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This I disagree with. In fact the best progression is Sheep > Chickens > Cows
The reason ? Sheep give wool while they are alive and when their time comes they give meat too. Chickens give eggs and then meat. Cows give nothing, until they are slaughtered, so you have 2 or 4 people using resources and providing none until there are enough cows in their Pasture/s to begin slaughtering.
You might think you need the leather for coats but the Hunter brings in hides and I usually have 3 hunters working asap. A tailor can take that and the wool and make warm coats much earlier than if you have no wool.
One trick for merchants if you want their goods but need to produce more to trade or wait for the merchant to fill the warehouse.... keep the merchant trading window open and let the game run. The merchant will never leave. You can pause, close the trading window and do other things, but re-open the trading window before you unpause, and the merchant will stay.... for years.... as long as you have the trading window open. I found this useful when they start bringing thousands of coal and stone and my warehouse needs to be cleared part way through the trading transaction to make space.
You basically want markets next to whereever your industry is, you don't really care about them being by housing clumps. There should be a tiny housing clump wherever your industry spots are anyway.
If your population is mostly laborers, items are circulating around anyway. It's when you don't have a lot of laborers when markets shine the most.
The early Smithy is usually the biggest bottleneck because they need logs+iron and are uneducated and take forever with crappy tools, so if you have no market nearby they're traveling all the way to where ever your logs and iron are stored, which could be no where near if you plan badly.
The storage barn should also be built close by to further maximize the output of a gathering hut. Gathering huts are absolutely godly in regards to food production and should be the primary method you fall back on if any shortages ever pop up (followed by farms). A Hunting Cabin can also be built near the gatherer (2 or 3 hunters max) along with a Forester's Lodge (1 forester set to plant only), a Storage Barn, and all the housing necessary to hold all your workers (2 or 3 houses).
You can actually go without mines completely. There will be a lot of waiting around for more traders to come by but as long as you set orders up for them (so they don't bring unwanted items), it's completely viable to never produce your own iron/coal/stone (though you'll need to for the achievements). You can increase the amount of ores that are offered by traders by increasing your population and increase the amount of traders that come to your town by building more trading posts (you generally get 1 trader per post per year).
Fishing does suck but it's somewhat ok on a lake. Never fish rivers, never overlap docks. Houses and Barns very close by.
A single farmer can work approximately 120 grid tiles of farm. 11x11 is optimal sizing but 10x12 or 8x15 is perfectly acceptable as well. Bigger farms are fine if you stick to the 120 tiles per farmer but generally it's best to have small farms with a single farmer rather than some monstrous 20x20 farm staffed with 4 farmers.
If you're going to make ale out of fruit, use cherries. All 4 food groups have food that starts with the letter C which allows the food to be grouped up in various menus.
So instead of it being path up, path right, path up, path right, it would be path up, blank right, path up, blank right.
(Here's a Visual as well)
Up + Right Pattern
x x x P
x x P P
x P P x
P P x x
Up + Blank Right Pattern
x x x P
x x P x
x P x x
P x x x