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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.
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# ¿ Apr 29, 2024 15:53 |
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# ¿ Jun 1, 2024 06:40 |
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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.
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# ¿ Apr 29, 2024 16:40 |
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The random location, at least, is in I think. Almost certain I had a map that started in the center after one of my learned lesson restarts but I bailed out on it because I didn't want to be that far from the trade points.
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# ¿ Apr 29, 2024 19:27 |
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One trick I picked up is using multiple smaller fields and then I have an extra farm with the heavy plow upgrade, one family, and an ox assigned to it during plow season. Rest of the season I move them back in to the main building harvesting and threshing as one, but for plowing I get two oxen in the field doing their thing.
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# ¿ Apr 30, 2024 13:08 |
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Jamwad Hilder posted:Maybe you need more staff at the trading post? I haven't really played around with trading much beyond the basics, but maybe having 4 families assigned as traders instead of just one could help alleviate that. The entire trader/distribution thing is a bit opaque. I'm having similar problems. I have hundreds of firewood but people are whining about not having access to it. I also have two bakery homes, with their own families in them, on either side of a small granary that only accepts flour and bread, the granary has a family dedicated specifically to it alone, and both bakeries are constantly maxed out on storage and unable to make more bread. The granary isn't full and it does not appear that the family assigned to it is retrieving the baked bread or "selling" it on the market. There is no readily obvious indication of what is holding up the material flow or how to improve it, it just doesn't seem to work and I would really like to have a stockpile of extra bread for the future and to be able to start another settlement soon. Edit: Moonshine Rhyme posted:Has anyone noticed a correlation between families traveling across town for work reducing their efficiency? My windmill (which already sounds buggy with the bizarre triple supply chain it needs from farmhouse->mill->bakery) is staffed by a family across town and seems horribly inefficient. Windmills get an efficiency penalty for having trees around them I believe.
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# ¿ Apr 30, 2024 19:01 |
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Well that leads me to another question about the opaque nature of the infrastructure system. What counts as a distribution facility? I see people at the store house or granary starting up stalls to "sell" stuff like food contained in the storage building they work for, then I see people living in the rear end end of nowhere working at the berry patch building their own market stall to distribute berries after walking halfway across the map to stand next to the guy working at the granary. Does the family working in the tannery set up a clothing stall to distribute leather, or the guy at the storehouse that has leather in it? Pretty sure I've seen both, and it makes infrastructure kind of a pain in the rear end to figure out when you're just guessing in the dark on what's happening and where your storage should go for best results.
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# ¿ Apr 30, 2024 19:14 |
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dogstile posted:Farms are just weirdly wonky for me. I've got a full farmhouse, everyone who works there lives nearby, same with the windmill and the oven. My storehouse/granary is also fully staffed. I came across a fun, potentially exploitable bug in relation to farms but it'd be hard to reproduce. My militia was returning from gallivanting across the map to squish some bandits. They got back in one far corner of my territory, and I disbanded them to let them return to normal life. While they were walking back across the whole length of that territory the field that was up next for plowing started plowing itself at easily ten times the normal speed, whipping around back and forth not pausing to walk from one side to the other and back with each line with nobody working in it and no ox actually being in use. Just a ghostly farmer working at light speed.
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# ¿ Apr 30, 2024 20:36 |
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I have a huge backlog at my bakery and it's about to literally kill me. The bakery storage is backed up and full and nobody will take the baked bread out, so the bakery family is taking bread out one-by-one to a granary instead of baking. I built an entire granary right next to the bakery, upgraded it, limited it to purely bread, put a family in there working the granary and they stand around all day "waiting" completely ignoring the baked bread. I cannot figure out how to get the bread moved out.
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# ¿ May 2, 2024 00:25 |
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Jamwad Hilder posted:Is it a communal bakery (trash) or a burgage plot bakery? The latter will have zero problems. The former needs a full staff, or even two bakeries, to be efficient. Logically it should be the other way around but for some reason communal bakeries really suck. It's a plot bakery, and it is definitely having this problem. I cannot get anybody else to take the bread out of this loving thing. I have an entire upgraded granary with family RIGHT loving NEXT TO THE BAKERY that I have tried leaving as default, limiting geographically, toggling to bread only, everything I can think of. Nothing. The granary family stands around doing loving nothing at all, "Waiting". Nobody will take this loving bread out of this loving bakery and the bakery family is out of storage so they're taking bread out one at a time.
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# ¿ May 2, 2024 01:31 |
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God help you if you try to move a market or rebuild it. Supplies on the ground both block construction and are impossible to move in a decent time frame. If it's raining or snowing kiss that stuff goodbye. Definitely need more control over stuff like that. A "Do this right now, don't ignore it" button, priority management and so on. Anyone have tips for sheep management? My breadbasket zone is usually running a series of wheat, sorry, emmer, barley and flax with three zones for each type so one is active and two are fallow. So nine fields, three active, six fallow. Sheep will only ever converge on one of them at a time to fertilize it. Is there any way to divide them up? Do they poop one field to max fertility and move on?
