If u build a settlement in Zweiau, u should aim to Go into deep Mining and Trading because of the rich Clay and Iron deposits. The first three perks i pick up in that kind of Industrial region is Apple orchards, trade logistics and better Deals. U need to Import a lot of barley and feed your people with veggies, berries and Apples. In your case U can import bread from your Main City and so Perk 4 and 5 are charcoal and deep mining. Perk 6 could be honey or berrys for more food variety. With the beta patch foreign supplies is also an alternative for having bread without the transport fee instead of just 50% off like with better deals. Edit: Imho the armorsmith perktree is not worth the points and its also not worth having more than one blacksmith / fletchers workshop. The trading post barely keeps up with one blacksmith (douple plot) producing sidearms and polearms alternately. I start my weapontrading city with a fletcher workshop to make the first coins and to be able to afford the trading routes for side-/polearms. The blacksmith needs more iron bars than a single bloomery can produce. The production of polearms needs less than a single bloomery can produce. During the production of polearms the storehouse starts stacking iron bars. When my storage reaches about 150 polearms and 150 iron bars i switch the production of the blacksmith to sidearms. With that switch in production the trading post can sell off the stored polearms and the iron supplies start melting like a snowball in hell. When it reaches zero iron bars again, i switch back to polearms and so on. That prevents a pricecrash from an oversupplied market and the trading post can keep up with that. U can make a decent amount of money even in the early game and without better deals or trading routes. Both perks make it easier but are no must haves imo.
Hevy plow, sheep and fertilisation, and make it farming with massive herds on fields :) as it has also rich berries you can make coats for people of Sitte. Btw patch is awesome, ale doesn’t run so quick, baron doesn’t blob so quickly, even with nerfed trade it’s somehow more manageable, as you don’t sit on massive amounts of products in warehouse.
I feel like he's trying not to be too boring, but the current perk system is maybe a little too straight forward right now. There's not really much in the way of "hmm, I'm not sure which perk to take" unless you bend over backwards
You have a great opportunity to expand this city into Selbitz and make that part of the town an industry center. You can specialize Selbitz into crafting and mining and add all of the crating to that part of the city I think it would really make the city come together.
You can relocate your market stalls. Even to other marketsquares. Saw a video of someone arranging the stalls around a big Tree, looked amazing. Greetings from another proud Bavarian 😁
Perks for RP: Heavy Plow, Berry Extention, and Bee Keeping. For Optimization for your size: Heavy Plow, Orchardry, and Beekeeping. The other city can be a weapon and armor maufactuary.
So the thing with road snapping behavior is wherever you "finalize" a road segment, you create a snapping node. So if you're wanting to straighten things like plots or align things with each other you have to be intentional with where you finalize a segment with the hammer.
If I understand the mechanic correctly, Fertilisation will keep your fields producing, especially since you just bought all those sheep and lamb. Heavy plow frees up a lot of your workforce - I find without it I need to micromanage in the autumn. (Feel like I should be able to assign a few families to farms year-round and they also should run the mill and communal oven)
Heavy plow + sheep pastures in fields. That way, you can turn some of the fields into pastures and keep the same crop yields - if your guys have to work fewer fields, I think that the bugs will decrease
Looking good. That sneak previeuw of your major town at the end looks indeed like a propper town in the making. On the development points. The plough is a no brainer indeed. The ox does the work of several humans so you will be able to get more fields done. In the version your playing it does have some issues with no-square fields, losing some efficiency, but still worth it overal. Next I personaly would take the bakeries. You'll be swimming in bread and will be able to feed your other regions with the packing stations (if they have some product to offer in return). The sheep pastures on the farm fields do not work properly, but the breeding does. This breeding might be intresting in combination with a dye production in Zweiau to make the more high end clothing with dye and yarn my 2 cents
Why not put the manor up a bit above the town in the forest. With a road winding down from the forest into the city and one road going towards the old starting village? That might even look very cool, the manor towers towering high above from the wood overlooking the entire area to spot potential threats.
