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On February 20 2014 00:30 Chexx wrote: Orchards need to grow so you wont get anything from them in the first years.
Yes I thought of that but as planted my orchards winter 2 and by summer 6 nothing had grown yet, so how many years should I wait ?
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On February 20 2014 02:27 anatase wrote:Show nested quote +On February 20 2014 00:30 Chexx wrote: Orchards need to grow so you wont get anything from them in the first years. Yes I thought of that but as planted my orchards winter 2 and by summer 6 nothing had grown yet, so how many years should I wait ? the number that was told was 4 years. Note that Winter 2 to Summer 6 is slightly less then 4 years.
Give it time.
As for the person asking about growth. Im only playing hard aswell and getting crops really is a big deal. costs 2500 for a seed but like you I was stuck at 50 pop before I acquired one because I just couldnt sustain more population. Once you get seeds tho your food production really booms hard. I got a trading post up by Winter year 4, got a blacksmith/tailor but no real other buildings aside from food production. A school delays your workers being 'ready' by 2 years which imo isnt worth it when your still on a sub 30 population. Got a Tailor tho because when i didnt before half my town froze to death in there rags ><.
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On February 20 2014 02:40 Gorsameth wrote:Show nested quote +On February 20 2014 02:27 anatase wrote:On February 20 2014 00:30 Chexx wrote: Orchards need to grow so you wont get anything from them in the first years. Yes I thought of that but as planted my orchards winter 2 and by summer 6 nothing had grown yet, so how many years should I wait ? the number that was told was 4 years. Note that Winter 2 to Summer 6 is slightly less then 4 years. Give it time. As for the person asking about growth. Im only playing hard aswell and getting crops really is a big deal. costs 2500 for a seed but like you I was stuck at 50 pop before I acquired one because I just couldnt sustain more population. Once you get seeds tho your food production really booms hard. I got a trading post up by Winter year 4, got a blacksmith/tailor but no real other buildings aside from food production. A school delays your workers being 'ready' by 2 years which imo isnt worth it when your still on a sub 30 population. Got a Tailor tho because when i didnt before half my town froze to death in there rags ><.
Ok, yeah I was into Year 9 and still didn't have a Trading Post, so I think I was just prioritizing unnecessary shit like the Town Hall. Looking back now, I actually think my biggest mistake was investing in a Mine/Quarry too early when I didn't have nearly enough people to work them efficiently. It is much more effective to just have extra Laborers and use them to scrape the landscape within a reasonable radius of your town, and start in on the Quarry/Mine when that isn't really viable anymore.
In my experience, and I wasn't watching it closely so I may be wrong, but education delays their entry into the work force by much longer than 2 years, unless you mean two full season cycles instead of citizen age, which seems to advance quite a bit faster. As opposed to 10-year old "adults," I'm seeing 18 year old students.
I feel like, while it was really suboptimal, I was going to be able to pull it out just by disabling the buildings I didn't want to use until I got a bit more population, but while I was treading water the tornado took me out and it was pretty much all over from there.
How many natural disasters have you guys encountered? The one that wiped out my first town happened in the 9th year, and I just had one in my brand new town (2nd year) that didn't cause nearly as much damage, but did kill a handful of people. Am I just getting unlucky?
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On February 20 2014 00:43 ZasZ. wrote: Those of you who are cruising on 250+ population villages on your first playthrough, is that on Hard? I'm determined to play on hard, and with my first village I reached a plateau at ~50 population where I couldn't really generate any more food without farms or overextending my villagers, and I couldn't expand my housing because I wasn't confident in my food production/storage. I was slowly pushing towards my trading post in order to trade for some seeds, doing pretty good season to season but not really growing anymore, when a tornado wiped out 75% of my population, leaving me with about 12 middle-aged adults and 2 children. Proceed to slowly bleed out because my adults couldn't breed and my children were too young.
Just an example of how quickly the game can turn around on you. I had reached a difficult spot but was slowly managing when RNGesus decided to give it to me up the ass. Looking back there are several key mistakes, mostly revolving around me building some things too soon (Town Hall, Schoolhouse) without allowing my infrastructure to build up a bit first. I did feel like I had prepared for the eventuality of a Tornado pretty well by spreading my town out into 3-4 little clusters of homes and workshops, but it literally zigzagged through 3 of them which seemed pretty unlucky.
Regardless, a really fun game (for me) and I'm looking forward to seeing what mods bring to the table.
The key to efficient food production is proper placement of the production buildings. A fishery will actually provide a lot of food if you can place it in a location where it has a lot of water around it, not just a little bit of a stream. For example, in my current village, I have a big lake that has a big river run through and past my village, so I placed my fishery on a little piece of headland, so it has far above 50% of the working radius as water. That fishery has been making me ~2k food per season now for years.
Another big producer is a single gathering hut, close to that lake was a quite sizable island, almost the working radius of a gathering hut. So I first made a foresters on that island and deselected Cut job from it, so they simply planted more trees. I let that run for 2 years, then removed the forester and built the gathering hut and 2 houses next to it, so the workers wouldn't have to travel much. Now that thing is also making over 2k food per season, so my fledling village of 50ish is having a surplus of food from just 2 buildings, 8 workers.
