The issue oxes have turning is actually historically accurate. An acre was generally considered the area that a team could plow in a day, but the general shape was a furlong by four rods (Metric sucks, guys, we ain't never gonna use it!). You've probably heard the term 'furlong' used in horse-racing, but it's generally an eighth of a mile--and the the name is from the Old English for "furrow-length". That's how far you could push your team of oxen before they needed a rest. Then you'd turn the plow around, which was difficult, and go back the other way. Long story short, the typical medeival acre was 220 yards long, and 22 yards wide. (for those curious, it was generally figured a team of eight oxen could plow 120 acres in a season.)
Yanno I probably would've given up on this game if it wasn't for your videos. The game is hella enjoyable but there's so much it doesn't tell you, and there's no way I would've figured half this stuff out on my own. So thanks a lot dude you've kept me playing this fantastic game 👍
I love such "efficiency nerds" videos. They show me what others enjoy and experiment with. And I may learn from those experiences. Thanks to your videos I can overcome food issues "in-game" while playing MY way. Keep them coming pls.
I don't know if it was intentional, but apparently the awkwardness of turning an ox around was exactly why medieval farms tended towards that exact same long-and-thin shape you mentiom here
Time spent maneuvering is time not spent plowing. It's pretty frustrating to watch your ox-guide spend 5 seconds plowing and then 15 seconds walking around to start a new row next to where they started the last.
Applying W. Edwards Deming and the Toyota Production System-Lean Manufacturing to Medieval Germany. Excellent. Eggs work some now or at least better. Have to use 2 CP's next time and the house line rule. I've been using .7-.8 morgan on fields, designing off a .5 morgan base to be able to feed people and take a 15% tithe for influence, but am seeing now the tithe just seems to take bread. Very helpful as always.
I've seen lots of ppl videos no one think about deid distance.. Great job dude keep it up... Cannot waiting for new patch going live to back to the game with your new tips.. Will be great adventure
My first playthrough was a mess when I realised how much down time of just walking my peasants had. Its been a min max game of non walking instead of resource gathering since
Earned a sub bro, I have been trying for days to get my plots/farms efficient as possible. My next stop on this crazy train is inter territory bartering. Basically having certain regions produce main resources and sending it out to others for use. My brain...it doesn't have the unlocks necessary lol
Holyyy geeees! I have been confused with the hunting camps not providing much and the carrots plots not yielding much hahaha. Now I know, thank you! Its the design!!! You da best man! Thanks
I did some testing, each family in the farm house should be assigned 0.75 morgan maximum, any more than that they wont be able to plough, sow and let the last sowed seed on the plot get to 5% growth before winter arriving. If that last seed sowed doesn't get to 5% growth, then the crop will be destroyed by the cold.dont forget not total crop groth but last seed sowed growth. So for an 8 family farm house, i would make a polt of 5.9 Morgan as i dont want to hit 6 Morgan due to inefficacys with family members job rolls through the months(ie. Water drinking, praying and transporting firewood to there houses. Hope this helps
Love the information you are sharing with the community. I was using Log Camps as my measurement unit but switched to Corpse Pits yesterday with the Perfect City Road Layout. I read a comment about assigning Veggie Families to Farms and had some success. And my army got stuck in the veggie farm roads which could be useful for designing a Rimworld style killzone 😂
Interesting stuff. Farming. Is that 3 farmhouses, 24 workers, 6 mules for 20 fields (1 morgan each)? So you only start farming after your a large town? after how many people? etc. How do you start-up efficiently as a farming town would be interesting. Patch1 observations (2 quick runs): * it is looking like you get bonus yield if you hit a "strange" number. Ex. my 2 morgan plots=140-160 barley; but my 2.1, 2.2. 2.3 morgan plots yields=250-290) * crop rotation may have less down sides now, but still inefficient. At certain points, I could double my yearly yields by forcing everything and having spare fields to sow. * mules are slower then people on big plots (rectangle, square, or weird shape fields ) * 3 fields, 8 families were optimal (assigning 1 mule was slower, assigning 2 mules ruined everything).
