I finally got a chance to sit down and watch - busy lately. Congrats for the 6-month old baby! I miss those days - except the diapers. Mine are all grown up now. I had it pointed out to me the benefit of 3 woodcutters in the Forestry...when you get lots of building projects stacked up that need trees cut down first (I'm building in the forests). The 3rd worker will fill in (when 1 takes a break) to maintain a constant team of 2 for dropping more trees. Another tip: something I didn't know is that all of the taxes charged by the town hall are collected monthly (even if they don't say so). I've been charging too high as if annually and over-charging them. Your town would benefit by charging higher taxes, though exactly how much I do not know as I now need to go back and fix my own. But if you go from house to house you'll see that your families are rich and your town is poor. They need to contribute more to keep the town functioning. And that Market Stall that built without the design on top was actually covered in snow (white). That caught me off guard the first time as well. As for seasonal hiring, when you get salt and start making dried fish at the Fishing Dock you'll notice that at the end of the season they'll bring in their last catch but still need time to salt it, and that takes a while. I leave 1 fisherman during the 'Off Season' for that purpose. The town is filling in and looking good. You do a lot better job at decorating that I do. I look at a blank slate and just see a blank slate. 🤣 Good show!
Perfect placement of the School and Town Hall 👏 I think it might be beneficial to move the bridge a bit so it aligns with the road coming down the hill, or so it aligns with the other entrance to the Trading post 🙂
It had never occurred to me, but in the autumn when the grass goes brown, that could be because the trees are drinking the water, I had always thought that it was just autumn leaves. To allocate carts for special duties you need the Cart Shed, not just the cart parking.... ok you got that. You are building such a lovely organic village/town. Your weaver has no labourers, so she has to go and fetch her own hemp. And then she weaves it and has to go off and fetch more hemp by hand. Click on the actual persons picture to see what clothes or shoes they have or need. Moving by cart is a bit fiddly, but if you have selected the right amount you then need to click on the destination building. Charcoal piles don't count as buildings. The trading post does.
That house that was complaining about not enough food, you put down that extra market stall down the hill, but because of how the path's are laid out, it is quicker for that house to go to the town square than to that little market area.
the building complaining about having no hemp doesnt necessarily mean the town doesnt have any, just the building itself. as jules said its because the weaver has no labourers. you can activate that by clicking the icon with the cart next to the hiring options. there you can not only specify who should bring the materials but also if workers and/or labourers do it by hand or with a cart (from cart parking) or if deliveries are done by carter (employed at cart shed) or wagon. the carter or wagon from the shed will then supply the building automatically (i suspect thats what you were aiming for?) if you activate labourers bringing materials you will get a more efficient production with the same amount of actual workers, while paying the labourers less than you would pay a worker. also you can employ children as labourers, which helps when you've got a shortage of workers and increases family income (important when you raise taxes). very enjoyable video man, it seems you enjoy the beauty of this game as much as i do :)
(Edit: OK, I admit I should finish watching the video before commenting) You could free some workers by reducing trading post workers to 1 (he only loads/unloads wagons), and also keeping only 3 builders, because they don't always build, just sitting there kicking dicks. They might even be additional builders in the winter, when they can't be fishers. You could reduce market traders, you don't need several stalls selling the same product. Also, if you need water for production, you don't need a slowly replenishing well, build a platform because river have unlimited dirty dater. And I might consider to link 5 fields to 1 farm, dismantling another. One full farm with full crew, manager and crop rotation still needs less working hands (and laborers!) than two. Fully labor-server charcoal pit is also better than several understaffed. (But you do you, and that's where fun is!) And keep a small part of hatchlings in your chicken coop, in case they die or you'll want to have another one. You could allow workers and laborers of specific buildings to use carts, to reduce needed labour and time. The button is the next one to the left from "seasonal hiring" menu (not the leftmost about "deliveries" and "move resources by cart"). And that market stall had the ornament, but it was covered in snow.
