Update 0.75f has changed the minimum number of workers for a farm to 2. This has no effect on anything other than the fact that 5x5 and 5x6 size farms will always have two Farmers now instead of 1. This shouldn't have any impact on the farming chapter of this video though.
Something that can benefit a town as it's being built is to occasionally go into the profession window and take away everyone from their jobs. Then let the game breathe for just a couple seconds, then refill all the jobs. What this does is it shifts job assignments so that people shift to jobs that are closer to their homes. Doing this every handful of years or after doing any rearranging off the town's layout can help keep things as efficient as possible.
After getting weed levels to roughly 15-20%, one farming trick I've done is TCP (Turnip, Clover and Peas). It gives you a net +2 in fertilization every year, keep diseases to a minimum, and gives me a steady supply of food that will take longest to spoil. When I had a crop next to this one, I reverse it to PCT (Peas, Clover, and Turnip). That way, there's a different crop next to each other to minimize diseases. All I had to do next was add a maintenance slot to one of the clover slots, and I was good to go. The yields are low at first, but the net increase in fertilizer will increase them overtime and you don't need to rush for cows just yet. It's a nice setup for your first crops if you need longer-lasting food supply at tier 1 - 2. So, my beginning build was: TCP, TCP, TMP (Maintenance) I hope this tip is useful!
Out of all the people putting up Tips, Tricks, and Let’s Plays for this game you by far have the best grasp on the game and make the most intelligent layouts that I’ve come across. I went through several other channels but was pulling my hair out watching them fumble around, they would discover parts of the game such as moving the work area of buildings and then they would still build hunting cabins way out of their villages. It was maddening. Thank you
Putting the hunting cabin outside the village, evidently close to the hunting area is not so stupid: the hunter after killing his prey takes it to the cabin and butchers it, if the cabin is far away it takes a lot of time to travel and it is inefficient. Hunting cabins have historically existed for millennia for that very purpose, to start preparing meat for cooking or storing.
@@FranTizUndici the meat needs to be transported from the hunting grounds to the cabin, and from the cabin to the market or houses or cellar. If the hunting area is near the town then it doesn’t matter, but if the hunting area is far away, it’s best for the hunter to bring the meat back to near town, so the villagers coming to stock their homes or market don’t need to travel OUT INTO THE WILDERNESS to get it
@@WiseOakDakotathat works great until you realize killing a boar is 3 trips. For deer I will keep the building close to town but when I hunt something like boar I move it about 1/4 of the way between the town and the work area - closer to the work area
Yeah if there is one thing this game does..its that it sucks up allllll your time. I bought the game on a week night just to try it out.......played till the morning I was supposed to get up for work....didn't really even notice haha.
More tips: 1. Use autoclicker! It is so useful! I know it seems a bit of a cheat but it really helps in the quality of life when allotting villagers to roles especially during raids and planting decoration trees for harvesting since forestry is still not added. Trust me, your fingers, wainwrights and hunters will thank you. (Wainwrights and hunters are a bit buggy when raiders try to kill them, they won't retreat unless you order them directly) 2. Try to centralize everything. Less distance travelled, more productivity. This is the main principle. This also means that eventually fishermen and hunters will be obsolete once you get enough barns (usually 3) and 6 10x10 farms up (3 dedicated to wheat, roots and greens, the other 3 for flax, peas and beans, roots in rotation) Why you ask? This is because it is actually counterproductive for the smokers. AI seems a bit clunky right now and smokers will actually go to your far away hunter cabins and fisherman shack just to get the raw meat and fish. Instead, just place them near the barns as to avoid spoilage when the herders slaughter. 3 smokers : 1 barn works best for me. 3. Temporary shelters. Again, less distance travelled, more productivity. Place them anywhere you think will help cut off travel distances (work camps, miners, and even on the industrial zones). You can look at buildings and their data and see the percentages if workers are spending more time on travelling or working. If they spend more time travelling, micromanage and follow the workers for the whole year if possible and try to make solutions why. Usually, it is because of seeking food. This is where temporary shelters come in. Every spring, villagers will fill all temporary shelters with food and firewood, this will help tremendously in cutting off time spent travelling. Also, do not forget to place wells beside temporary shelters. 4. Micromanaging luxuries, resources, villagers, etc. Eventually from a rag tag group of pioneers, you will eventually become a civilization. Micromanaging will be hard. What I do is assign all the buildings with villagers and then go to the villager professions tab and then reassign accordingly to surplus and demand of resources. I reassign the default "P" button to "Q" for ease. Example: if I have too many furniture, I just go to professions tab and reassign accordingly instead of trying to find the building.