The game is definitely more enjoyable after the patch. Do you plan on doing (step-by-step) guides for the Steam achievements? In particular "Mercenary Captain" and "Challenge accepted"? I kinda burned out trying to get those done. The patch made me wanna play again but I am not really motivated to go for those achievements without having a game plan.
I did the long plots 😂, not super long but just to get started I'm about to make an orchard and was about to do one big plot but now I know better, a bunch of smaller plots first Do you have any tips on wood cutting, foresters and fuel?
I dunno if I am doing something wrong, returned to this video after playing the game on Game Pass, got it on Steam now, and the when making the plot, it seems way harder to get it to be mostly farmland and just a tiny bit for the house. Before this was my go-to building method. I am unsure if something changed.
BDW Work area on farms was fixed.(not for ox). Best automatic system for farm what i found is to have farmhouse in the middle and 3x 2.4 morgan fields around it. i like most the 4 workers and follow-follow-barley. but it is possible to use 8 workers for fallow-Wheat-barley. Do not use heavy plows because they are problematic if you don't have small fields Also build burgage plots for these workers just on side of the field and allocate them manually to the farmhouse. biggest problem in September is travel time.
like this 4 workers can make +-170 barley and you do not need to spend point on heavy plows. Also build it as compact as possible and use work area restriction if you have more than one farm.
Also nice trick is to make a square 3 corps pit x 3 corps pit put farmhouse in the middle and rest of area split to 3 parts +-0.6 morgan fields each. and you have exactly what one family can make in one year if you use follow-follow-barley. (again build for that family house just on the edge of that field. because travel time in September is killer)
awesome video, i just got the game and i am already hook. quick question whenever i build veggie plots, i cant get a family assign to work the veggies (games says its not a valid work assignment) so i leave the family that lives in the house unassigned, but since unassigned workers prioritize construction, no one works the veggies. what am i missing here?
My problem is not production I got plenty but distribution. Some houses dont get the stuff altough I have more than enogh. I am now reasigning workers to jobs close to their homes to see if this will fix it.
Thank you and your..... death pits...... hahaha. I wish they gave you a more specific number in terms of yield. I haven't any of the farming stuff yet due to the fact my current land tile doesn't produce good farming. I now see that I probably need 2 forager huts for my berries in the spring. Thank you for your efforts and testing!
I'm not sure if I should invest a Point in bakery's. Does more effective production mean you get the same amount of bread in a shorter time with less workforce, or do you get more bread out of the same amount of flour. For example 2 instead of 1. Have you done any testing in this subject?It will be very nice if you can share your conclusions here.
The workers are locked to that job with that skill but they produce 2x faster- if you have nothing better to do with that point I’d say go for it. Personally I have more people than I need so it’s easy to scale bakeries for me
@@TacticatGaming from what i read, no, its not that they produce faster, its that artisan bakeries create 2 bread for 1 flour, making them twice as resource efficient. its a late game powerbuild.
People also need to remember that if you have a massive veggie plot, any families that live on that plot need to leave their job(s) to harvest that plot. So not only is harvesting the plot inefficient your losing workforce from other jobs. *Tacticat I know you know this but thought I would add it for new players who were unaware they lose families during veggie harvest and I guess apple orchards too* 👍
Can anyone confirm this, is this true?....I heard that it doesn't matter, it will harvest first then go back to their assigned job regardless if you unsigned them or not
@@wasbra That's what I mentioned. Families need to leave their assigned job to go home and care for their veggie plot. By leave I don't mean "unassign" them from w/e job you have them assigned to, IE Forester, Hunter etc, I mean they will automatically stop doing said job and go home, harvest then return to their assigned job. It's totally automated and you can not pause them from the plot like an Artisan. They will go home no matter what. Even those building will stop to process their vegetable plot.
I dont know if is a bug or i am doing something wrong, the families dont move the veggies to market or granary. They are always complaining their house is full of veggies.... I build two granaries and still food is not being moved around... any idea what i am doing wrong?
