Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Alchenar posted:

I don't like the development limitation system.

I can see the vision - you build up a network of specialised fiefs around your castle that pass resources between each other in order to each get everything they need, but that feels like a lot of busywork in a citybuilder sim to build up multiple villages from scratch on the same map. Not to mention that if you go down the trade pathway then getting rid of tariffs means a harder start but you can just go ahead and buy everything you need.

yeah, a sufficiently well developed region should be able to tech up indefinitely, and that seems to be the vision because you run out of development points earlier than when it looks like the full tree ends. otherwise im betting that manor upgrades will give free development points to all regions

Adbot
ADBOT LOVES YOU

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm looking forward to when mercenary tax is a thing, so I can crank it to 100% and then use said mercs to crack down on the angry peasants.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Also the game has a huge amount of micro and almost no notifications so it's hard to ever manage more than one village.

Alchenar
Apr 9, 2008

Plenty of time for it to change direction. The fundamentals are exciting and all this stuff is clearly in 'testing how the vision lands' space so hopefully the dev adjusts course based on the reaction.

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.
It's good when I remember that it is early access. Probably going to dump 20 hours into it, wait for it to be finished, and then it will be ironed out.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Dr. Clockwork posted:

On the release version? I thought I was crazy from what happened with mine, but I've been watching Deadlyslob play it and something happened with the launch day patch where they were suddenly shooting nerf darts and dying if a bandit farted in their direction.

Yep. I only ever bough it after it released.

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
Can someone explain to me why it says I'm going to harvest 167 Wheat and that turns into 8? What am I missing here?

CuddleCryptid
Jan 11, 2013

Things could be going better

Dr. Clockwork posted:

Can someone explain to me why it says I'm going to harvest 167 Wheat and that turns into 8? What am I missing here?

Hungry

If you switch the display from "excess" to "total" (or whatever the term is) via the button on top does it show a higher number?

Internet Explorer
Jun 1, 2005





Frionnel posted:

Had a strange bug that ended my run. 3 of my families were assigned somewhere, but i couldn't find them. I saved and unassigned everyone from every single building, still 3 missing. The game really needs a big ledger of all the families and what are they currently doing

Is it possible they were artisans in burgage plots or did you account for those?

Your Brain on Hugs
Aug 20, 2006
How do you get more regional wealth if you have none left to set up a trade route?

MikeC
Jul 19, 2004
BITCH ASS NARC

Your Brain on Hugs posted:

How do you get more regional wealth if you have none left to set up a trade route?

lvl 2 houses bring in 1 wealth per month

CuddleCryptid
Jan 11, 2013

Things could be going better

It's also not entirely clear, but clearing bandit camps and then saying "send back resources" doesn't give you a pile of wood or whatever, its a pile of regional wealth. I hadn't been taking it because I thought it was just basic materials.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

Dr. Clockwork posted:

Can someone explain to me why it says I'm going to harvest 167 Wheat and that turns into 8? What am I missing here?

farming is just all sorts of hosed, which is rather silly in a game where farming should presumably play a big role

there's apparently a bug where the normal expected yield number is just wrong (as in an order of magnitude greater than what it should be?) but maybe displays correctly if you hit tab for... some reason?

also the way that the yearly progression works can seriously gently caress over farms if you don't have enough labor (and then even if you do). villagers have some bizarre logic around when to do harvesting, ploughing, sowing, and threshing, and at some particular tick they say gently caress IT TIME TO FOCUS ON NEXT YEAR and will just abandon tasks for the next one. if your poo poo hasnt fully grown come designated harvest time they won't harvest it and will instead chill around the village as it promptly all dies in one instant come winter unless you harvest early

it seems like the game wants to do winter wheat, but the rotation system disagrees with this and operates on a calendar year, so villagers will still plough fields that are scheduled to be fallow next year until they hit the magic calendar tick, at which point they'll abandon those fields and start ploughing ones that aren't fallow for next year

Gadzuko
Feb 14, 2005
It's also kinda weird that the only food crop in existence is wheat, it's cool and all to be able to do backyard veggies but it's a bit strange that onions, potatoes etc aren't an option

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Gadzuko posted:

It's also kinda weird that the only food crop in existence is wheat, it's cool and all to be able to do backyard veggies but it's a bit strange that onions, potatoes etc aren't an option

potatoes weren't introduced to europe until after the discovery of the americas :eng101:

Gadzuko
Feb 14, 2005

Wafflecopper posted:

potatoes weren't introduced to europe until after the discovery of the americas :eng101:

I knew somebody was going to say that, lol. Turnips or beets then.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Qtotonibudinibudet posted:

farming is just all sorts of hosed, which is rather silly in a game where farming should presumably play a big role

there's apparently a bug where the normal expected yield number is just wrong (as in an order of magnitude greater than what it should be?) but maybe displays correctly if you hit tab for... some reason?

also the way that the yearly progression works can seriously gently caress over farms if you don't have enough labor (and then even if you do). villagers have some bizarre logic around when to do harvesting, ploughing, sowing, and threshing, and at some particular tick they say gently caress IT TIME TO FOCUS ON NEXT YEAR and will just abandon tasks for the next one. if your poo poo hasnt fully grown come designated harvest time they won't harvest it and will instead chill around the village as it promptly all dies in one instant come winter unless you harvest early

it seems like the game wants to do winter wheat, but the rotation system disagrees with this and operates on a calendar year, so villagers will still plough fields that are scheduled to be fallow next year until they hit the magic calendar tick, at which point they'll abandon those fields and start ploughing ones that aren't fallow for next year

this behaviour + having crop rotation set on all my plots caused me to get almost nothing from >10 mugen of fields tended by two fully staffed farmhouses for several years until I started looking at closely and manually clicking early harvest on everything

I'd really like to be able to just set harvest targets or something and have the farmhouses manage the fields competently but it seems to require micromanagement at multiple times each year right now, it's the main thing putting me off picking this back up

I don't want to lose most of my crop because my attention was on something else

KlavoHunter
Aug 4, 2006
"Intelligence indicates that our enemy is using giant cathedral ships. Research divison reports that we can adapt this technology for our use. Begin researching giant cathedral ships immediately."
Yeah, agree that the crop harvesting has been buggy AF. Like my dudes will only harvest/plow/sow part of a field instead of the whole thing, especially if I make a big/oddly shaped field. Also I ended up having to whack Emergency Harvest when my people just randomly decided to stop harvesting the rest of the crops for no obvious reason (maybe other than a thunderstorm damaging crops? But at that point, hurry the gently caress up and finish the harvest, assholes, don't give up!)

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

Gadzuko posted:

It's also kinda weird that the only food crop in existence is wheat, it's cool and all to be able to do backyard veggies but it's a bit strange that onions, potatoes etc aren't an option

technically rye exists, but idk if you can actually unlock it in EA

realistically yeah, in the setting you're gonna be growing a fuckton of cereal grains, and the other stuff is kinda abstracted away. it's a medieval village sim, not a medieval culinary sim

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

How do I settle a new region once I've spent the influence to claim it? The treasury tooltip says I have to spend that, but I don't see how to do it

ughhhh
Oct 17, 2012

Wafflecopper posted:

How do I settle a new region once I've spent the influence to claim it? The treasury tooltip says I have to spend that, but I don't see how to do it

You need at least 250 in your lords Treasury and go to the tab with the manor building in the buildings tab. There you will have an option for settlers, which is basically the tents you get when you start out. You can add more supplies depending on how much you are willing to spend from your lords Treasury, but 250 is the minimum.

Frionnel
May 7, 2010

Friends are what make testing worth it.

Dr. Clockwork posted:

When I saw this I clicked every Burgage and then my Manor and it turns out I have two families of Servants living in my Manor.

Internet Explorer posted:

Is it possible they were artisans in burgage plots or did you account for those?

I tried to account for the servants. Do the artisans work full time in the plots? I thought it was a side activity like growing vegetables.

Internet Explorer
Jun 1, 2005





No, artisans work in the burgage plot full time. It's different than veggies, eggs, etc. It says so in the tooltip for when you upgrade.

Internet Explorer
Jun 1, 2005





On the other hand, I am pretty sure this is a bug. They've been stuck like this for a month. Closing and reopening the game did not help. :(



[edit: relocating the lumber camp fixed the problem]

Frionnel
May 7, 2010

Friends are what make testing worth it.
Ah, i didn't read it properly then. I might have had a brewer in there. I stayed away for a long time hunting bandit camps and was catching up on the village.