I'm curious, can we have more than manor buildings in same area? I mean, can we build a castle's (or fake castle) internal walls by lining up/connecting a lot of manor buildings (or maybe tax buildings) as 'the rock walls'? And then the plank walls for outer walls of the castle. I saw a video of somebody built a castle on the cliff (just like your previous cliff castle, in early access version) with this kinda idea, with garrison buildings for the corner, but he doesn't tell if he's exploit a bug or using a mod, he even built somekind of zwingers (path of death) to improve defense of his castle's entrance. It's pretty cool.
I just hope someone makes a mod to make rivers have water sources around them (not into them but besides them) to put a well. It's not the actual fix, in a way that the townsfolk can go get the water, but it would at least help.
Berries, sheepbreeding, and plow (adding more hitching posts). Its a shame you cant refund the armor ones, those would be better in the next region thats prime for mining, and get fertilization. D:
Why not build a high density neighborhood with only houses without backyards? Mediterranean countries for example have neighborhoods where streets and alleys are very narrow with small houses next to each other and a cozy "city" center. Might be interesting and no other channel did this. Everyone and their mother only use houses with backyards.
I think you should specialise Sitte for food production and get heavy plow and bakery’s … and then specialise the next reagions. Like Zweihau ( or maby Iserlohn 😉wink wink 😂) to become based around the iron industry and charcoal production; then Waldbrand could become a region based way more around forestry ( using hunting and berry’s for wich you cold get the specialisations extra berry’s and trapping ,even uses the huntinground law to increase that mabye… would give every region a distinctive feel and you would have the benefit of interregional trade!! Just like in real life! Meet, berry’s, leather , maybe even honey exported from Waldbrand; charcoal and ironproducts from Zweihau and agriculture from Sitte !
Would the farmhouses allow you to set a limited working area, the way you can set those for the logger and woodcutter? If not, that would be a useful improvement for a future update. A circle doesn't fit with the shape of the fields, but as long as we can't link individual fields to specific farmhouses it would be a better option than how the farmers now ignore their own fields to track halfway across the region to work other fields.
I don't think it is too dense because its the area of a major city, that would need so many farms to feed itself as its inhabitants would likely mostly be craftsmen and merchants
I think you should remove the road between the market and the lvl 3 plots, I did this for my town and it looks really good, cuz lvl 3 houses have some pavement in front of them, it really looks good
The Manor looks realy easy to take, you just need to role a big rock down the hill to braek it. I know it mainly serves representativ funktions, but even for that it would look much better on a hill than in the vale. The civilian houses block the view on the manor form the front and from the back it can t be seen because of the hill. In my perspection it fails in its core funktions, them beeing: giving refuge during war and representing the lord.
For me, the ox has not been worth it, not in the current game and in the beta. i've got rid of the oxes and just have full farmhouses.they do still migrate from designated areas in beta. Also, if you have an ox at 1 farmhouse but not the otheres they will still take the ox to plow every field so you are better of with just farmworkers
Love what you're doing with this series, but please for the love of God, do not shake the camera from side to side when you are walking around in the 1st person view. That triggers my motion sickness instantly. I had to close my eyes through half the prior video, and parts of this video.
Weil er im englischen keinen hörbaren bayrischen Akzent hat zweifelst du am, dass er Bayer ist? Finde ich weit hergeholt. Ich bin aus dem Allgäu und spreche gewöhnlich auch Hochdeutsch ohne hörbaren Akzent der durch meinen Heimatdialekt beeinflusst wäre und mein gesprochenes Englisch hat auch einen Hochdeutschen Akzent und keinen Allgäuer Dialektakzent. Dennoch bin ich in der Lage einen Dialekt zu sprechen, den ausschließlich einheimische verstehen und da nicht alle. Nur so...
@@thefatman1982 Nein ich meine nicht sein Englisch gesprochenes, sondern er spricht die wenigen deutschen Wörter die er benutzt ohne Dialekt aus. (Und mein erster Kommentar sollte niemanden angreifen oder verärgern, ich wollte mich nur erkundigen.)