So I am really annoyed with how storehouse workers are assigned. With, for example, the tannery, I disable the option to set up a market stall, I have to add like 3 or 4 workers to get one for clothing. I end up with a ton of firewood workers. I have tried deleting market stalls, firing all the works and then adding them back. Any ideas on how to address this?
I got 129 weapon reach without touching the other stats on the WAR CLEAVER (put some respecc on the Warband name, dammit!) by a small amount of finagling and the use of the Bronze Falx Guard (T-5 at 20-25-ish%), Leather Wrapped Two Handed Grip (T-2) (default size), and a slightly smaller blade (I wanna say...60/70-ish perceeeent?). Weight is also reduced to 1.75 instead of 2.09. More room for more loot, more cleaver for more meat! 4 Weapon reach for a fine steel ingot instead of 2 iron ingots sounds like a lotta work for nothing, but sometimes that 4 weapon reach is the difference between a solid hit and a bare whiff.
I finally got in a good day of Manor Lords yesterday and THANKFULLY I played on normal. So apparently there are some bugs with hunting that can happen if you forcibly move the herd (which you’re likely to do at the beginning of the game). It basically made it to where the hunters will NOT hunt the animals. Changing hunters, defining the work location, rebuilding huts does not work. The game “thinks” the animals are elsewhere. If you save and immediately reload the number of animals plummet as there must be reading an integer of code somewhere. Basically the bug started happening sometime mid game. Maybe with trapping. Honey is my saving grace though. I do hope it is fixed. I might start a new game at some point to test if it’s trapping related - though some people point to forced movement being the main problem.
Another tip you might consider: Pause the game and start planning your farms before everything else. Simply check fertility areas and then - since they are free - build the fields before plotting your actual village.
I am having so much trouble trying to take over a bandit camp in V7.972. It doesn't matter how I arrange my troops inside the bandit camp box, or how many times I try different ways of doing it, it just doesn't want to trigger the message asking where you want the money to go. Any help would be greatly appreciated.
Try this to help the firewood and clothing stall issues. 1) allow your tannery Weaver and artisans to create clothing stalls. Manually police the location of the stall to the center of the city, which is typically where these producers are located anyway. I'm pretty sure the phantom stall thing has gone away . Since the consumption numbers are low, these people are hardly distracted from production by owning a stall. That basically forces your population to create lots of clothing stalls. 2) many times I have seen my population carrying firewood from a stall back to where it will be burned. This means that locations on the edge of your city require a lot of travel time and have a hard time finding wood available when they need it. My solution is to position my wood cutter work locations on the outer edges of the town and create marketplace locations right next to their workplace with just a couple of stalls for them. They don't have to travel far to stock these stalls and the consumers on the outer edges of the town have quick access to these stalls. When you make changes to these woodcutters locations or workforce, you will need to watch for a stall to be built and then move it to the remote market near their workplace. I still allow my storage workers to walk to the edge of town and collect firewood and bring it back to the center for the center marketplaces.
You were seeing NA on the malt imports because the exporting region did not have enough to trigger trading because the in stock amount was lower than your desired minimum. Once that region actually had malt to export the NA would go away.
u can kill chargers pretty easy oneshot in the head with EAT (expandable anti tank) - avaliable early. and its really very good. or quasar canon - same thing with infinite ammo, but its reloading 15 sec and need focus time to charge while aiming
and for the primary weapon i would recomend open LAS-16 Sickle from Premium Warbond: Cutting Edge. its like machine gun, but with infinite ammo. u just dont overheat it, it will make u life so much easier in this game
By the way, I'm doing single vegetable plots that are nine pits in size, with the housing in the corner like you do. By the time they get to tier 3 they can work all but a small corner of their plot and these 4 families with their one plot are feeding my 254 pop region with exports to spare.
He was arguing about how people say his preplanned designs aren't organic. He is saying that even the people who think they are building organically are not building organically. And he was only arguing about organic gameplay inside of video games. This is all semantics anyways. I prefer saying free draw method vs preplanned. I think @tacticat proved that his preplanned road and building systems are far more efficient (min/max) for gameplay.
"Organic," with regards to city planning, is setting up your city to best utilize the resources and requirements of the land. Selecting construction sites to avoid the most arable ground for crops, building wells according to your building locations and water sources, and coping with things like sloped hillsides, all those things are "organic." Just flinging stuff every which way to be "artsy" is *not* organic. It's an affectation. =9[.]9=
are trading posts necessary to build on kings' roads? i got spawned in zweiau and the roads are very far from the city and the closest area to steep to build on. would it hurt trade severe enough to avoid if i instead built them closer to my city?
@@TacticatGaming ah okay awesome, ever since i left that comment i played for a couple hours and thanks to the help of this video i survived raids and my second winter lol
Hey, I am only on ep 2 at the moment and not sure if you figured the market issues out yet or the new patch helped. Here is what I noticed. If you have more market space then what is needed they will not make more stalls. If you are in this condition and your coverage in a category is not 100% then you would need to allow another worker to build a stall by adding another worker to a storage house or allowing stalls in another building (assuming you are producing enough products.) I noticed the amount of products stored food, fuel, clothing is even. So if one category is low for example clothing, add another person to your storage house and the game should build a clothing stall unless the fuel levels are lower than the highest levels as well. In this case you may need a few more stalls. It does seem to balance out if you have stall space, the products needed, and enough people available to work/build stalls. Sorry if this is confusing; however, it works for me and I have not had any issues with the markets since figuring this out.