@@drzdeano I tried that. I place 2 CP's, surround them with roads, demolish the CP's and starting in the corner at one end, plot 2 Burgage points 1 point away and then follow the roads around but I don't get the dashed lines like Tacticat; I just get a triangle. I have no clue what I am doing wrong. Any suggestions?
Yup, thats my go to strategy. Iron rich economy. I export iron slabs and switch between the weapons i sell and make decent money. I struggle with food so i just import it. Won first game on normal dificulty last week.
The trick is too harvest with a lot of people when the are growing. The max out at 64 or 128 but before that they grow infinitely. So just go with 8 families in two berry huts.
@@TacticatGaming So i fill up one hut or make multiple, fil them up during the growing season is when the arrow is there right? Is that from a rich deposit only with the berrie perk?
Thank you! My last town looks more like a aztec god wearing a skirt instead of your squid with how i had to orient my town. Rich berry and game so i had to build around the barely arable land i had.
I still don't understand fields. Even more fun, last night I had 3 fields get to 100% growth, and cut them down, aaaaaaaand got absolutely no yield, 0 stock, for all fields LOL. Ummmmm yeah im done, ill just import flour/flax and make bread etc from that honestly. Cut the work/transitions/time out and bring it in from trade. Has this ever happened??
@@TacticatGaming released today, alright, lets see if this changes. This was the first time this has happened, but i also chose an impossible yield map, almost all red and orange LOL. I wanted to test the "fallow" and see what i could do, it does nothing haha.
In real life terms, Morgen is German and Dutch for morning, so it was the area one ox could plough within the morning hours, which could be between 1900 and 11780 square meters, but usually not more than 5000 square meters, so it's almost equal to one acre in the Imperial system. Every region had pretty much its own standard.
And chickens to be viable. What do y'all think about adding a "Smokehouse" for things like pigs, goats, wild game etc? Allows jerky to be made and used for like lean times. Say a drought and you lose veggies/farms or raiders burning your crops. Idk. It just came to me.
Lots could be in Greg's mind but he has to consider performance too. I'm using I5, 3060ti, 64GB without hurting fps with 2100 peeps but very slow loading time.
@@ashlandky62 I'm wondering if they will switch off UE 4 and start using 5.4. The things that have been done to UE 5 would reduce a lot of those performance issues. If you think the game looks great now, imagine if the current landscape was done with nanite technology? * If you're unfamiliar check a few videos. * As for Greg and the Dev Team, I'm not worried about what content will be added. It's early access and reducing issues currently occuring is a better use of their time. Once you address those base issues, you can add content.
@@shawnduffy279 doesn't make sense you get hides out of goats now, but no meat. I could see them getting 1 meat for 2 hides. Eggs going to 2, or optionally 1 egg 1 meat. Sister has about half dozen chickens and gives away and uses them. Might be a better system and make more sense, if goats-veggies-chickens offset one food/clothing requirement and then supply a smaller amount to larger market. Kind of silly that now all that gets collected to go to a granary, then to a market to be redistrod back to the initial producer.
foods always been easy, what the issue and problem always was. the ai keeping it stocked. ai is dumb as bricks. 25 food stalls, only 3-4 used. 30 firewood stalls, only 3-5 really used. etc dumb broken ai
@@patrickkelly6691 They can solve your food problems for years forward as soon as the game starts, it only costs 15 gold to make them. If you build only veggiefarms and wood industry, the surplus is so big you can import literally everything else.
It's stupid easy to make wayyyyyyyy to many veggies. I'm at the point where I occasionally demolish a storagehouse just to let the inventory rot on the ground.@patrickkelly6691
@@patrickkelly6691 Hmm, I already answered but somehow the answer is missing..But yeah, like Helmetfire said, you can build huge veggie farms when the game starts and forget your food issues for the rest of the game. Also exporting them and importing everything else is (was) too easy.
The issue oxes have turning is actually historically accurate.
An acre was generally considered the area that a team could plow in a day, but the general shape was a furlong by four rods (Metric sucks, guys, we ain't never gonna use it!).