Nice advice, your point 3 was a big problem for me and it was even true with builders and laborers, I was trying to understand why my wall building was so slow and temporary shelters helped a lot.
In version 0.8.0 apiaries can handle a LOT more overlap without serious drops in productivity. Also it's a HORRIBLE idea to have them spread out around a town because the more scattered they are, the more your farmers will go to collect their products and ignore the main fields (apiaries do not have their own dedicated workers but are tended to by the general pool of farmers). So keep them close to your fields and fruit orchards and don't be afraid to have them a lot closer together.
Thank you so much for these!! I especially liked the one about how to find your basic education citizen. I was always just clicking on houses and looking through the people like that, but grabbing the info from the professions menu is so much easier! Looking forward to the video on travel times. Great job on the content!
One thing that bothered me about the cows is that you need a bull for them to reproduce, which, coincidentally, you've got two of them on your starting wagon. But can't use them. The devs should rework that if they get time.
@@TakaRUclips oh okay I'm new to the game so didn't know old patches etc. Thabk you for the videos they did help alot specially the farm rotations. I come from. Ostriv and the farm rotations there is a bit similar but not as complex and not with many options to farm.
Great video. The problem of moving your apiaries around is that the farmers are required to tend to them so I like to keep them close to the farm fields.... Keep the videos coming....
They redid priorities for farmers so it should balance better... I mean you don't want them across the map from your farms, but not having them immediately next door shouldn't hurt it really
Regarding roads; you don't need to have roads in your residential or civil areas. They provide no benefit outside of transporting goods. People don't need them to move any faster through housing zones or to access housing or civic buildings. Roads currently (version 0.8.0) are only of benefit when linking together mines, industrial, crafting, and storage buildings. So houses do NOT need to be place in small sections with every house's arrow touching a road. Instead, use decorations like plazas, gardens, and garden paths to create your residential zone 'roads' and save a bit of space that can be used for more houses or decorations.
Would love to know how to use the add sand or clay to farms, so far I can press the arrow to where it's desired to go but nothing seems to happen after that?
They've been making adjustments to stuff so it's kind of hard to do that right now in early access.. Maybe once we know that they have settled on ratios for things
Yes but this one is only an early access for 1 year and then going to full release. When it gets closer to full release I'll do more comprehensive guides. Right now I'm not even playing the game because I'm not happy with the lack of a lot of management options that are usually a basic in this genre of game.
The fruit trees are an awesome find, they need some space but are a really nice addition to your city, especially when people actually pick fruit themselves. Also the ‘beans are greens’ finding is excellent, cabbage is out. However, I wouldn’t be surprised if the devs change that so beans and cabbages are considered to be multiple foods.
Deer do repopulate. I build walls around big herds and one hunter. Later on, it's a game preserve that gets hunted determined by deer population. It helps in late game actually.
I do the same with blueberry bushes as fruit trees in the village. They don't need a forager, just select them for harvest and prioritize and villagers will pick them when in season.
Storing food in a root cellar will yield better results than keeping it in a storehouse. But if you do not turn off food going to your storehouse they will move it there if a storehouse is closer than a root cellar and you will lose food much faster. Herds of cows 8 is a golden number could not agree more and set it to 8 so they auto slaughter every year to maintain levels I find once I have 2-3 cow farms going I really do not need hunters and phase them out. Now I just need tips for dealing with raiders. Can you game them into attacking the same location by not walling it and having storage there and lots, lots of towers, a kill zone if you will?
