Views : 295,572
Genre: Gaming
Date of upload: Apr 23, 2024 ^^
Rating : 4.952 (138/11,385 LTDR)
RYD date created : 2024-05-10T01:32:29.787049Z
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Top Comments of this video!! :3
As someone who grew up in a village founded in 1100's all houses on the kings road face it. Even houses built behind others had access to the kings road. So a long drive allowing you to have a second house behind the first. Along the mile and half that cuts though the village with a village that now has 2000 houses. Every single one along the king's road face to it.
If you look at the historical growth of all the villages in most counties in the UK, France, Germany, they mostly expand out from that main road.
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Apparently oxen are best placed near logger camp as they are used the most with relation with logs: pulling in recently cut trees and transporting logs to work sites. Placing them around town will add an extra trip because they must travel to the log camp, pick up logs and then travel to build site (or travel to log camp to help bring in felled trees).
Also you can help with food by making some houses produce chicken eggs and carrots. The plot size matters for carrot output
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Remember, when you upgrade to level 3, it doubles the residences in that plot, so if it’s a double it becomes 4 families in one plot. And if that plot is specialized plot like tailor then 4 families are now tailors. So at 9:30 when you made 3 plots tailors, later when you upgrade that will mean you’ll have 6 families as tailors.
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8:35 in most RTS games trees and woods can be used to your advantage to hide your troops from the enemy. Allowing you to set up ambushes, or leave a group of archers in the woods to fight from.
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Seeing your decision about the road @22:50, makes me think that you never had to walk home after a hard day in the mine.
I grew up close to a large iron works (smelter), and saw workers make their way home with heavy steps. Some tipped their cap when passing the church.
This was of course back in the 60's, so I guess not many today remembers much of it.
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Glad to see the strategy from stream seemed to improve the combat! I'm guessing once you start declaring wars, the opposing armies are going to be hardier.
A couple of things I noticed:
4:30 -- It looks like the weapons and armor are not consumed when creating units, so if you only have 25 spears in storage, you will only be able to have a maximum of 25 spearmen. This might mean, as your armies get larger, you'll need more general storage just for weapons. Also, keep this in mind when you switch to "Full Trade" and start exporting military stuff. Don't want to accidentally sell all of your spears or something!
13:25 -- Did you rebuild the farms somewhere else off-screen? I'm guessing the reason you ended up with food issues was because those farms were a majority producer, in spite of the low fertility. Makes me think the yield might not be so sensitive to the soil fertility, which might mean flax/etc. could still be viable in your current map tile.
29:50 -- Importing lambs is interesting... If you were to set "import lambs" to, say, "keep 100", then set "export sheep" to "keep 0", would this be a money printer? Namely, if it costs nothing but time and a few families to tend to the sheep, after the first 100 lambs grew up, I think you'd have a constant flow of gold as you exported the adult sheep for 20gp apiece, only to replace them with new lambs for 10gp apiece.
30:30 -- I was wondering about this during the stream: so it does look like there is some mechanical impact of having multiple trading posts. Good to know! Also, I think all of those trades that occurred with no employees makes me wonder if the trades happen automatically and the employees only go and fetch the trade products. I wonder if you were to stock a trading post, then remove all of the assigned families, whether the stock would still get traded.
46:46 -- It looks like the foreign carts are separate buildings (next to the market tool, which you can see just after 46:48, before getting covered by the Marketplace tool-tip). If I understand the usage, as long as you have local wealth, then families will exchange local wealth for food/fuel when supplies are low. [Mechanically, I really like this, since it sort of lets you use your local wealth as a safety-net for necessities. I imagine this will help soften logistics issues in the end-game when you should have tons of local wealth, but might run into logistics bottlenecks once local trade networks get complex.]
Thanks, Phil, for the fantastic videos! I'll try my best to make it to the stream Thursday. Looking forward to seeing the Great Ale War!
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@CityPlannerPlays
2 weeks ago
We're going straight Manor Lords until we beat Hildebolt! Two more episodes in the series coming in the next few days!
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