Jamwad Hilder
Apr 18, 2007

surfin usa

Baronjutter posted:

Like for instance my people were starving. I had about 500 flour sitting in my granary, and a big bakery fully staffed with 4 families right next to it. They sat like that for months. I had 8 families not assigned to any jobs. The granary had 8 families assigned to it. What gives? What do I need to build more of or assign more people to in order to have better logistics?

communal bakeries suck, if you want to do wheat you need to tech to the houses that specialize in it, they'll turn that 500 flour into 500 bread in like a month

Jamwad Hilder
Apr 18, 2007

surfin usa
Also unless you're trying to win the "grow a town to max level" scenario, there isn't a ton of benefit to worrying about getting your houses to level 3. Level 2 is good enough 99% of the time. The only fringe case really is if you want a region to specialize in pumping out plate armor for your retinues. The extra tech points are nice but if you have multiple regions you can just specialize them in different things and trade with each other with pack stations.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Burgage size and it's purposes make a strong case for an urban core and a rural exterior. Considering that large burgage plots cost the same as small ones, and that vegetables are the only add-on that care about extra space, you can make gigantic exterior plots to make up for how crappy wheat is and fill out more dense zoning for multi-house lots and artisans, chickens, goats.

I appreciate that you don't really need more than one tavern or church, it keeps the sense that this is really supposed to be one town per region. Maybe you can go big enough on the town that they get too far? You certainly can for marketplaces.

Alchenar
Apr 9, 2008

The game only has text that says veg care about space, but it feels like the apple orchard looks bigger if you have more space as well.

I was also surprised that there's only one (well, two) food crop, but in fairness that does appear to be a deliberate choice re; how the economy puzzle is set up.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
as there's no way to assign oxen directly to a hitching post, deleting any hitching post that has an oxen on it risks the oxen running away even if you have completely empty hitching posts

Scam Likely
Feb 19, 2021

Internet Explorer posted:

On the other hand, I am pretty sure this is a bug. They've been stuck like this for a month. Closing and reopening the game did not help. :(



[edit: relocating the lumber camp fixed the problem]

It seems like when a log camp hits full capacity of 30 logs it just kind of... stops. Moving it puts the 30 logs into a temporary storage pile which may be what fixes it.

Another glitch: there doesn't seem to be any place to store logs except for the logging camp. Sometimes I see logs at the storage shed, but only as a single "transitional resource" recycling symbol thingie and not as logs.

Jamwad Hilder
Apr 18, 2007

surfin usa

Scam Likely posted:

It seems like when a log camp hits full capacity of 30 logs it just kind of... stops. Moving it puts the 30 logs into a temporary storage pile which may be what fixes it.

Another glitch: there doesn't seem to be any place to store logs except for the logging camp. Sometimes I see logs at the storage shed, but only as a single "transitional resource" recycling symbol thingie and not as logs.

Yeah that's mildly annoying but I don't think there's really a reason you'd need to have a ton of lumber on hand anyway. It's only used for building and making planks. It's a big item that has to be dragged around by oxen so you can't trade or barter with it either. If you really wanted to store more you could just make multiple logging camps I suppose.

If you are trying to use your lumber to build/upgrade a lot of buildings at once, the game is actually sort of saving you from yourself. Unless you've got a ton of unassigned oxen/families, they're just going to get paralyzed trying to complete all the building orders.

bird food bathtub
Aug 9, 2003

College Slice
The retinue rushing strategy outlined above is extremely strong. As in, it seems it's the only viable way to play against the off-map AI opponent. If you don't beat them to the punch on bandits you'll get left in the dirt with the influence snowball rolling on without you, and if you don't use retinue you'll smother your economy in the crib.

One hint I haven't seen so far is that every zone has what is basically a "hidden" resource, and with that one included every zone two rich resources. If you don't see two crowns on the resources in the map, it's because the other rich resource is soil fertility, and if you do see two crowns on the map the soil fertility is going to be trash for that zone.

I got a rich soil and rich iron starting zone on the corner for fast trading and will see what else I learn from it so far. Rough game plan is to have the starting zone being my breadbasket basically maxing out the top tree pumping out food from farms, orchards, etc and then using eternal iron mines to cart that off to my second zone which will go hard on the mining and armor/weapons tree to turn it in to a big rear end army. How development points are there max for a zone? Two points for a deep mine might end up costing me in the long run if they're scarce at the high end.

Weembles
Apr 19, 2004

How does moving resources between zones work?

Could I build an industry village and feed it with a farming village in a different zone? The pack station description makes it sound like you need to trade equal values of materials between the two zones. It would suck to have one town starve because it doesn't have enough planks to trade for the four years of wheat accumulated in the next town over.