I put a gate next to an open maze in my wall, with 3-4 switchbacks lined with upgraded double-manned towers. They always path through the maze. I surround towers with palisade walls + gates for extra protection. I only ever lose maybe 1-2 walls and a few villagers now in 50+ raids The gate is important so your villagers can get in and out more efficiently and don’t have to go through the open maze. Try to make the switchbacks long so raiders run in a straight line within tower range, so they are easier to hit.
hey great videos!! I have a problem with the workers. They give 0 f about the closest storage... some will go to literally the farthest one instead of using the one they have right next to them. What's going on here? Are you having the same issue? Also red alert that there are no fish in the area appears every single year even if it's not winter (i was able to fish all year long except winter before).
That's mostly an AI issue right now that the devs have to address.. not much we can do. As for fish, there are a limited number of fish in a lake/body of water. If you look at your fishing shack, it will tell you how many there are to be fished. Fish restock 2x per year so you may be over fishing that area.
@@TakaRUclips yeah i figured that out ahah but it's crazy how bad balanced this is because no matter what body of water is, no matter the size, it will always give this issue. I'm fishing at 3 different lakes and they all give me this problem :S and one of them is actually MASSIVE... it makes no sense at all :(
@@powerblazing3603 I don’t think fish quantity is scaled by water size. It’s roughly constant for each lake. Another thing for the devs to look at eventually, along with water based trading/shipping!
damn i didnt notice the about the fruit trees dont forget you can move blueberry bushes and make a garden early on especially with 0.7.5F atleast for me its hard to find blue berry before about year 3 i would have around 40 bushes relocated not about 10-15 which is still good
Great tips.. thanks. Question: all of my market vendors are 'wandering' and I don't understand why. What's missing that will make them stock the market instead of idling. The market is almost empty and there are plenty of supplies at the warehouse just down the road. Does that warehouse need to be inside the market sphere?
hey man! thanks for all the help. I have only 1 question, do have an issue as well where citizens don't consume the cheese available in your storage? if yes, what did you do to fix them? thanks a lot man!
The thing about grazing cattle on clover isn't working for me anymore. It worked for the *very first* session after the update, but now it says Fodder 0%.
They don't work on Clover anymore but they eat root vegetables and grain on farms. So you can still put them on an existing farm as long as one of those two crops are being grown currently and they will help fertilize the existing farm. Alternatively you can just place them on open grass somewhere and have them fertilize that spot and then build farms on top of it
Damn i like ur vids. But another question: Isn't it better to do 2 buckwheat in a season then one wheat or rey, if i want to harvest grains? I do not see any problems... Thanks a lot again
Great vid! Been having issues with soldiers in barracks leaving town due to unhappiness (gold, food and housing are plentiful, but they just decided to leave). Any tips on that aspect of the game?
Morning, I was wondering if you could do a piece on transporting Ore over long distances, Can you set up a Wagon route to transport these instead of the miners actually carrying the ore on foot?
4:10 "..took off the job(s)" not "off of". A wide spread mistake in Americas, unfortunately. "Off of" is never used/does not exists in English in any condition. For instance, these common expressions can prove: "get off my hair", "it knocked me off my feet" etc.
You cannot stop it entirely... all you can do is minimize the effects. Root cellars with barrels first and foremost and then producing foods that last a long time like beans, peas, root veggies, smoked meat, cheese, and preserves.
0:34, nothing is clear here. Not one building has a detailed and adequate description. We don't have a description about how storage works, labourers (now wood is an issue...), builders as they glitch and so on.
love of god how are people's monthly incomes so high...what is giving you that level of income. I know how to 'sell' things but that doesn't give you a static 350 income..that just adds gold straight to your gold totals.
@@TakaRUclips no that's not it at all. figured out wtf was going on. The moment yous tart converting gold from a mine into bars it does this nonsense with the display.
I've got a single deer stuck inside my fence running through my crops, why doesn't this game let you manually target the deer like you can in Dawn of Man. This is really annoying.
Update 0.75f has changed the minimum number of workers for a farm to 2. This has no effect on anything other than the fact that 5x5 and 5x6 size farms will always have two Farmers now instead of 1. This shouldn't have any impact on the farming chapter of this video though.
I am having trouble finding how to repair buildings, there isnt a repair option in the building card any advise?
@@monkeyfunk8371 Building are being repaired automatically by builders. You just need to have enough builders and material for repairment.
@@patrikbuday1312 not so much of an issue after the update but thanks all the same
Something that can benefit a town as it's being built is to occasionally go into the profession window and take away everyone from their jobs. Then let the game breathe for just a couple seconds, then refill all the jobs. What this does is it shifts job assignments so that people shift to jobs that are closer to their homes. Doing this every handful of years or after doing any rearranging off the town's layout can help keep things as efficient as possible.
After getting weed levels to roughly 15-20%, one farming trick I've done is TCP (Turnip, Clover and Peas). It gives you a net +2 in fertilization every year, keep diseases to a minimum, and gives me a steady supply of food that will take longest to spoil. When I had a crop next to this one, I reverse it to PCT (Peas, Clover, and Turnip). That way, there's a different crop next to each other to minimize diseases. All I had to do next was add a maintenance slot to one of the clover slots, and I was good to go. The yields are low at first, but the net increase in fertilizer will increase them overtime and you don't need to rush for cows just yet. It's a nice setup for your first crops if you need longer-lasting food supply at tier 1 - 2.
So, my beginning build was: TCP, TCP, TMP (Maintenance)
I hope this tip is useful!
I've been doing the same thing with a 10x10 field, with 2 other 10x10 fields alternating years with wheat and flax.
Thank you both!
Out of all the people putting up Tips, Tricks, and Let’s Plays for this game you by far have the best grasp on the game and make the most intelligent layouts that I’ve come across. I went through several other channels but was pulling my hair out watching them fumble around, they would discover parts of the game such as moving the work area of buildings and then they would still build hunting cabins way out of their villages. It was maddening. Thank you
Putting the hunting cabin outside the village, evidently close to the hunting area is not so stupid: the hunter after killing his prey takes it to the cabin and butchers it, if the cabin is far away it takes a lot of time to travel and it is inefficient.
Hunting cabins have historically existed for millennia for that very purpose, to start preparing meat for cooking or storing.
@@FranTizUndici the meat needs to be transported from the hunting grounds to the cabin, and from the cabin to the market or houses or cellar. If the hunting area is near the town then it doesn’t matter, but if the hunting area is far away, it’s best for the hunter to bring the meat back to near town, so the villagers coming to stock their homes or market don’t need to travel OUT INTO THE WILDERNESS to get it
@@WiseOakDakotathat works great until you realize killing a boar is 3 trips. For deer I will keep the building close to town but when I hunt something like boar I move it about 1/4 of the way between the town and the work area - closer to the work area
What a cool game. Just started yesterday and went on a 13 hours straight session. Did not feel the time pass! ^^
Yeah if there is one thing this game does..its that it sucks up allllll your time. I bought the game on a week night just to try it out.......played till the morning I was supposed to get up for work....didn't really even notice haha.
More tips:
1. Use autoclicker! It is so useful! I know it seems a bit of a cheat but it really helps in the quality of life when allotting villagers to roles especially during raids and planting decoration trees for harvesting since forestry is still not added. Trust me, your fingers, wainwrights and hunters will thank you. (Wainwrights and hunters are a bit buggy when raiders try to kill them, they won't retreat unless you order them directly)
2. Try to centralize everything. Less distance travelled, more productivity. This is the main principle. This also means that eventually fishermen and hunters will be obsolete once you get enough barns (usually 3) and 6 10x10 farms up (3 dedicated to wheat, roots and greens, the other 3 for flax, peas and beans, roots in rotation) Why you ask? This is because it is actually counterproductive for the smokers. AI seems a bit clunky right now and smokers will actually go to your far away hunter cabins and fisherman shack just to get the raw meat and fish. Instead, just place them near the barns as to avoid spoilage when the herders slaughter. 3 smokers : 1 barn works best for me.