Congrats on the baby. They are such joys, but do take a lot of time at this age. You bought warm clothes from the trader, but you didn't make them available to sell at any of the market stalls. That may be why the 1 family moved out, they had no where to buy the clothes they needed. Make sure you make clothes available to buy at the market stalls. I wonder if you make the raw textiles available at the market stall, if the townspeople will buy it and make their own clothes? At least until you can set up a Tailor's Workshop.
@@Skibitth I watched that part again, and I may be mistaken. You did look like you were trying to add it, but I can't be sure, since you said they "hadn't arrived yet" and then the box closed immediately so I can't tell if you were able to add them or not. If not, you never went back to the stall to add them later.
Your theory that "mistakes are okay as long as we learn from them" has a huge issue. You so often run at the fastest speed causing: 1. You to miss in-game events. You have even stated several times "I missed that message" 2. It is extremely easy to miss things when you are adjusting production and trading. This means you will often miss what is happening in your village. 3. If you do notice something that needs your attention there might be to much in-game time passing while you proccess and decide to act. 4. This game requires pre-planning because of everything occuring during in-game time. An example would be deciding that a building has too many workers, but you desperately need more workers for a time sensitive job (planting and harvesting a field). When you fire a worker they will likely go home for a week or 2 in order to have a rest break and take care if household needs. This means even if you quickly realize that you need this planting/harvesting it is likely that the citizen will only be on job a couple weeks. If the job is only open for 4-6 weeks, at best the citizen will only work 3-5 weeks and possibly only 2-4 weeks. 5. When running on the fastest speed, if you notice a problem (a low chance), by the time you react it could be 1-3 weeks. If you then pause the game in order to hire/fire it will be another 1-2 weeks before they show up. This means the total delay is 2-5 weeks for a job that is only active 4-6 weeks. This means that it is possible that the job expires before the citizen shows up for work. If the citizen does show up in time then they likely won't accomplish much. 6. If after recognizing the problem you keep the game speed on fast or fastest it is not extremely likely that the citizen gets fired but doesn't have enough time to get to the job while it is active. And while you are concentrating on this it is likely you have missed other events in your village. 7. After the field job is no longer active, you will need to reassign jobs for the citizens. When the citizen gets fired they will likely go home for 1-2 weeks for rest and house hold jobs. The faster the game time means more in-game goes by while you decide which jobs to open. The more jobs will mean even more lost in-game time. The quickest jobs you assign will mean several weeks of citizen down time; and if you are doing many jobs the total citizen-weeks lost will be in the dozens. While you are working on this it is likely that you will miss more events. 8. You may have citizens assigned to a job that they can not complete. Continuing with the farm example, you may assign a citizen to be a farmer year round, but there are several months during the year where no work is being done. Not only are you not able to have the farmer assigned to a new job when they available (which increases the efficiency of your village) you are paying that worker to stand around doing nothing. ------ Several times you have mentioned that people tell you to build a town hall. The game CONSTANTLY tells you to build a town hall. Perhaps there is a very good reason? After built you get access to better reports. Hiring a Mayor allows granular control of taxes and a budget report. Hiring a councilor allows for more granular control of jobs per building. You can have an per building option for "on season" and "off season" scheduling and which months are "on season" and which are "off season". Imagine configuring that planting months and harvesting months as "on season" for the farm but "off season" for other jobs. This means that some buildings will automatically end jobs that then allow for a much larger worker pool for the farm fields during those critical months. Then the farm would automatically end those excess jobs allowing jobs at other buildings. Maybe you have a large pool of workers available during the winter that you can assign as builders or lumberjacks, but during the summer you want to assign less workers so more fishing and other projects have mire workers. it allows a lower population to do more work during the year without as much micro managing. ------- If you assign a farm manager then instead of manually deciding on which crop each field will produce every year (and possibly not assigning in time when the game is on fastest and you are busy with other issues) you can instead pre-plan each fields crop rotation (I believe between 2 and 6 years). This allows having the correct crops each year and allowing a schedule for fallow fields. Once set each field updates every year according to your plan.