I'm running into a bit of a problem with stone though, as I converted all houses into stone houses, so now I have to gather from a very large distance to build anything else. Working on a quarry to remedy this problem currently.
Started this village on hard, I have no reason to rush for trading posts, basic needs of my settlement are well in order and when I want to expand, I'll add another isolated gathering hut+hunting cabin for food requirements.
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overlapping things like gatherer huts and docks will decrease production for individual buildings, yes?
mines etc are limited, too, right? So at the end i need to exchange food for iron and stone.
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Quarries will get depleted yes, but you won't mine one out in a year or 2. It will leave a big hole in the ground that can't be used for other stuff so stone and iron/coal are basicly a finite resource, but I don't know how many thousands of game years you'd need to play to cover the map in old quarries.
Overlapping same kind of production buildings will decrease production, but I'm quite sure it doesn't if it's different kind of buildings, like say a hunters and a gatherer working in the same area.
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On February 20 2014 03:24 daemir wrote:Show nested quote +On February 20 2014 00:43 ZasZ. wrote: Those of you who are cruising on 250+ population villages on your first playthrough, is that on Hard? I'm determined to play on hard, and with my first village I reached a plateau at ~50 population where I couldn't really generate any more food without farms or overextending my villagers, and I couldn't expand my housing because I wasn't confident in my food production/storage. I was slowly pushing towards my trading post in order to trade for some seeds, doing pretty good season to season but not really growing anymore, when a tornado wiped out 75% of my population, leaving me with about 12 middle-aged adults and 2 children. Proceed to slowly bleed out because my adults couldn't breed and my children were too young.
Just an example of how quickly the game can turn around on you. I had reached a difficult spot but was slowly managing when RNGesus decided to give it to me up the ass. Looking back there are several key mistakes, mostly revolving around me building some things too soon (Town Hall, Schoolhouse) without allowing my infrastructure to build up a bit first. I did feel like I had prepared for the eventuality of a Tornado pretty well by spreading my town out into 3-4 little clusters of homes and workshops, but it literally zigzagged through 3 of them which seemed pretty unlucky.
Regardless, a really fun game (for me) and I'm looking forward to seeing what mods bring to the table. The key to efficient food production is proper placement of the production buildings. A fishery will actually provide a lot of food if you can place it in a location where it has a lot of water around it, not just a little bit of a stream. For example, in my current village, I have a big lake that has a big river run through and past my village, so I placed my fishery on a little piece of headland, so it has far above 50% of the working radius as water. That fishery has been making me ~2k food per season now for years. Another big producer is a single gathering hut, close to that lake was a quite sizable island, almost the working radius of a gathering hut. So I first made a foresters on that island and deselected Cut job from it, so they simply planted more trees. I let that run for 2 years, then removed the forester and built the gathering hut and 2 houses next to it, so the workers wouldn't have to travel much. Now that thing is also making over 2k food per season, so my fledling village of 50ish is having a surplus of food from just 2 buildings, 8 workers. I'm running into a bit of a problem with stone though, as I converted all houses into stone houses, so now I have to gather from a very large distance to build anything else. Working on a quarry to remedy this problem currently. Started this village on hard, I have no reason to rush for trading posts, basic needs of my settlement are well in order and when I want to expand, I'll add another isolated gathering hut+hunting cabin for food requirements.
I didn't start near a lake, so the fishing dock I did have was netting about 1k per year. There may have been a more ideal place to put it, but the map was fairly mountainous so I had to work with what I was given for the most part. The real problem was I was stretching too much for some of the "luxury" buildings before just getting a good base food supply. I had a nice little forest town with gatherer/forester/hunter but tried to expand into the open land without seeds instead of building another similar town nearby in another rather old forest. I tried to stabilize by building that forest town, but the tornado put an end to that.
The gathering hut is strong on any difficulty, but especially Hard when you have no seeds and fishing is only situationally strong. There may be a point much later in the game where it doesn't make sense to have such a large area collecting a relatively small amount of food compared to farms, but having a cultivated forest nearby for logs/firewood in a pinch is never a bad thing, considering you clear cut all of the development areas and sending your Laborers further and further out can get dangerous.
I never got to the point in that first game where I felt upgrading to stone houses felt worth it or even viable. It takes a lot of resources, and my people weren't having a hard time with the cold, even though some weren't fully clothed. I think it's because the way I had set up my homes meant they all had a relatively short commute, but heat was never a problem. I do think the stone houses look a lot nicer though, stone just seems to valuable in the first ~10 years of the game to spend it on that.
What weather setting are you playing on?
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On February 20 2014 03:45 LaNague wrote: overlapping things like gatherer huts and docks will decrease production for individual buildings, yes?
mines etc are limited, too, right? So at the end i need to exchange food for iron and stone.
Yes overlaps diminish production.
