Another quick tip that I'm not sure how many people know this is that the policies can be removed or changed at will, unlike the development points, which can't be changed once chosen.
@@A.Steptoe Say for example you already have garbage fertility, taking the hunting one becomes a no brainer but if you do have decent fertility it can still be useful early on but not if you couldn't turn it off.
@@A.Steptoe Maybe I misunderstood, I thought you were asking why you'd bother picking either policy right now. Doubling the speed at which wild animals respawn, which is the policy highlighted at 18:36 , is great for low fertility regions or early game towns because otherwise you might struggle to maintain that second food type and enough clothing to support level 2 plots.
The development tree definitely needs some rebalancing. Also I think 'sheepbreeding' and the berries one should be awarded when you invest two or three points in that branch, because otherwise they feel a bit of a waste, since they lead to nothing better unlike the rest of options.
I've tried charcoal, unfortunately I'm not sure if it's intended or a bug but I could only have 1 charcoal in reserve outside of the buildings, no matter how many kilns i had and my buildings all full of refuel storage.
seems to be just the same for chickens and goats, i got 10 of each but i feel like i barly get any eggs and leather from them. vegtables and apple gardens are so much better!^^
I've seen a lot of folks saying that they like the trapping upgrade. Have any of you guys looked to see what happens with the hunters once you get this upgrade? Any assigned hunters not actively hunting a deer or distracted by like praying or water will suddenly pick a random spot on the map and slowly make their way there. This spot could be anywhere in your region, which could cover a TON of ground and wastes a massive amount of potential work time. The worst part is that the hunters have to go BACK to wherever they set the trap. A double half map or more trip for 1 meat is not my idea of a good time. I suggest against this entire section of the development tree as it will shoot much of one's early game work time down the drain for a minimal gain. The other two points that unlock after trapping are rather good, but it just kills my soul a little bit watching the dumbass hunters wander all around seemingly aimlessly. Just my thoughts, cheers.
It depends on how long / big the field (burgage plot) is. The bigger, the more apples you get. I heard someone saying you get 1 apple per tree. You can basically zoom in and count the trees on the field. You can't only get 6 apples per orchard like you said.
@@sebastiancorban yes. The two issues is the plots storage filling up and that you only have the month of september to harvest. But a t3 double plot gives you 4 families to harvest and a storage of 225. And if you're lucky the storehouse and traders come help get a few off their hands in time.
Once this development point is unlocked, one needs to build an upgrade on any mining pits that they wish to have the no drain effect on any given mines. Keep in mind that at least 3 pits can be built upon the clay and iron mines too to really make use of this! I have yet to see if more than 3 can fit on one, couldn't get it to be more with my testing so far! :)