You've probably heard the term 'furlong' used in horse-racing, but it's generally an eighth of a mile--and the the name is from the Old English for "furrow-length". That's how far you could push your team of oxen before they needed a rest.
Then you'd turn the plow around, which was difficult, and go back the other way.
Long story short, the typical medeival acre was 220 yards long, and 22 yards wide.
(for those curious, it was generally figured a team of eight oxen could plow 120 acres in a season.)
I found that very interesting!
The vegan lords
@@JiangXina 😂
Yanno I probably would've given up on this game if it wasn't for your videos. The game is hella enjoyable but there's so much it doesn't tell you, and there's no way I would've figured half this stuff out on my own. So thanks a lot dude you've kept me playing this fantastic game 👍
Glad it helped!
There will probably be more hand holding in the finished game but for now you're right. We don't have much info
bro same i love the gamee but i reach a point where i run out of food or firewood because i fuck up my logistics
I love such "efficiency nerds" videos.
They show me what others enjoy and experiment with.
And I may learn from those experiences.
Thanks to your videos I can overcome food issues "in-game" while playing MY way.
Keep them coming pls.
I encountered low food >>> low donation >>> low influence. The yellow got all the other lands. You efficiency guides helped me a lot. THANKS BRO
Ah yes, the corpse pit. Another addition to freedom measuring units. I want ghost building feature so bad 😅.
1 corpse pit = 2.5 freedoms hahahaha
All length measurements are arbitrary.
I don't know if it was intentional, but apparently the awkwardness of turning an ox around was exactly why medieval farms tended towards that exact same long-and-thin shape you mentiom here
Time spent maneuvering is time not spent plowing. It's pretty frustrating to watch your ox-guide spend 5 seconds plowing and then 15 seconds walking around to start a new row next to where they started the last.
Applying W. Edwards Deming and the Toyota Production System-Lean Manufacturing to Medieval Germany.
Excellent.
Eggs work some now or at least better.
Have to use 2 CP's next time and the house line rule. I've been using .7-.8 morgan on fields, designing off a .5 morgan base to be able to feed people and take a 15% tithe for influence, but am seeing now the tithe just seems to take bread.
Very helpful as always.
Very cool!
This is a game changer for me. You have just saved the game for me.
That's awesome!
Best explanation on youtube. Thank you mate.
I hit 500 pop, 100% efficiency easy using your SQUID. Cheers mate!
The Squid is happy.
My problem is getting the markets to distribute the stuff. I eventually had to just put it aside until the next update.
I've seen lots of ppl videos no one think about deid distance.. Great job dude keep it up... Cannot waiting for new patch going live to back to the game with your new tips.. Will be great adventure
My first playthrough was a mess when I realised how much down time of just walking my peasants had. Its been a min max game of non walking instead of resource gathering since
Earned a sub bro, I have been trying for days to get my plots/farms efficient as possible. My next stop on this crazy train is inter territory bartering. Basically having certain regions produce main resources and sending it out to others for use. My brain...it doesn't have the unlocks necessary lol
Just to add to the usefulness of the corpse pit - its footprint is perfect for two double plots with workshops.
Very nice video, just starting out and honestly didn't know squat about framing and food supplies.
Holyyy geeees! I have been confused with the hunting camps not providing much and the carrots plots not yielding much hahaha. Now I know, thank you! Its the design!!! You da best man! Thanks
Learned that long burgage inefficiency the hard way after starving a village to death. Great video, love it.
Help so good it merits a subscriber
I did some testing, each family in the farm house should be assigned 0.75 morgan maximum, any more than that they wont be able to plough, sow and let the last sowed seed on the plot get to 5% growth before winter arriving. If that last seed sowed doesn't get to 5% growth, then the crop will be destroyed by the cold.dont forget not total crop groth but last seed sowed growth.
So for an 8 family farm house, i would make a polt of 5.9 Morgan as i dont want to hit 6 Morgan due to inefficacys with family members job rolls through the months(ie. Water drinking, praying and transporting firewood to there houses.