On February 20 2014 00:43 ZasZ. wrote: Those of you who are cruising on 250+ population villages on your first playthrough, is that on Hard? I'm determined to play on hard, and with my first village I reached a plateau at ~50 population where I couldn't really generate any more food without farms or overextending my villagers, and I couldn't expand my housing because I wasn't confident in my food production/storage. I was slowly pushing towards my trading post in order to trade for some seeds, doing pretty good season to season but not really growing anymore, when a tornado wiped out 75% of my population, leaving me with about 12 middle-aged adults and 2 children. Proceed to slowly bleed out because my adults couldn't breed and my children were too young.
Just an example of how quickly the game can turn around on you. I had reached a difficult spot but was slowly managing when RNGesus decided to give it to me up the ass. Looking back there are several key mistakes, mostly revolving around me building some things too soon (Town Hall, Schoolhouse) without allowing my infrastructure to build up a bit first. I did feel like I had prepared for the eventuality of a Tornado pretty well by spreading my town out into 3-4 little clusters of homes and workshops, but it literally zigzagged through 3 of them which seemed pretty unlucky.
Regardless, a really fun game (for me) and I'm looking forward to seeing what mods bring to the table.
Yes on hard but with Fair/Valley settings for me, catastrophes active. To be honest I didn't find hard to be much harder than medium if you know what you're doing. It's simply a lot slower.
Food is key either way. You don't really need seeds fast, just take your time building little hubs of gatherer/hunter and don't build too many houses until you can trade for seeds. Once you have good stone production build a town hall, having datas helps A LOT for large population. The most useful data being the used vs produced food per year. If you see you have a strong margin you can expand, otherwise you need more food.
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This looks really cool to make because it looks like the old anno games. Does it play a lot like them? I noticed you can't really upgrade from your wooden houses.
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Hm is it diversity in the food production or especially seed that help the population grow ?
EDIT: You can upgrade your wooden to stones houses.
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Afaik, the diversity only helps to keep the population healthy. Although if your people are not healthy, they will not have children. You need empty houses to make your population, otherwise adults will stay at their parent's house and never become parents themselves
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On February 20 2014 05:05 anatase wrote: Hm is it diversity in the food production or especially seed that help the population grow ?
EDIT: You can upgrade your wooden to stones houses.
As far as I know food variety doesn't have anything to do with population growth, except that it affects how healthy/happy your citizens are. From what I can tell, people need to be happy and healthy and in a home that has room for a family in order to breed. If you see more than 2 people over 10 (no education) or 18 (education) in a house, it means you could probably grow your population if you build more houses.
Whether or not you can support that population is largely a food question, although other resources will be consumed at a faster rate as well. Like was mentioned above, the Town Hall can be a great resource in order to figure out whether you have the food production to sustain a larger population.
Seeds have no special magical power that help your population grow, and generally farms and orchards provide less food per worker than something like a Gathering Hut, but it is also the most efficient food source per land area, except maybe fishing, and the only food you can grow in wide open space, i.e. the land surrounding your most developed areas.
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I feel like markets should have vastly bigger working area, or I haven't understood how to properly utilize them.
Stone houses take less firewood to warm them, something that will eventually save you workers and space due to less need of woodcutters / log industry. Plus they look nicer, but the stone drain early game is hard, agreed.
for those who asked, playing hard/fair/disasters on.
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On February 20 2014 05:56 daemir wrote: I feel like markets should have vastly bigger working area, or I haven't understood how to properly utilize them.
Stone houses take less firewood to warm them, something that will eventually save you workers and space due to less need of woodcutters / log industry. Plus they look nicer, but the stone drain early game is hard, agreed.
for those who asked, playing hard/fair/disasters on.
What do you mean by working area? In my experience, the radius of the market is referring to the homes it serves rather than where the goods are collected from. I think as long as you have someone assigned to it, they'll get the goods wherever they can get them, and then people within the market radius come to the market for their stuff. It gives you an idea of how many people it can serve, assuming you have enough vendors to keep it stocked.
Also playing hard/fair/disasters, although with two tornadoes in 11 combined years of gameplay, I briefly considered turning them off for my next one, but almost all the best stories in these games come from the disasters rather than the successes.
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I'm unsure how market work exactly. I don't know yet if the area display is their source area ortheir distribution area. I would believe its only their distribution area and that vendor can go anywhere to look for items but I'm really unsure. I'd have to make tests putting a market in a remote location.
On to my third town, the previous one being too much in disarray after the fire that burned 2/3 of it.
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No matter which version of the area it is, it feels too small.
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The market works as expected
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On February 20 2014 05:03 fmod wrote: This looks really cool to make because it looks like the old anno games. Does it play a lot like them? I noticed you can't really upgrade from your wooden houses.
it plays like children of the nile, not anno.
it plays like a CotN with a bit more survival and less cultivated stuff like building monuments, taxes, army.
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How much extra food is a good amount to keep stored up? I consume about 15k a year atm and make about 18k. This is built up over the years into about a 25k excess food. So at least 2 years worth if for some reason I stop producing any food at all. Feels like I'm hoarding too much.
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On February 20 2014 09:54 randombum wrote: How much extra food is a good amount to keep stored up? I consume about 15k a year atm and make about 18k. This is built up over the years into about a 25k excess food. So at least 2 years worth if for some reason I stop producing any food at all. Feels like I'm hoarding too much.
I aim for 50% of a year consumption.
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