Alchenar
Apr 9, 2008

Jamwad Hilder posted:

Unless you've got a ton of unassigned oxen/families,

You mean you don't?

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

bird food bathtub posted:

The retinue rushing strategy outlined above is extremely strong. As in, it seems it's the only viable way to play against the off-map AI opponent. If you don't beat them to the punch on bandits you'll get left in the dirt with the influence snowball rolling on without you, and if you don't use retinue you'll smother your economy in the crib.

One hint I haven't seen so far is that every zone has what is basically a "hidden" resource, and with that one included every zone two rich resources. If you don't see two crowns on the resources in the map, it's because the other rich resource is soil fertility, and if you do see two crowns on the map the soil fertility is going to be trash for that zone.

I got a rich soil and rich iron starting zone on the corner for fast trading and will see what else I learn from it so far. Rough game plan is to have the starting zone being my breadbasket basically maxing out the top tree pumping out food from farms, orchards, etc and then using eternal iron mines to cart that off to my second zone which will go hard on the mining and armor/weapons tree to turn it in to a big rear end army. How development points are there max for a zone? Two points for a deep mine might end up costing me in the long run if they're scarce at the high end.

Rich soil / rich iron is pretty much the ideal starting zone from what I can tell. I start scummed for an hour last night trying to get one, never did. I assumed it was hard coded to not happen based on how badly it must break poo poo.

I'd make a hard save early on so you can go back and re-play that map as an easy way to hone strategy.

TeaJay
Oct 9, 2012


Where does all my produce disappear to? It definitely seems like there is something funny with the farms right now. I'm doing the harvest and the projection shows that I get about 300-400 wheat and barley, but it's nowhere to be seen afterwards, I get maybe 10 flour, a few bread, a few malts. Or is the production rate really that miserable that you need to spend 400 wheat for 4 bread? (I did make sure to harvest well before october.) Anyone had a similar thing happen?

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Cyrano4747 posted:

Rich soil / rich iron is pretty much the ideal starting zone from what I can tell. I start scummed for an hour last night trying to get one, never did. I assumed it was hard coded to not happen based on how badly it must break poo poo.

I'd make a hard save early on so you can go back and re-play that map as an easy way to hone strategy.

This does bring up something else: Right now the resources are terribly imbalanced. Clay and stone are borderline worthless. You can easily build a good town with just whatever basic supplies you can find in your starting area. Iron is king, as a rich deposit of that means you can crank out weapons for export and your economy is solved. It also makes equipping your own dudes infinitely easier. After that it's wood, and making sure that you don't over-harvest your forests without replanting. Rich berries are also great and can really help your food situation while you get your farming economy off the ground. Rich game is OK but is pretty easy to deplete down as they don't reproduce any faster, just have a higher cap.

They really need to tweak the resources a bit to either make the poo poo ones more useful, or just make the only non-renewable resource iron and have it hard coded that no starting area can have rich deposits. This would lead to everything becoming a fight over the iron mines, but that's not terribly unrealistic anyways.

Right now it's Iron >>>>>>>>>>>>>>>>>>> good farmland >>> rich berries >> rich game >>>>>>>>>>>>>>>>>>>>>>>>>>>>> stone/clay

but with the caveat that if you gently caress up your forests you're boned.

Gadzuko
Feb 14, 2005
Yeah foresters are actually really important, they take a year or two to see results but you can just set big overlapping work areas for your forester, logging camp, and woodcutter and never have to worry about it again.

Adbot
ADBOT LOVES YOU

bird food bathtub
Aug 9, 2003

College Slice
I did get a blank-start save copy of the rich iron rich soil starting zone, will probably keep it around and play through multiple times trying out different things to see what works best.

Haven't gotten to the top end yet though, so how many development points can I budget for that at max? Trying to work out my budget to see where I need to draw lines between must haves/really good/luxury points/nice-to-have/trash. There's a few trade points that look like they could make a trade economy explode hilariously but not sure what it would cost me to pick them up.

And yeah, rich stone/rich clay seem to be complete wastes. There's a few things you need each of them for to be able to build, and then after that I usually tear down any of the buildings that have something to do with those two resources and just ignore them entirely. Even that's just looking to get them the easy in-house way with a bit of labor. If they were ever a problem I'd just trade for any of it that I needed and move on.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply