I disagree with cutting the video short. I find for beginners like myself, a detailed explanation with explaining the placing of nods and game time and turning everyone to builders at the beginning is a good guide. Great video thank you.
I agree, as a beginner I would rather watch one long detailed informed video instead of 10 shorter ones from different creators often repeating the same tips
If you start with either beans or corn it makes sense to put in an 8x15 crop field and set 1 farmer to them. Even on harsh winters these crops grow so fast your 1 farmer will get it all grown and harvested in time. Make more farms when you need more food (same size for 1 farmer). To avoid spreading blight put different farms next to each other or space them at least 3 tiles apart. Farms should always have 1 of their squares within 6 squares of a storage barn (and make sure it doesn't fill up). Fish are decent early game food if you are next to water (stable and quick food), but I find hunting to be more variable yet more efficient (3 hunters gather => food (~700-1500) AND leather compared to 4 fisherman food (~900-1200) / season). So 2 hunter huts with 6 hunters will always give more food than 4 fishermen + ~100 leather / season. If you don't have wool for clothing then it is essential to get away from fishing into hunting as quickly as possible. (These numbers do not take into account hard settings) Also, sheep make the best livestock to start since they give both meat and are the only renewable source of wool needed for clothes. Make only wool clothes and trade them for "warm clothing" if you get the chance. "Forestry" huts are NOT a good investment early game. Start with a map with plenty of trees around and remove them for wood and to give land for building. Even a great forestry location will only give you ~80 wood / season for 4 lumberjacks which is not an efficient use of early game people. Only consider a forest hut once all nearby trees are gone and/or your population is over 30.
The deer in the game is purely for aesthetic reasons. Positioning the Hunting Cabin in relation to where the deer models are is pointless. The cabin automatically produces venison even if there are no deer on the map. The only thing you really need to base your positioning of the cabin on is isolation. The logic is you get more meat the more rural the cabin is placed.
No, it doesn't work that way, the dear models does play a part. If you place your cabin close enough to the model, even if half the yellow circle is just houses and buildings, it gives good resources. I checked (not accurately though), with half the circle in the buildings, it produced around 1200F+24L, with deer models, and another without model, it produced around 800-1000F+20L with 4 workers.
I found a way to get my forester much more productive: first you need to get the laborers to clear out all the stone and iron from the forester area, otherwise they cannot plat trees or they take so long to do it that it's not worth the wait. Then put then on "plant only" and just cut down ALL the trees on HALF of the area; you need to be very careful in doing this and monitor your wood suply, because the new trees the foresters will plant will take a long time to grow up. This is why I only do half of the area first and then check the other half latter on. What this does is give complete clean space for your foresters to build a very tight and well-organised forest, taking full advantage of the space and planning out where to plant the trees. This not only helps increase efficiency of the forest area in the long run (more trees in less space) but it improves greatly the efficiency of the hunting lodge, gatherer's hut and herbalist: with a tight forest, there's room for everything to grow in abundance. The only trouble is that you need to time this "forest clearning" very well and the trees take time to grow, so don't expect this to be a quick procedure. But the long-term effect is worth it!
Got this gem of a game yesterday and pulled an all nighter, i got some ideas right by instinct but this is a great video with ideas that are only obviously wise after watching :D
also dont build houses near your storage room. If a house catches a fire then the storage room wil be next to burn. Meaning all of your resources will be gone. :C
12:30 "that would give us a good a mount of resources..that would do it...we don't wanna get crazy" **proceeds to mark another big chunk of resources**
I noticed if you build a fisherman dock at the mouth of the river, where it meets the lake, the area of effect is a lot more substantial, as are the catches.
I love the way you explain stuff because you use logic... some people just want you to trust their way is best and never really give reasons. This way, we can make our own decisions later and not worry about playing the "wrong" way. Subbed because of your hilarious comments and the cringey "once they're 10, they're good to go" and "kids gotta drink too!" lmao
i know this is a couple of years old now but i am so glad i came along it is awesome :D and great tips !!! thankyou !!!! i subbed within seconds hehehe
Can you explain what you mean by a node? I'm really new to the game. I'm going to watch your other video, but can you advise how these buildings operate? How does the gatherer hut work well in that location, which resources, what is most important. Thanks again for the great video
Going Fishing early just doesn't work on Hard settings.. Hunter/Gatherer keeps you in food long enough to get your settlement established.. Going fishing early/first gets my villagers starving to death by the second winter everytime.. just tried this several times. Gatherer is the first food source to go for. Then hunter's cabin and close to base. Also, Houses early seems not to work well either. Boarding house is the way to go in the first year. There's just not enough time to build the 3-5 houses it takes to house all villagers. They just don't occupy the houses in a way that get everyone housed efficiently at all. One family will take the first house (3-5 people) and almost every time, a single couple will take the second house and leave like 8-10 people homeless while hoarding food. Boarding house is the way to go. Then after a year or so, year 3 or so, start building houses. They will still produce babies while in the boarding house contrary to what I've heard on other channels..
Something I recently found out is that if you have too many houses your people will stop reproducing. So make sure you have houses with couples in them and not just a bunch of houses with 1 or 0 people in them.
O-O holy shit,never thought i would find someone with the same profile pic as me :D Also watch out for schools,they make adults become students,and for some reason they stop reproducing so fast,so use it only when most of your population is young.
This is true. I'm new to playing this game but I"ve found 'married couples' will sometimes split when a new house is available. In one example the man moved into new house with daughter and left the wife in the old house. I destroyed the new house and they moved back in together and only a few years later did they end up having more kids. So having more houses than families can be bad as it can, in my experience so far, can slow the pop growth. The house thing is hard to manage. Once the pop starts booming, you can't hardly build houses fast enough to keep up and so I've seen where I've got 210 families and 170 houses..
notice that you got confused :) you built a herbalist next to the forester when you said you are going for gatherer, then you built another herbalist because you didnt noticed that you have one but dont have a gatherer first. just pointed that out :) great vid best begginer vid ive seen so far ! subs up
+zombiegnomes1 The tools last for a long time. The supply of tools you start out with last a long time. There is no need to build a blacksmith until later in the game. I usually build one when my supply of tools is down to 5 to 10. Even then I have plenty of time to both build the blacksmith and start increasing my supply of tools.
+Kendall Sain - I meant that a blacksmith should be built before the tailer because as long as you had firewood and nearby houses where they can warm up, clothes don't really matter (unless you are young and female of cause lol)
idk how you got this to work, i had 2 fishing docks with 4 people in each, a gatherers hut with 2 on it and a hunting canin with 3 on it yet my entire town still died of starvation.
I have a big problem with health,it just keeps decreasing rapidly over time and i cant do anything about it. I already built too many herbalists but it just wont stop. Physician didnt help either. It happens pretty much every time i try to play the game. Any tips?
Diversify your food. Seems in my games if there are greater numbers of food varieties my population does better. That anyway to me is why a trader is so important to get asap after the early game
Tailor aint that important tbh, at around mid game you can build it to provide warm clothing for labourers and builders who usually at mid game travel long distances to build and harvest things. For me, the most vital things are food as first and firewood second. After that can build a blacksmith as you want to have tools to build things. A lot of people dont know this but tools are important for building things faster. After that you can consider building a tailor IF you're expanding your city. Food is always the number one priority, the more people you have the more mouths are to be fed and 4 to 5 hunting cabins provide plenty of food for at least 45 people.
+Gary Bradley Try doing it when you start in hard and harsh. You will find that it's not efficient. Just started a week ago but i've never played a game that's not hard and harsh.
A well is only required if you have disasters. It should be required like food. Also, have some school drop out be the BSR, and clean all the latrines.
ideally you dont want more houses than you need. over expansion can be killer, especially if you start on hard settings and have to trade for your first seeds
I had a game going and was on about year 20, then I decided to add some houses. Biggest mistake of my game. For some reason, food supply died and even though everyone was dying from starvation, I was still unable to keep them fed. Made no sense.
If villagers die from starvation , then it means you didn't keep them fed. What very likely happened is that you are not really producing enough food. When you made new houses the people took that food into the houses. That left less food available to everybody else. At the same time of having new houses then you probably also had more mouths to feed. In short the people died because they didn't have food. And they didn't have food because you weren't producing enough to overcome the population growth or addition of new homes.
First... thank you #GamingDrunk! I am a newbie with plenty of failures behind me, so this video comes in quite handy ;-) Second.... there is a guide on Steam that is quite usefull as well ( Steam Community) for those who are interested, so currently I am using that and this video to set up a strategy and kill less people :-)
Every year i make over 2000 food.I got 23 citizens and 2 students.I got like 13 crop fields.I got a blacksmith,forester,hearbalis,gatherer,fishing dock and a trading dock.Im still playing it and ten years have passed :3
Honestly I build a the right amount of houses then build two large farms fishing dock and black smith you will run out of tools very fast and now I have population bear 50 and food is 3000-2000 a year it took about 6 years and now everything is up and running
Apple trees, almond trees, coffee scrubs, and so on. Able to connect diff. maps, set in diff. continents. Ocean connection for large ships. More houses!!! Lawyers that sue. SMOKING! Every town has to have a town drunk.
imo gathering food is good for the first couple of years before population gets too big. Work on fishing during that time, because you'll want to get better food production up before those years are up, but it shouldn't be the one of the first buildings that are built. Like the video says, getting housing for warmth and reproduction are a better use for the limited builders at the beginning.
Never got to see you un pause it.... Wanted to see when to unpause it and how you play. This was great but you kept saying you were going to unpause it and never did???????
MY biggiest thing is around 140 ppl (or around year 27-40) i cant keep up with there need for food since they go threw it to fast. i can have over 80 farms 2 gathers, 3 hunters ect and i cant keep up .and its even worse when they start dieing by a hand full from old age, or when builders refuse to build (when they have clothing and all the building stuf they need. they stay in idle mod. soon as i start losing ppl i cant keep there food up = more ppl die even faster...
Here what I do Do Farms by 7x7 it gets 1 worker and give about 200 good and can get about 15 going without and dieing In late game use the 15x15 when you get the workers try to live off the iron and stone before making mines and that
Apollo Hughes . ya i might try 11x11, i find i loss crops inn the 15x 15, (half i seem to use every year with 4 workers. i try to. to the point i kill my labors in the winter to try to get wat i can. one thing i never did or was able to do was make a port earl in game. i think that us wgat hurt me the most since i could of just by my stone and metal and save worker lives
Got some quick tips which might ease your problems mate. First, get a good map seed with flat terrain and decent resources. Then its just about getting a good amount of gatherers, they work very well with foresters and hunting cabins too and they all work best in dense forest (no need to toggle off cut/plant at the forester), where all iron and stone is removed, then they will be self sustaining and a gatherers hut gets way more food, than a maxed out farm. Dont forget storage neaby, so they can focus on getting dem resources. :) And always have a steady flow of new houses built/upgraded, starting slow ramping up as the population increases. :) But be aware of too few/many kids. Just check statistics (town hall) or check the individual houses. And check if your labourers are gathering resources from far far away, that makes building take forever as it is the labourers bringing resources to the building site and cut down the trees there :)
Christian Zwisler i think what might of hurt me is my gathers where tofar from town (even tho i hsve a single cabin for them and a hunters and at times herbs.. also i never used school. but i think i might have to if i keep my pop growing alittle more faster since they seem to be able to make more iron, and firewood and such and work faster... tho unlike him i never thought of using docks like this. i was shocked. my map was sweet when it came to rocks iron ect but the lakes it had none on any rivers also im always allowing groups to join when i need workers..
Fegelein Master of Antics u can get leather by hunting. fishing is highly depend on the coverage of water field, so sometimes u can't find a good fishing spot beside your village. while hunting and gathering can stay high income as long as the forest exist.
Really nice fact that farming sucks because according to the book "A Brief History Of Mankind" by Yuval Noah Harari as one example, the agricultural revolution and its promisses of wealth and health one of the biggest lies in the history. Indeed farming allows feeding a much bigger community than hunting/gathering but farmers in fact had to work far more because of the needs of their crops and plants. Besides hunters and gatherers were higher skilled because of their "life style". :)
Fishing dock is the worst source of food in my opinion. One should always make hunter and gatherer buildings in forest around cities until purchasing seeds and animals from traders. I tried some games with fisheries and they are awful. IDK why are you suggesting that the fisheries are the best, i presume we have different game versions or you have a mod installed. :)