3. Temporary shelters. Again, less distance travelled, more productivity. Place them anywhere you think will help cut off travel distances (work camps, miners, and even on the industrial zones). You can look at buildings and their data and see the percentages if workers are spending more time on travelling or working. If they spend more time travelling, micromanage and follow the workers for the whole year if possible and try to make solutions why. Usually, it is because of seeking food. This is where temporary shelters come in. Every spring, villagers will fill all temporary shelters with food and firewood, this will help tremendously in cutting off time spent travelling. Also, do not forget to place wells beside temporary shelters.
4. Micromanaging luxuries, resources, villagers, etc. Eventually from a rag tag group of pioneers, you will eventually become a civilization. Micromanaging will be hard. What I do is assign all the buildings with villagers and then go to the villager professions tab and then reassign accordingly to surplus and demand of resources. I reassign the default "P" button to "Q" for ease. Example: if I have too many furniture, I just go to professions tab and reassign accordingly instead of trying to find the building.
Nice advice, your point 3 was a big problem for me and it was even true with builders and laborers, I was trying to understand why my wall building was so slow and temporary shelters helped a lot.
looking forward to that travel time vid. This had some real gems. Thanks .
The 2x2 medium garden and the 1x3 garden trail decorations also stack effect, not sure about the other T1 decorations. Nice tips video, thanks man.
Thanks for the tips!
In version 0.8.0 apiaries can handle a LOT more overlap without serious drops in productivity. Also it's a HORRIBLE idea to have them spread out around a town because the more scattered they are, the more your farmers will go to collect their products and ignore the main fields (apiaries do not have their own dedicated workers but are tended to by the general pool of farmers). So keep them close to your fields and fruit orchards and don't be afraid to have them a lot closer together.
finally someone on youtube who provides useful tips. thank you.
Thank you so much for these!! I especially liked the one about how to find your basic education citizen. I was always just clicking on houses and looking through the people like that, but grabbing the info from the professions menu is so much easier! Looking forward to the video on travel times. Great job on the content!
Glad it was helpful!
One thing that bothered me about the cows is that you need a bull for them to reproduce, which, coincidentally, you've got two of them on your starting wagon. But can't use them. The devs should rework that if they get time.
You can build apiaries on farm lands as well, they make use of the clover
This video was made before that was possible and did anything.
@@TakaRUclips oh okay I'm new to the game so didn't know old patches etc. Thabk you for the videos they did help alot specially the farm rotations. I come from. Ostriv and the farm rotations there is a bit similar but not as complex and not with many options to farm.
Good tips! Thanks! 👍🏻
Great video. The problem of moving your apiaries around is that the farmers are required to tend to them so I like to keep them close to the farm fields.... Keep the videos coming....
They redid priorities for farmers so it should balance better... I mean you don't want them across the map from your farms, but not having them immediately next door shouldn't hurt it really
They only take up one square so i stick them in the middle of the field
Actually apiaries can be placed into you farming fields. I started putting it each side of my farming fields and got boat loads of honey.
"Healers huts are expensive but once you start getting small pox and bubonic plague you'll probably want one". No shit. LOL!
Regarding roads; you don't need to have roads in your residential or civil areas. They provide no benefit outside of transporting goods. People don't need them to move any faster through housing zones or to access housing or civic buildings. Roads currently (version 0.8.0) are only of benefit when linking together mines, industrial, crafting, and storage buildings.
So houses do NOT need to be place in small sections with every house's arrow touching a road. Instead, use decorations like plazas, gardens, and garden paths to create your residential zone 'roads' and save a bit of space that can be used for more houses or decorations.
Congratulations on 20k. Thanks for all the help 😊😊
Thank you! 😃
Would love to know how to use the add sand or clay to farms, so far I can press the arrow to where it's desired to go but nothing seems to happen after that?
