I kept it simple made a “day shift” schedule and a “night shift” schedule. Give each building a night shift and day shift. Keeping all buildings working around the clock. Also give each shift a total of 4 hours of leisure time. (2 hours before and after work) it keeps everyone happy and productive stays high.
Simple is sometimes best. To be honest, we have mostly the standard 1 hour of Leisure time before and after work and usually don't have issues with happiness, but it really depends on so many factors. It's all about finding something that works best for your Village.
I was struggling with time management, so this has been very helpful. Most people had no complaints about the day and night shifts I planned. However, there were always a few who couldn't find happiness no matter what. Now, I think I can make them happy. I really love these somewhat clumsy people. They bring out my protective instincts, and I feel like a mother to them.
Oh, glad to hear it, thank you! And yes, these poor souls need all the help they can get - imagine the village without their fearless leader, it would be chaos. 😆
I found that during the winter some villagers will not come in from the cold often enough without breaks. I set up a winter schedule that alternates 1 hr work and 1 hr leisure to correct just during the winter.
We didn't have too many issues with that, even outside of leisure time they seemed to warm themselves if needed. It really depends on your base layout, how busy they are, and clothes make a huge difference. The first winter might be a bit rough, but once you get clothes production under control, you should have a much easier winter.
In my actuell season i found out that it can be really helpfull to let the guys with bad mood sleep in the shelter and set someone more resitent into the house. houses gets huge debuffs with every singel villger you let sleep in them. 2 is factor 0.9, 3 is 0.6, 4 is already 0.3, 5 is 0,2 and 6 is 0.1. That means all housing buffs are summeted and then it is multiplyed by the factor. Shelter don´t have that debuff an if you build them around a well and grill you get nice a housing buff wich compares to factor 0.6 house. Wells give huge points on housing. So don´t destroy them. Better build them even you think it would be useless and in my way.
What's great about this game, is that there are many ways how one can play and manage the various challenges. If Shelters help you deal with debuffs, then why not. We usually have 6 Villagers sleep in our Cottages without issues - we could probably cram even more into them. And of course, even more in our Long House. It very much depends on the layout of your village and how you manage happiness and housing points.
Hoping for a Defense video soon. Really tired of complaints about undefended workplaces. Got to be a better trick than building a fence around everything.
This is definitely one of the next topics we're going to cover. In the meantime, as @zhoutai117 explained, manned patrol markers are key for your village's defence.
I can't understand the automations in the game. Lets say i have a fisherman who gets fish. I want these fish to be transfered to my cook and get cooked then I want them to be stored in a warehouse. Is this kind of automation possible in the game or do i have to manualy transfer everything?
It takes a bit time to get the hang of it - and the occasional bugs can complicate things, but yes, you can automate these things. In your example, there are a few scenarios for how it could work (hope this will help): a) Your Cook is close enough to the Fisherman to pick up the fish. Cooks need Knives so they can cut up the fish in order to cook with the raw meat (like with the large meat hunks). You of course need to have discovered one or several recipes that use fish and add it to the cooks task list at the Cooking House (for the BBQ just the task, no recipe discovery needed). If a surplus of dishes has been created, you need a Warehouse Worker that brings them to a Prepared Food Storage in one of your Warehouses. b) Your Cook is too far away, but your Warerhouse is close to the Fisherman. Have Warehouse Workers pick up fish and store in the Warehouse on a Fish Rack - the Cook can then get the Fish from there. c) Your Warehouse is out of range of the Fisherman too. In that case you need to build another Warehouse by the sea, as well as a Market in town or anywhere convenient for you. You then need a Villager assigned to your Market that can be tasked to bring the fish from one (far away) Warehouse to the one that's close to your Cook. Both Warehouses would need a Fish Rack in order for it to work.
Thanks for your videos on ASKA. Please tell me, is there a way that villagers can use the sled or cart? How do I assign it? Also, please make a video on boss fights. Thank you, SkyKingRSA
Thank you! Only Villagers that are assigned to a Market and transport items between Warehouses use sleds (not sure about the cart). So only Market workers use it. Showcasing bosses is on our to-do list, good to hear it's something you'd like to see! 😀