What about the yellow circle around the mines? Does productivity decrease if those overlap? My map has one deep vein with a large enough radius to hold multiple mines without the yellow circles overlapping. But it is a coal one. The huge amount of labours required for coal mines isn't worth it. Two charcoal kilns supplied by a two-lumberjack work camp make as much coal as a fully manned coal mine. I ignore coal and try to locate my town around iron. When the town is still in early stages of being built, Iron, clay, and stone are the most crucial. Once the buildings are mostly done, clay and stone demands fall and sand becomes relevant, but not in a huge quantity. Iron always remains relevant.
I have multiple deep sand mine running for a long time now and it doesnt seem to negatively impact productivity. I totally agree with on the iron! At a later stage you need so much of that. It would be far better to have an infinite iron vein rather than anything else.
An advice just for 0.9.2p3: do not destroy a fort without manually unassigning all soldiers, and do not disband company. Disbanding company doesn't send the soldiers back to labour pool. They keep soaking up wages, and cannot be dismissed anymore. I would not advice disabling forts either. Reenabling them required me to rebuild them, and one was on a terrain that could not be rebuilt on.
What about the yellow circle around the mines? Does productivity decrease if those overlap?
My map has one deep vein with a large enough radius to hold multiple mines without the yellow circles overlapping. But it is a coal one.
The huge amount of labours required for coal mines isn't worth it. Two charcoal kilns supplied by a two-lumberjack work camp make as much coal as a fully manned coal mine.
I ignore coal and try to locate my town around iron. When the town is still in early stages of being built, Iron, clay, and stone are the most crucial. Once the buildings are mostly done, clay and stone demands fall and sand becomes relevant, but not in a huge quantity. Iron always remains relevant.
I have multiple deep sand mine running for a long time now and it doesnt seem to negatively impact productivity.
I totally agree with on the iron! At a later stage you need so much of that. It would be far better to have an infinite iron vein rather than anything else.
Good stuff! Thanks. Coolest tip to have multiple mines on deep deposits (infinite supply deposits).
BTW, I think I hear a South African accent there?
Glad it helps! 😄
Thats right! All the way from Cape Town💪😎
Local is lekker , tnx bud Subscribed💪🏻
@@Vodk4401 anytime! Thanks for the support my maat💪😎
Thanks for the great tips could you please explain the layout of your town as well because I love how you have placed the parks and other buildings
Glad it helps! Funny you ask, I am releasing a video between Mon and Wed this coming week about the base layout and how I got to 1000 population.😁
@@axefield 1000 population wow that's amazing, I'll definitely watch that as well then.
@@Kanto33 it does get tricky managing everything at that stage😅 Not to mention the raids!
@@Kanto33 Here's the link bro😎👍 I hope it helps. ruclips.net/video/g06jeAMF5p0/видео.html
GREAT VID! THX
An advice just for 0.9.2p3: do not destroy a fort without manually unassigning all soldiers, and do not disband company. Disbanding company doesn't send the soldiers back to labour pool. They keep soaking up wages, and cannot be dismissed anymore.
I would not advice disabling forts either. Reenabling them required me to rebuild them, and one was on a terrain that could not be rebuilt on.
That is a really cool tip. Thanks for that! I have also noticed that. I am sure that they will fix it with a future patch. 😊