You have to have a maintenance time slotted in and farmers will add it. It's a one time deposit into the soil.
@@TakaRUclips well thank you! I've always wondered! Appreciate the reply!
Taka - please do another video about production ratio, how many bakeries per windmills, how many firewood choppers per 50 citizens etc
Did you ever find this info? Inquiring minds want to know…
@@greekstreek370 no :( and looks like Taka ignored
They've been making adjustments to stuff so it's kind of hard to do that right now in early access.. Maybe once we know that they have settled on ratios for things
@@TakaRUclips some games are in early acces for years....
Yes but this one is only an early access for 1 year and then going to full release. When it gets closer to full release I'll do more comprehensive guides. Right now I'm not even playing the game because I'm not happy with the lack of a lot of management options that are usually a basic in this genre of game.
14:35 Agronomists call it "nitrogen fixing crops", I believe.
nice tips TY very good honestly
I dont know about the barn. I mean with 16 Cows I get 4 birth a year so 2k meat. I think that pays up for the extra vegetable use
Excellent tips, I’m going to enjoy fiddling with these
Great to hear!
The fruit trees are an awesome find, they need some space but are a really nice addition to your city, especially when people actually pick fruit themselves. Also the ‘beans are greens’ finding is excellent, cabbage is out. However, I wouldn’t be surprised if the devs change that so beans and cabbages are considered to be multiple foods.
Deer do repopulate.
I build walls around big herds and one hunter.
Later on, it's a game preserve that gets hunted determined by deer population.
It helps in late game actually.
I do the same with blueberry bushes as fruit trees in the village. They don't need a forager, just select them for harvest and prioritize and villagers will pick them when in season.
Fruit trees don't need a forager OR to be selected for harvest. The famers assigned to their building do the work.
Thanks dude for info about fruit trees ! Witn repsect from Russia
Storing food in a root cellar will yield better results than keeping it in a storehouse. But if you do not turn off food going to your storehouse they will move it there if a storehouse is closer than a root cellar and you will lose food much faster. Herds of cows 8 is a golden number could not agree more and set it to 8 so they auto slaughter every year to maintain levels I find once I have 2-3 cow farms going I really do not need hunters and phase them out. Now I just need tips for dealing with raiders. Can you game them into attacking the same location by not walling it and having storage there and lots, lots of towers, a kill zone if you will?
I put a gate next to an open maze in my wall, with 3-4 switchbacks lined with upgraded double-manned towers. They always path through the maze. I surround towers with palisade walls + gates for extra protection. I only ever lose maybe 1-2 walls and a few villagers now in 50+ raids
The gate is important so your villagers can get in and out more efficiently and don’t have to go through the open maze. Try to make the switchbacks long so raiders run in a straight line within tower range, so they are easier to hit.
Thank you sooooo much!!!
hey great videos!! I have a problem with the workers. They give 0 f about the closest storage... some will go to literally the farthest one instead of using the one they have right next to them. What's going on here? Are you having the same issue? Also red alert that there are no fish in the area appears every single year even if it's not winter (i was able to fish all year long except winter before).
That's mostly an AI issue right now that the devs have to address.. not much we can do. As for fish, there are a limited number of fish in a lake/body of water. If you look at your fishing shack, it will tell you how many there are to be fished. Fish restock 2x per year so you may be over fishing that area.
@@TakaRUclips yeah i figured that out ahah but it's crazy how bad balanced this is because no matter what body of water is, no matter the size, it will always give this issue. I'm fishing at 3 different lakes and they all give me this problem :S and one of them is actually MASSIVE... it makes no sense at all :(
@@powerblazing3603 I don’t think fish quantity is scaled by water size. It’s roughly constant for each lake. Another thing for the devs to look at eventually, along with water based trading/shipping!
damn i didnt notice the about the fruit trees dont forget you can move blueberry bushes and make a garden early on
especially with 0.7.5F atleast for me its hard to find blue berry before about year 3 i would have around 40 bushes relocated not about 10-15 which is still good
Tip: if you're going for 8 cows, let them go up to 10, but kill a few every year, for resources
Great tips.. thanks. Question: all of my market vendors are 'wandering' and I don't understand why. What's missing that will make them stock the market instead of idling. The market is almost empty and there are plenty of supplies at the warehouse just down the road. Does that warehouse need to be inside the market sphere?
