mod support is added! Sure, but I'd put hides at level 1 because you need a clothing source.
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# ? May 12, 2024 20:45 |
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Been playing this and it's pretty fun. I did the first scenario about getting a Large Town and it all went fairly well except by Market places seemed a bit wonky, I had 1 primary market place which served most of my town but then I built down another road a another section of town with it's own marketplace, and I could move market stall to it, perfect. Except they just abandoned those stall so it didn't help at all. Also my game might have bugged out to a degree because I ended the scenario with I think 29,000 wealth. I was able to import hundreds of every food type, exporting nothing but clay tiles and leather. Something must have gone wrong in the calculations there.
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# ? May 14, 2024 12:19 |
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I tested the recent economy fix, and things are working much better. However, I still have too many agents and things grind to a standstill (like oxen just standing with a log but failing to deliver it). I'm hoping that happens soon, and in the meantime, I am trying to sell all my sheep, but I can't sell them quickly enough.
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# ? May 24, 2024 16:27 |
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I could never figure out how to get sheep to work right. If they were fertilizing I didn't notice it. I also couldn't figure out how to get them to go where I wanted them to go. And if I wanted enough of them to do maybe anything the breeding perk was mandatory just from the numbers needed to fill even a single field, but taking that perk made them explode into a CPU killing ball of wool and frustration.
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# ? May 24, 2024 18:37 |
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Manor lords - I could never figure out how to get sheep to work right
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# ? May 24, 2024 18:54 |
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# ? May 28, 2024 08:53 |
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They nerfed the sheep explosion a little, but I can't get my sheep population down. Scruffy lookin herd nerfers.
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# ? May 24, 2024 19:08 |