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# ¿ May 2, 2024 06:08 |
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Burns posted:This option appears to work well so far and it will prevent harvest loss. I think all crops will make it through the winter, with their growth progress intact even, as long as crop rotation isn't turned on. If crop rotation is turned on for automation that seems to set the schedule and once it ticks over the farm workers see "Welp, that crop is there and it's supposed to be fallow. Gotta rip that out". It's a bit of a micromanagement pain in the rear end the first few years but until you're at the point of having excess population you can just dump on the farms year around and ignore along with a sizable enough food reserve to cover some patchy times I've had the best outcomes with manually checking the fields twice a month or so and seeing what needs done on each field based on their state as a crop, not the time on the calendar. Bakery update; best I've been able to do is get the bakery up to level 3 and get a few families in there. With enough families living there full time, the building upgrades increasing storage considerably, and the granary three steps away directly across the street, bakery families carrying one loaf at a time is enough to get the backlogged time down to a minimum and get some decent throughput. Granary workers continue to completely ignore it. Tonight's project is going to be figuring out how best to integrate sheep in to this for the fertilization perk, and figuring out what the poo poo is up with donkeys and the inter-zone trading posts. I'd really like to be able to give bread to my new mining colony to help sustain them and give them food diversity but I'm apparently forced to trade 1:1 for piddly poo poo like iron ore I don't need in my main city just to be able to push bread over to the colony. *IF* I can get the stupid prick standing next to the donkey to get their rear end in gear and actually do a thing.
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# ¿ May 2, 2024 15:09 |
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My heart of hearts dream is that the developer (lol) goes hog wild on the castle thing, then we get fun castle building and siege/siege defense mechanics for zone control with the same tight level of integration that there currently is for militia/economy. Put that joiner shop to work making trebuchets and promote rich stone veins to a serious strategic resource for ammo and wall building.
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# ¿ May 2, 2024 17:07 |
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Jamwad Hilder posted:There might be? When you raise militia and retinues, those workers aren't doing their normal jobs. If you have ~100 men called up for fighting, that's 100 people who aren't chopping wood, mining, working market stalls, etc. When you disband the units they go back to doing those things and you can see noticeably more people tilling fields, for example. That said, I haven't noticed if it's actually impacted my economy or if it's just an animation thing. It definitely has an impact. Not in a red-flag error message "There's nobody to haul this lumber!" way but the rest of your economy will absolutely grind to a halt if you clear out every available recruit and leave them on the other side of the map.
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# ¿ May 2, 2024 21:07 |
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CuddleCryptid posted:The separation of regional wealth and personal wealth is kind of silly imo. I understand what they are going for, but it seems like the lord of this tiny little village should be able to go "yknow what? That new ox? It's on me. No problem guys". This would make expanding in to another region a much less painful process. Unless I'm stupid the only way is to pay for the settler camp thing, and then the new region is almost entirely on its own. At best you can set up the trader donkey and send back something stupid like iron ore to your main village or whatever in exchange for bread to stay alive or firewood to also stay alive, but that still means a portion of your limited initial pool of labor has to be going to some kind of task to produce something just to send back. Kinda strikes me as weird. I can set land taxes on everyone in the territory but I can't spend those taxes and tell the baker "Yeah those loaves are on me, and it's going over there. Don't worry about what they have available I'm covering it."
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# ¿ May 3, 2024 13:38 |
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Is there some super secret way to de-brewery-ize a burgage without demolishing it? Starting to expand in to level 3 burgages to max out my development points and want to optimize my brewery location right next to the alehouse since there's apparently some weirdness about trying to store ale in storehouses I need to work around. Read that it ends up in an eternal labor-consuming loop of people going back and forth from the alehouse to the storehouse and back, so the best way is to keep your alehouse as the only authorized storage location and just kinda suck it up that the brewery is also gonna be capped and the brewery families need to walk it over one at a time without a cart.
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# ¿ May 3, 2024 18:05 |
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Cyrano4747 posted:I finally beat the Baron scenario. I think I'm done for now, at least until there's a content update. I feel like I did what I came to do in this version. 25 hours or so, pretty good for this early of an early release. Working on that scenario myself, getting a little grindy building up enough influence and a large enough army. I can see where there's the blank spot that more game mechanics are intended to go here during this stretch.
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# ¿ May 4, 2024 22:55 |
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gently caress me sideways the army that baron gets for the final territory is just flat out obscene. I've got four maxed retinues, two spear militia, one sword militia and I think he gets another two full units beyond me with some hinky poo poo like 36 unit retinues or something. I haven't seen a mercenary unit in like a year and I have close to 3,000 personal wealth just piling up that I can't use to get more units for the fight. Just not even fun at that point.
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# ¿ May 5, 2024 05:18 |
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Wafflecopper posted:Holy crap, sheep breed at a pace that would make rabbits blush. I had about 20 before I took the breeding perk. A year or two later and now I have four hundred and sixty That's bonkers. Might be the only way to get them to be useful fertilizers though. I bought 20 or 30 of them, built up fences around a dozen or more fields, and they moved in to one fallow field with a capacity of 50 or more that they didn't leave for two years even after it maxed out fertility. Don't see a way to manually herd them around even if I wanted to, so I guess sheep eternal is the only way to do it.
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# ¿ May 5, 2024 13:06 |
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Super looking forward to the middle-to-end game being filled out, there's a bunch of little pieces laying around that are looking like a good time.
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# ¿ May 7, 2024 02:50 |
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https://store.steampowered.com/news/app/1363080/view/4201372769976733265 That is a big ol' bunch of fixes and changes. quote:My first goal was to fix all the most common reported issues:
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# ¿ May 11, 2024 01:58 |
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# ¿ Jun 1, 2024 06:40 |
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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 |