Grocers are kinda broken right now and the devs are aware... they're looking in to it.
hey man! thanks for all the help. I have only 1 question, do have an issue as well where citizens don't consume the cheese available in your storage? if yes, what did you do to fix them? thanks a lot man!
The thing about grazing cattle on clover isn't working for me anymore. It worked for the *very first* session after the update, but now it says Fodder 0%.
According to the developers cows grazing on clover was actually a bug and it has been fully patched out of the game.
@@TakaRUclips Oh, thats disappointing. Then why have grazing cows add fertility to the ground at all?
They don't work on Clover anymore but they eat root vegetables and grain on farms. So you can still put them on an existing farm as long as one of those two crops are being grown currently and they will help fertilize the existing farm. Alternatively you can just place them on open grass somewhere and have them fertilize that spot and then build farms on top of it
@@TakaRUclips So I can just have a field growing nonstop turnips and offset the fertility hit by having cattle grazing?
i place my apiary's near my fruit trees, and blueberry bushes and farms.
NEED A LAYOUT VIDEO!GREAT TIPS!
Damn i like ur vids. But another question: Isn't it better to do 2 buckwheat in a season then one wheat or rey, if i want to harvest grains? I do not see any problems... Thanks a lot again
Great vid!
Been having issues with soldiers in barracks leaving town due to unhappiness (gold, food and housing are plentiful, but they just decided to leave). Any tips on that aspect of the game?
girls
Ty so much.
Morning, I was wondering if you could do a piece on transporting Ore over long distances, Can you set up a Wagon route to transport these instead of the miners actually carrying the ore on foot?
No, wagons do things on their own.... remote camps aren't really functional right now due to several AI and storage issues
4:10 "..took off the job(s)" not "off of". A wide spread mistake in Americas, unfortunately. "Off of" is never used/does not exists in English in any condition. For instance, these common expressions can prove: "get off my hair", "it knocked me off my feet" etc.
How can I remove the infection in my farm?
Change the crops
Maybe a future update could include a pop up card describing the "resume" of immigrants WITH the notice asking if we want to accept them?
thank you.
Food spoilage please how do I stop it
You cannot stop it entirely... all you can do is minimize the effects. Root cellars with barrels first and foremost and then producing foods that last a long time like beans, peas, root veggies, smoked meat, cheese, and preserves.
my apology sir, but there are burning houses while you speech about honey bees
0:34, nothing is clear here. Not one building has a detailed and adequate description.
We don't have a description about how storage works, labourers (now wood is an issue...), builders as they glitch and so on.
It's early access and they are looking for feedback like that so if you think it's a problem go to their forums and post a suggestion.
love of god how are people's monthly incomes so high...what is giving you that level of income. I know how to 'sell' things but that doesn't give you a static 350 income..that just adds gold straight to your gold totals.
Only one thing increases income... Supplying residents with goods. Basic game mechanic
@@TakaRUclips no that's not it at all. figured out wtf was going on. The moment yous tart converting gold from a mine into bars it does this nonsense with the display.
I have no idea what you mean lol... Gold bars into what and what display?
Your Farthest Frontier vids are 2:34
I've got a single deer stuck inside my fence running through my crops, why doesn't this game let you manually target the deer like you can in Dawn of Man. This is really annoying.
You can... Select your Hunter and then right click on the deer. He'll go get it.
With a herd size of 12 i got sometimes 4 birth per year.
Yes, i am in the same situation, lot of birth and milk so no reason to get to 8/10
I always run out of gold
PLAZAS ARE ANNOYING? THIS IS QUITE POSSIBLY THE MOST ANNOYING CIV BUILDER EVER.