Great video! This may be the best "10 tips" style video I've seen so far, focusing on only highly-effective tips while avoiding some of the really bad misinformation I often see. I'll contribute another tip based on something I pieced together in the screenshots at 6:32 and 3:33. Make sure to disable Ale storage in all Granaries - the granary workers will steal it right out of the tavern, preventing the tavern from keeping Ale in stock. A related tip is to stock the tavern with ale once and then pause it. Houses will still have their access to a tavern count as satisfied, but you can skip the entire ale production chain ... which is nice since the villagers drink way too much. Seriously, the amount of barley needed per month exceeds all other resource consumption combined. Pausing like this may be an exploit, but I'm willing to forgive it ... I found it too sad to see half my workforce suddenly become lushes instead of happy, productive citizens😞. So I roleplay that after the initial binge when the tavern opened, the wives have all forced their husbands to attend AA meetings at the church.
My tip about pausing the tavern has been fixed as of the new experimental branch patch. But they've also reduced the ale consumption by two-thirds. The patch notes that they fixed plank stealing, so I wonder if maybe the ale stealing will have been fixed, too.
You don't want to move your logging camps - instead make two or more, Before the logging came has complete run out of trees have a forester their to replant. When you are close to running out of trees, make a NEW logging camp, but keep the old one, As soon as the new logging camp is up and running, move the folks out of the old and into the new. Have the forester start reforesting that area. While the new logging camp is cutting down the new area of forest. Mean while the logs in the old camp is acting as a storage unit for logs. Also when you have time make a new forester near the new logging camp, you will be moving over to that foresting office when the logging camp moves back the old or to the third new logging camp. When the trees are cut down in the new, (I hope) the old forest is now up and running, and swap back to the old logging camp. and keep the cycle going.
I'll expand on tip #10 that rather than using the move button itself, it may be worthwhile to build the second building first, and then demolish the first building. This will allow the worker inside to remain productive while the second building is being constructed. Or alternatively, consider keeping both buildings up. For example, in one of my games, I ordered that a hitching post be moved. The hitching post was immediately turned into a stockpile of 1 timber, and the ox was rendered homeless. It them somehow became assigned to an already-full hitching post and the ox disappeared until I found a way to reglitch it back into existence. With a logging post, if you move one, it leaves a big pile of timber on the ground at the original site, rendering the site undevelopable for potentially a long time. So you might as well just keep it around as an official storage point for timber rather than a stockpile. Plus, if you want, you can add a forester next to both logging posts. Rotate the logger and forester between the two sites in a sort of tree crop rotation to keep both regions sustainable.
Build burgage plots optimized for vegetable farming near your granary (make sure to make the plots square shaped to minimize walking time for the farmers). That way the vegetables get to the granary quickly. Later, when you are big enough to have two families working at the granary (don't do this early), you can allocate the families living at one of your vegetable plots to work at the granary.
Just build a dedicated granary for berries ... and build the forager hut close to the berries. Build even two huts ! Put 8 guys on the berries when it's "growing" and you will get 300 berries before it become seasonal (and dead). The issue is more .. if people live far away from the berries... they take time to go to their working place. Build a 2nd granary near your marketplace dedicated to berries. The trick is to use the limited work area to avoid the granary (who collect berries at the hut) to get back the berries taken by the 2nd granary.
Agreed. It's better to have a granary worker with a cart transport 10 berries over a large distance than for a forager worker to transport 1 berry over that same distance. When my forager huts' inventory fills up, I transfer their worker(s) into granary jobs until the forager hut(s) are emptied.
It's easier to just build multiple forager huts. Like 8. And assign one family per building. They'll be able to store enough that your far away town centre granary can pick it all up.
@@salionshatterstar It seems pointless because you still need to deliver the goods to the market for consumption. All you're doing is adding two lots of trips instead of one. The building multiple forager huts works better.
@@portman8909 Good luck to find the ressource to do that, especially at the beginning of the game. Perso, i've something else to do with my wood. Two is plenty enough.
Good tips. Especially the one about not necessarily building your forager hut and stone collectors miles away next to resources. Makes granary workers time a lot more efficient.
Great stuff! The tab thing is huge, especially for farming. What you see when you press tab is what you will get. Not what you see when you select the field. Quick mention on plots/burgages. If understand correctly double plots are better for "production" (2 families, per burgage). Ex. single family burgages, egg. tier 1= 1egg, no wealth. tier2= 1egg, 1 wealth. Tier 3= 2egg, 2 wealth. double family, egg. tier 1= 2egg, no wealth. tier2= 2egg, 2 wealth. Tier 3= 4egg, 4 wealth.
It's 1 egg per plot regardless of tier. The reports of it being 1 egg per family seem to have been a misunderstanding of how food consumption is prioritized.
Fitting with Tip #3 (Don't Expand Too Quickly", it seemed to me that when I built a bunch of extra burgage plots, the empty burgages still consumed 1 fuel each month. So, I should have just built 1-2 extra at a time, enough for a family or 2 to move in, depending on my approval rating.
@@salionshatterstar .. ok.. you're observing this real time, right ?... Not being a stiff here, but most C. C. s talk about using duplexs cause they double the families while only using 1 in consumibles. A sort of exploit when starting. thx
How come you can directly explain the basic mechanics and most everyone else pauses, goes off on side issues, gets confused , or just talks and says little or nothing ? 😮😖 Subscribed
I try to write a script to make it easy to understand. I learned to put extra effort into them so they are quick, to the point and get you on your way. Your time is precious. Thank you for the support.