Hope this helps
Love the information you are sharing with the community. I was using Log Camps as my measurement unit but switched to Corpse Pits yesterday with the Perfect City Road Layout.
I read a comment about assigning Veggie Families to Farms and had some success.
And my army got stuck in the veggie farm roads which could be useful for designing a Rimworld style killzone 😂
At 1:03 in the video, how did you toggle on that view where you can see your crop yield?
tab
I really enjoy your ML content. Can you do a "Manor/Castle" planner building guide.
good ideas. Try laying out your major roads 3-wide. Keeps the traffic flowing better.
Interesting stuff.
Farming. Is that 3 farmhouses, 24 workers, 6 mules for 20 fields (1 morgan each)? So you only start farming after your a large town? after how many people? etc.
How do you start-up efficiently as a farming town would be interesting.
Patch1 observations (2 quick runs):
* it is looking like you get bonus yield if you hit a "strange" number. Ex. my 2 morgan plots=140-160 barley; but my 2.1, 2.2. 2.3 morgan plots yields=250-290)
* crop rotation may have less down sides now, but still inefficient. At certain points, I could double my yearly yields by forcing everything and having spare fields to sow.
* mules are slower then people on big plots (rectangle, square, or weird shape fields )
* 3 fields, 8 families were optimal (assigning 1 mule was slower, assigning 2 mules ruined everything).
The game is definitely more enjoyable after the patch.
Do you plan on doing (step-by-step) guides for the Steam achievements? In particular "Mercenary Captain" and "Challenge accepted"? I kinda burned out trying to get those done. The patch made me wanna play again but I am not really motivated to go for those achievements without having a game plan.
I might - I’ve never been a steam achievement seeker though lol
thank you. Excellent video. new about not building the veg patches that big but never worked it out around the farms. thanks lol :D
This is really helpful, thank you for the video
Ha I was doing this accidentally. I noticed right away that long was bad. They weren't reaching thr end. Good video
I did the long plots 😂, not super long but just to get started
I'm about to make an orchard and was about to do one big plot but now I know better, a bunch of smaller plots first
Do you have any tips on wood cutting, foresters and fuel?
Thank you for’this video. Could you make a new one because of the latest patch adding spoil ?
Thank you so much for this. My berries are way too far away from my village so I might reroll.
Glad I could help!
Thank you!!!
I dunno if I am doing something wrong, returned to this video after playing the game on Game Pass, got it on Steam now, and the when making the plot, it seems way harder to get it to be mostly farmland and just a tiny bit for the house. Before this was my go-to building method. I am unsure if something changed.
Awesome updates. Thanks for your hard work figuring things out.
thanks for creating this beatiful game dude!
I thought you could only build one forager hut per berry site. Nice
BDW Work area on farms was fixed.(not for ox). Best automatic system for farm what i found is to have farmhouse in the middle and 3x 2.4 morgan fields around it. i like most the 4 workers and follow-follow-barley. but it is possible to use 8 workers for fallow-Wheat-barley. Do not use heavy plows because they are problematic if you don't have small fields Also build burgage plots for these workers just on side of the field and allocate them manually to the farmhouse. biggest problem in September is travel time.
like this 4 workers can make +-170 barley and you do not need to spend point on heavy plows. Also build it as compact as possible and use work area restriction if you have more than one farm.
Also nice trick is to make a square 3 corps pit x 3 corps pit put farmhouse in the middle and rest of area split to 3 parts +-0.6 morgan fields each. and you have exactly what one family can make in one year if you use follow-follow-barley. (again build for that family house just on the edge of that field. because travel time in September is killer)
Will increase the production of food in burgage plots if a choose to upgrade them with a second family living in the same yard?
More families will yield faster - really depends on the size of the plot
@@TacticatGaming Does it work with eggs and leather?
Nope - not yet
They should have an tech point to unlock baskets.
awesome video, i just got the game and i am already hook. quick question whenever i build veggie plots, i cant get a family assign to work the veggies (games says its not a valid work assignment) so i leave the family that lives in the house unassigned, but since unassigned workers prioritize construction, no one works the veggies. what am i missing here?
