![]() There are still "ideal" spots for Hunter's huts, but if you're tight on space (small maps), they're cool that way. If there were deer around when you placed it, even after you chop everything down and build houses around the Hunter hut, it'll still produce food/leather. Hunter buildings don't need to be in dense forest land to produce 800+ venison a year. Stocking distant trade docks and then releasing the food again, same thing. Same concept - you can "demolish" full barns, wait for workers to empty it of the food, then "reclaim" the barn before it's actually torn down, to try to move food to different areas. Most likely a bug, but I'm taking advantage of it since it's mad-silly how many graveyards you need (and the space) before you've even reached 400 population. if you mark a graveyard for demolishing and then quickly "reclaim" it to cancel the demolish order, it'll read as being empty and you don't have to build a new one (the headstones will remain). Sometimes they seem to start to speed up a little but then go back to dirt-road speed.anyway, seems inconsistent. I don't see much walker-speed difference between the plain dirt road and the resource-cost stone road. Which brings up that the trade aspect to the game is really underwhelming, unless you've decided a self-challenge of trading for a lot of stuff instead of producing it yourself. And the cost of buying the seeds is the only financial challenge. This makes buying lots of different seeds from traders rather pointless outside of the farming achievements. Beans vs cabbage, corn vs wheat, doesn't matter. Occasionally 3 if distance, or with orchards seems to help with speed of replanting trees that go "bad" over time. ![]() Most of the time, 2 workers on even a large a crop/orchard works just fine, no need to waste 4-6 workers on them. I make the crop field size the same for layout symmetry. With crop fields size doesn't actually matter much, but with orchards it's the best size for the way the trees grow - certain orchard sizes you'll have an "empty" tile row, which equals wasted space. For orchard farms, I've discovered the size I like best is 13x13. Or more user-controlled trader options (land trade? Having to do something - like achieve a town size or happiness or fame level - to open certain trade routes vs just building a trade dock=instant access to all trader RNG options?). Entertainment happiness requirements, for example. But after a long while, you do start to feel like the game could use a little more. After 60+ hours, multiple maps attempts etc., the initial shiny is wearing off but still loving the game.
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