|
Qubee posted:Are raids the annoying noble event, where they ask for money and if you don't pay up, they attack after 4 days? I set mine to medium or whatever the next rung up from 'few' is, and I wish I never did. It's just annoying. They are annoying, but otoh they’re also free slaves delivered to your doorstep
|
# ¿ Jul 18, 2021 02:49 |
|
|
# ¿ May 17, 2024 13:41 |
|
How come my people never equip more than 2 clothing items regardless of how many I have stockpiled?
|
# ¿ Jul 18, 2021 07:37 |
|
deep dish peat moss posted:Click the Citizens tab in the top left menu on the city screen (the one that shows population + happiness), then click the "Equipment" tab on that screen and you can set how many clothes they'll grab (up to 5) Thank you! They hid that one away well. The 2/5 on the screen when you have someone selected made me think they'd try to equip 5 by default.
|
# ¿ Jul 18, 2021 07:45 |
|
Anyone know what's going on with the pathing here? My guys, going from top-right to bottom-left, run off the road for a moment after they pass through the tunnel. I'm gonna fix it with a fence but I don't get why it's happening in the first place when just following the road is the more direct route.
|
# ¿ Jul 20, 2021 01:10 |
|
I just realised the research screen has an X axis
|
# ¿ Jul 20, 2021 03:18 |
|
So is everyone else going all-in on tool tech? Seems to me a bonus to tool production is basically a bonus to everything production? Wafflecopper fucked around with this message at 08:11 on Jul 21, 2021 |
# ¿ Jul 21, 2021 08:06 |
|
My canteens and eateries are pretty much always overloaded, I think I need to try building giant mess halls with dedicated food warehouses instead of messing around with little hole in the wall diners wherever I can squeeze them in
|
# ¿ Jul 21, 2021 23:49 |
|
Do canals actually work? I'm not seeing any change in the overall fertility rating of a farm I dug one next to, nor seeing anything happen on the fertility overlay as I dig one.
|
# ¿ Jul 23, 2021 08:10 |
|
Roflex posted:Farms have an "irrigation" factor which supposedly adds to the productivity. For an 8x8 farm, four tiles of canal (or any fresh water access) is enough to get it to 100%. lmao, of course fertility and irrigation are entirely different stats, why wouldn't they be? thanks friend
|
# ¿ Jul 25, 2021 06:23 |
|
Well, just finished conquering the map. The AI is completely braindead so it's just an army size check. An army of 15K fully armed and trained troops will wipe the floor with all the AI stacks, which will suicide into you piecemeal when you invade. The only challenge is in building up the infrastructure to support that many troops in the field - you'll need a lot of military depots. I had three large warehouses dedicated to supplying the troops - one for battlegear, one for rations, and one for clothes and drinks, each serviced by multiple depots. Teching also gets a bit ridiculous - I'm pretty sure ancient cities weren't 33% libraries by land area. Didn't rely on trade too heavily, I sold furniture to buy a bit of metal in the early game before I got my smelters up and running, probably bought some supplementary food along the way but most everything else was produced locally or taxed. My capital, 7k pop (with 2k available immigrants) Wafflecopper fucked around with this message at 11:52 on Jul 26, 2021 |
# ¿ Jul 26, 2021 11:43 |
|
deep dish peat moss posted:Pro tip that I just learned: Well that explains how you were finding it impossible to tax enough gems for your jewelers. I was a bit confused because I never even researched gem mining in my game and I was taxing enough from 2-3 provinces to supply my 23x13 jewelry factory and still be sitting at my 11k storage cap for gems, which was enough to max the bonus happiness humans get for them. To be honest though that caught me out at first too. I wasn't until after taking a few provinces I started wondering where the taxed goods would appear since I never saw any deliveries coming in to my warehouses, which prompted me to check the help entry for importers which confirmed they receive tributes.
|
# ¿ Jul 27, 2021 00:58 |
|
You get your stuff back if you disband an army you raised in a different province too
|
# ¿ Jul 27, 2021 02:06 |
|
I never saw much reason to restrict myself to one or two races, I just took in everyone. The happiness modifiers for building shape and materials are really minor and every race gets a bonus to something so why not get them in and working at that? I had my humans doing all the research and admin, the farmer dudes farming, bugs in the armies and doing stuff like hauling and janitor work that no-one gets a bonus to anyway, dwarfs mining and refining, and my handful of giants smithing. Worked just fine.
|
# ¿ Aug 18, 2021 03:07 |
|
Big opt-in beta patch just dropped. Adds kids and procreation rooms (), women, education, riots, a new species, savable room configurations and a bunch of other stuff. Might fire it up again.quote:Path notes, V0.59 Wafflecopper fucked around with this message at 00:43 on Sep 21, 2021 |
# ¿ Sep 21, 2021 00:18 |
|
tl;dr: - religion and temples are in. each pop has an initial religion weighted by their race. there are three religions, one based on saccing goods, one on saccing animals, one on saccing people. two of them get along and one (presumably the human sacrifice one) doesn't like the other two. you can convert pops between religions. - entertainment is in. three tiers: speakers, actors, and gladiators. you need all three tiers though. people throw fruit at entertainers they don't like. - enemies captured in battle now become prisoners rather than slaves. prisoners can be sacced at temples, sent to fight in the arena (sometimes but not usually to the death), or converted to slaves at a slaver building. - supporting the roof in larger buildings works differently now. looks like you can't use support pillars any more, you have to build internal walls and partition your poo poo. - bugfixes etc i think that was all he talked about
|
# ¿ Dec 2, 2021 02:36 |
|
|
# ¿ May 17, 2024 13:41 |
|
lol
|
# ¿ Jun 10, 2022 11:09 |