They will harvest when it’s ready- you don’t have to do anything - it’s automatic
My problem is not production I got plenty but distribution. Some houses dont get the stuff altough I have more than enogh. I am now reasigning workers to jobs close to their homes to see if this will fix it.
Thank you and your..... death pits...... hahaha. I wish they gave you a more specific number in terms of yield. I haven't any of the farming stuff yet due to the fact my current land tile doesn't produce good farming. I now see that I probably need 2 forager huts for my berries in the spring. Thank you for your efforts and testing!
I'm not sure if I should invest a Point in bakery's. Does more effective production mean you get the same amount of bread in a shorter time with less workforce, or do you get more bread out of the same amount of flour. For example 2 instead of 1.
Have you done any testing in this subject?It will be very nice if you can share your conclusions here.
The workers are locked to that job with that skill but they produce 2x faster- if you have nothing better to do with that point I’d say go for it. Personally I have more people than I need so it’s easy to scale bakeries for me
Ok thanks a lot, that is the answer I was hoping for.👍 So no bakery's then.
Have a great day 🌞
@@TacticatGaming from what i read, no, its not that they produce faster, its that artisan bakeries create 2 bread for 1 flour, making them twice as resource efficient.
its a late game powerbuild.
@@AttiliusRex I will need to look at that again - if that's true - my mind just got blown
@@AttiliusRex so 1 Wheat = 4 bread with artisanal bakeries.
I like how the bandits still steal the minimum amount of bread
can u make a tutorial how to design this city?
Try doing this with the new food spoilage update
People also need to remember that if you have a massive veggie plot, any families that live on that plot need to leave their job(s) to harvest that plot. So not only is harvesting the plot inefficient your losing workforce from other jobs.
*Tacticat I know you know this but thought I would add it for new players who were unaware they lose families during veggie harvest and I guess apple orchards too* 👍
Thank you - !
Can anyone confirm this, is this true?....I heard that it doesn't matter, it will harvest first then go back to their assigned job regardless if you unsigned them or not
@@wasbra That's what I mentioned. Families need to leave their assigned job to go home and care for their veggie plot. By leave I don't mean "unassign" them from w/e job you have them assigned to, IE Forester, Hunter etc, I mean they will automatically stop doing said job and go home, harvest then return to their assigned job. It's totally automated and you can not pause them from the plot like an Artisan. They will go home no matter what.
Even those building will stop to process their vegetable plot.
To be honest. This is better than going to college to learn business.
I dont know if is a bug or i am doing something wrong, the families dont move the veggies to market or granary. They are always complaining their house is full of veggies.... I build two granaries and still food is not being moved around... any idea what i am doing wrong?
A lot if fixed in the beta patch - current version doesn’t empty till 90% full
how do you make the veggie plot keep its size with only 2 corner points , every time i try this it becomes a triangle
you have to surround the area you want the plot built within with roads .
@@drzdeano I tried that. I place 2 CP's, surround them with roads, demolish the CP's and starting in the corner at one end, plot 2 Burgage points 1 point away and then follow the roads around but I don't get the dashed lines like Tacticat; I just get a triangle. I have no clue what I am doing wrong. Any suggestions?
How do you make home slots like!? I cant ever figure out how people are making them that size with only one house
I go over that in this video unless you’re taking about something else
@@TacticatGaming Im curious how you made a single home with a massive plot in order to have the veggies like that
Thank you !
Can the game keep going and going so you can keep building your town/towns or does it always end upon meeting a certain condition?
When you setup a playthrough, there is an option for endless mode.
I was punished severely for my grid design to city planning… thank you for showing me this.
what do you mean when you say "One Morgan"?
One morgen
@@TacticatGaming I know it is a unit of measurement... HOW DO YOU KNOW IT'S ONE "MORGEN"??
@@kevinmahoney4067 with no context i have no idea what you are specifically asking. How do you know one potato is one potato?
