Housing density used to happen naturally, but now you need to meet certain criteria for them to upgrade density as well as for commoners and citizens. For example, patrols and light fortifications.
@@Geekism One of the changes I'm really loving, as opposed to what i saw when i watched you play earlier versions, is being able to paint the fields. Yay for "proper" medieval long fields ;) [Oh, and I won't spoil too much, but you can paint pasture now too, and it's so pretty.] ETA: And also, if the patrols fall off (as an example), housing will devolve.
Re: food, I've found it interesting--I don't know if bug, or unstated distance mechanic, but if the end product (butcher in my case) is too far from the granary and/or market stall, it will fill up and the transporters simply won't go and get them. I'm not sure what that distance is, because as the crow flew, the butcher was about the same distance from the granary as the fish (and _definitely_ closer than your bakery from your granary and that market in your game), but the porters (and the market stall guys) picked up fish and _would not_ pick up the meat. I had to move the butcher to get it to work, so it was literally next to the granary. I think sometimes the pathing is a bit off. [Also, the bridge highlight was still there on the first thingy of my bridge, too; drove me a little silly ;) ]. Also, my fields were much bigger and I didn't have the leftover thing you've had. fascinating! I also found that once I had commoners, even though there was room, the sprites stopped building serf housing _at all_ in the same area. Again, not sure if bug or unspoken intentional mechanic, but I need to start again because of these (and also because the Tavern is now a monument and has lots of bits and I didn't leave enough room). Sorry, this sounds like a bunch of complaints; they're not! I love the wee game and enjoy playing it, It's more an "hm, iiiiinteresting, welp, that's not going to work, is it" than a tantrumy "argh!" :D ETA: Your issue with the fam, I've realised after looking again, wasn't field size, it was storage. The farmers stop when their home fills up. The first harvest, your mill overfilled and so did the farms, so they stopped, then when you added workers at the mill, they were able to keep up with the farm next door, but the second farm filled up. If you'd left the crop, they would have come back and finished when the mill picked up from their farmhouse. I have the extra storage on my farms (and 6 workers at the mill from the get-go because I didn't know any different), so didn't see the same issue. Solved. :D Aaaaand last one, promise. After the last episode when someone kindly pointed out you can now move things, I did move the wheelbarrow and it turns out the new settlers follow it. So it apparently has the purpose of being the "new settler" rally point now.
when doing the wheat fields, there's a square tool for it too beside the "paint field" bit! and yeah, I found upgrading to commoner too soon killed my settlements! definitely did not need to restart 3 times in one afternoon...
Some of the requests from neighbouring cities are just bad... I often decline them, I don't think there's a negative outcome for doing so, but I may be wrong!
@@Geekism Depends, I got a request for 100 wood and they would pay 100 gold. I negotiated the price with a 50/50 chance, but they offered 300 gold instead, so lucky me. No idea about the negative outcome either.
Housing density used to happen naturally, but now you need to meet certain criteria for them to upgrade density as well as for commoners and citizens. For example, patrols and light fortifications.
Thanks! Yeah I think I get the hang of it by the end of this one... pleasantly suprised by how many changes there have been tbh!
@@Geekism One of the changes I'm really loving, as opposed to what i saw when i watched you play earlier versions, is being able to paint the fields. Yay for "proper" medieval long fields ;) [Oh, and I won't spoil too much, but you can paint pasture now too, and it's so pretty.] ETA: And also, if the patrols fall off (as an example), housing will devolve.
If you hold shift while lft clicking u can olsce more dceor of the same type
Re: food, I've found it interesting--I don't know if bug, or unstated distance mechanic, but if the end product (butcher in my case) is too far from the granary and/or market stall, it will fill up and the transporters simply won't go and get them. I'm not sure what that distance is, because as the crow flew, the butcher was about the same distance from the granary as the fish (and _definitely_ closer than your bakery from your granary and that market in your game), but the porters (and the market stall guys) picked up fish and _would not_ pick up the meat. I had to move the butcher to get it to work, so it was literally next to the granary. I think sometimes the pathing is a bit off. [Also, the bridge highlight was still there on the first thingy of my bridge, too; drove me a little silly ;) ]. Also, my fields were much bigger and I didn't have the leftover thing you've had. fascinating!
I also found that once I had commoners, even though there was room, the sprites stopped building serf housing _at all_ in the same area. Again, not sure if bug or unspoken intentional mechanic, but I need to start again because of these (and also because the Tavern is now a monument and has lots of bits and I didn't leave enough room). Sorry, this sounds like a bunch of complaints; they're not! I love the wee game and enjoy playing it, It's more an "hm, iiiiinteresting, welp, that's not going to work, is it" than a tantrumy "argh!" :D
ETA: Your issue with the fam, I've realised after looking again, wasn't field size, it was storage. The farmers stop when their home fills up. The first harvest, your mill overfilled and so did the farms, so they stopped, then when you added workers at the mill, they were able to keep up with the farm next door, but the second farm filled up. If you'd left the crop, they would have come back and finished when the mill picked up from their farmhouse. I have the extra storage on my farms (and 6 workers at the mill from the get-go because I didn't know any different), so didn't see the same issue. Solved. :D
Aaaaand last one, promise. After the last episode when someone kindly pointed out you can now move things, I did move the wheelbarrow and it turns out the new settlers follow it. So it apparently has the purpose of being the "new settler" rally point now.
when doing the wheat fields, there's a square tool for it too beside the "paint field" bit! and yeah, I found upgrading to commoner too soon killed my settlements! definitely did not need to restart 3 times in one afternoon...
I loke the idea of bakery, etc. living inside eventually bailey
This game is great, played it years ago, it was just sitting in my library ready to play again for the full release.
It's full release is really well developed too, have fun!
Loving the game so far although I do find some of the challenges etc quite hard with no real guidance on how to do it, but it’s a great time waster
Some of the requests from neighbouring cities are just bad... I often decline them, I don't think there's a negative outcome for doing so, but I may be wrong!
@@Geekism You can opt out without penalty. There used to be a penalty for failing but I think they got rid of that.
@@Geekism Depends, I got a request for 100 wood and they would pay 100 gold. I negotiated the price with a 50/50 chance, but they offered 300 gold instead, so lucky me.
No idea about the negative outcome either.
Pretty sure the bridge wasn't used because of the bushes on one end of the bridge.
I think your field problem might be a visual bug