Finally I got it where I have around 12k food
I just buy food once I’m able to sell a bunch of weapons with an iron rich deposit
Yup, thats my go to strategy. Iron rich economy. I export iron slabs and switch between the weapons i sell and make decent money.
I struggle with food so i just import it. Won first game on normal dificulty last week.
Are you playing the new beta version?
@@TopODaMernin haven’t played the new beta
@@leoashura8086 the trading is significantly different early game with the beta. You should check it out
That was easy until the cost of every food item was increased by 5 lol
Great video, Super useful :)
I created a huge farm on imme... something. good tip for making small farms
Thx 😊
damm vegetable gardens are bugged. 1 carrot a year.... really a bummer... this game needs soooo much more balancing
I've had oxen appear to get stuck while plowing. Anyone else have that issue? I think it may be caused by plowing oddly-shaped plots?
Make em long boxes
How many granary do you need to keep all of the food stalls full?
3 fully staffed and I’m making a 4th for market efficiency with just 2
I can't do that "pick a corner and go one over..." thing. Just never works for me.
Why does everyone always got map with a lot of fertility?mine always generate barren land 😢
You have to keep rolling till you get a region with one rich deposit vs 2. Those regions have high Fert
@@TacticatGaming i see, then which rich deposit do you think would really be beneficial?
@@jemwingsiron or clay, something NOT food and NOT rock lol
How do i know when the apple trees are fully grown (i didnt count the years)
3 years
@@TacticatGaming Thx
Liked & subscribed!😃
Aren't apples still bugged? Like the granary doesn't pick them up from the plots at all.
you have to wait till the pantry is 90% full to be emptied - so apples have always”worked”. The beta patch fixes those issues completely.
@@TacticatGaming Apple Orchards being viable now is probably the best update so far now.
"play around with yourself"- TactiCat 2024
I could run for president on that
they aren’t harvesting my veggies. not sure why, plots are full but nobody is harvesting them?
About a 3-5 year delay from new plots to harvest now
amazing
What does a corpse pit do? Do you have to kill people for fertilizer
Just used for consistency
@@TacticatGaming thanks got it now it's a unit of measurements
Waaaaait a minute.... corpse pits are supposed to be used to fertilize fields?!
wish they release the update to all platforms, playing on gamepass here.
I think by now RUclipsrs may know more about how the game works than the developer himself
I don’t understand how you harvest so many berries. I always run out….
The trick is too harvest with a lot of people when the are growing.
The max out at 64 or 128 but before that they grow infinitely. So just go with 8 families in two berry huts.
How do you get that many berries in one year?
by collecting them in growing season with lots of workers
@@TacticatGaming So i fill up one hut or make multiple, fil them up during the growing season is when the arrow is there right? Is that from a rich deposit only with the berrie perk?
3 forager huts at 2 workers is ideal - rich and no perk. Or a normal with perk
@@TacticatGaming Great thx for getting back with me... I have been doing just 1 with max workers.
Thank you! My last town looks more like a aztec god wearing a skirt instead of your squid with how i had to orient my town. Rich berry and game so i had to build around the barely arable land i had.
Yeah the skirt works too, just make sure your roads are fantastic.
Restarting new game.
So Fertile... now show me how to do that when the starting land is all red and orange.
Skip farming and go all out apple & veggie plots? Trade for crops
I still don't understand fields. Even more fun, last night I had 3 fields get to 100% growth, and cut them down, aaaaaaaand got absolutely no yield, 0 stock, for all fields LOL. Ummmmm yeah im done, ill just import flour/flax and make bread etc from that honestly. Cut the work/transitions/time out and bring it in from trade.
Has this ever happened??
New patch in beta released today supposedly fixed a ton of field issues
@@TacticatGaming released today, alright, lets see if this changes. This was the first time this has happened, but i also chose an impossible yield map, almost all red and orange LOL. I wanted to test the "fallow" and see what i could do, it does nothing haha.
5:40, i need to pick my jaw from the foor
OK question: What is a "Morgan" ? I know I should know this but having a brain fart. Also thank you so much for your videos, they are very useful.
It’s the unit farm plots are measured in
@@TacticatGaming OK so a Morgan is a little over three Corpse Pits then?
Morgen is about 4 pits
In real life terms, Morgen is German and Dutch for morning, so it was the area one ox could plough within the morning hours, which could be between 1900 and 11780 square meters, but usually not more than 5000 square meters, so it's almost equal to one acre in the Imperial system. Every region had pretty much its own standard.
@@MorshuArtsInc That is a great answer and thank you.
If the dev allows non-euclidean space I bet we can get more efficiency here.
Corpse pits as the new measure unit for farms. 😂
bro ive been trying everything and every time my citizens just starve and idk what im doing wrong, everything else is going fine btw
focus on berries early game
@@TacticatGaming ok ill try
Wow... 👍👍👍🇮🇩
The will nerf this, takes the fun out of it!
Corpse Pit Strat is the phrase of 2024.
While these types of videos are nice once your city is well developed but my problem is getting things up and started effectively 😢
Now all we need are hogs so we can have bacon!
And chickens to be viable.
What do y'all think about adding a "Smokehouse" for things like pigs, goats, wild game etc?
Allows jerky to be made and used for like lean times. Say a drought and you lose veggies/farms or raiders burning your crops.
Idk. It just came to me.
Lots could be in Greg's mind but he has to consider performance too. I'm using I5, 3060ti, 64GB without hurting fps with 2100 peeps but very slow loading time.
@@ashlandky62 I'm wondering if they will switch off UE 4 and start using 5.4.
The things that have been done to UE 5 would reduce a lot of those performance issues.
If you think the game looks great now, imagine if the current landscape was done with nanite technology? * If you're unfamiliar check a few videos. *
As for Greg and the Dev Team, I'm not worried about what content will be added. It's early access and reducing issues currently occuring is a better use of their time. Once you address those base issues, you can add content.
@@shawnduffy279 doesn't make sense you get hides out of goats now, but no meat. I could see them getting 1 meat for 2 hides. Eggs going to 2, or optionally 1 egg 1 meat.
Sister has about half dozen chickens and gives away and uses them. Might be a better system and make more sense, if goats-veggies-chickens offset one food/clothing requirement and then supply a smaller amount to larger market. Kind of silly that now all that gets collected to go to a granary, then to a market to be redistrod back to the initial producer.
Also, it's Germany. If you don't have pigs, you can't get sausage products like Bratwurst.
Petition to replace "Morgen" with "Corpse pit's worth"
Lol
foods always been easy, what the issue and problem always was.
the ai keeping it stocked.
ai is dumb as bricks. 25 food stalls, only 3-4 used. 30 firewood stalls, only 3-5 really used.
etc dumb broken ai
holy shit, how do I get so much people? Im just geting like 15 families, tops....
mass produce food and fuel and you're golden
Veggies are op
How about you explain exactly how they are 'op' ?
@@patrickkelly6691 They can solve your food problems for years forward as soon as the game starts, it only costs 15 gold to make them. If you build only veggiefarms and wood industry, the surplus is so big you can import literally everything else.
It's stupid easy to make wayyyyyyyy to many veggies. I'm at the point where I occasionally demolish a storagehouse just to let the inventory rot on the ground.@patrickkelly6691
@@patrickkelly6691 Hmm, I already answered but somehow the answer is missing..But yeah, like Helmetfire said, you can build huge veggie farms when the game starts and forget your food issues for the rest of the game. Also exporting them and importing everything else is (was) too easy.
Really, has a lot of stupid hidden bugs requiring stupid amount of time to counter dumb AI
My game is super bugged.. production sucks
The beta patch fixed a ton of
My berries run out super fast with just one gathering post. And they just gather the number it says there 40 or 50. How the f you got 1k???????!
the trick is to gather them in spring, as they grow crazy quickly
if you dont harvest them fast enough, they stop growing
"Play around with yourself" 🥴
It looks so weird lol
I just wan to play the game not with all this 😩