Post 03 Feb 2012, 01:46 by SirCabbage
Since you both seem to like my ideas, at least a bit. I will make a post about more detail as to how they would work. Taking into account what you have already said. For the purposes of this post, I will refer to workers as NPCs.
I will delete my past two posts content, and make this one post my current ultimate one. It should cover everything from the past two in a much more detailed manor while also being set up in a way it is easy to edit.
Monastery Uses
Wives
A) NPC of Wife that is trained IN the monastery, and comes out. The good point of this would be that it would increase the food drain to make up for the extra person. However, it would also make it easier to show boons. The downside is, someone would have to make the graphics, and it would double traffic on roads- which is already too much.
B) You never SEE the wife, but is implied . This would only need minimal graphics, which already saves time. My idea would be that every building would have TWO slots for NPCs. The normal worker, which does all the same things it does now, and a wife slot. Under here, in this section there would be a button to make the NPC seek out marriage, in which they try to find a working, stocked nearby Monastery. Once the Ceremony Was Complete, the other NPC slot in the building would be filled.
Boon From Wife
If chosen to be used WITH the morale boosting system, just increase time period between food trips. If not, use the list of "Boosting" boons below in the boost boons section.
Supply Chain for Wife
(Respective mines) > Gold Ore + Coal Ore > (Mint) > Gold
(Sheep Farm) > Sheep Wool > (Seamstess) > Wedding Dress
Each wife would require 2 gold, and 1 Wedding Dress, the Monastery can store up to 6 of each.
Boosting
The other way in which a monastery could be useful is morale. Like a woodcutter, the monk stays in his hut until moving out. He would move out less often then a lumberjack (since if he was out all the time it would not only be too unbalanced, but those returning to renew their boost would always find him out). He then chooses the closest House near him without a boost and goes to boost it. This would need to have limits within reason, he isn't going to walk half way across the map to bless your fishing hut in the middle of nowhere. But I see no reason why he shouldn't be able to cover if not half a normal village, then the whole thing. Boosting is a morale boosting that makes NPC's work better.
Faith
I suggest having a bar under condition called "Faith" When this bar has something in it the boost is active. If the bar isn't there (No Monk Visit) or is Near Empty (Hasn't been to monastery in awhile) then the boost turns off. When a NPC is low on Faith, he will attempt to go to the monastery himself to increase his faith bar. Much like when NPCs go to feed. However, if the NPC does not make it to the monastery on time, or the monk is out the faith bar can become empty and disappear. At that point the NPC MUST get another visit by the monk to boost him again.
Cost?
I suggest that perhaps this act of blessing should require one unit of wine. Wine has always been an important part of Religious belief, and it could be concluded that whatever faith boosting exercise the monk does requires wine.
Individual Boosts.
Serf
No home, cant be boosted.
Labourer
No home, cant be boosted.
Stonemason
Larger Mining Radius. Is more willing to travel further when boosted
Woodcutter
Cuts faster, gives more love to trees he plants so they too grow slightly faster then before.
Carpenter
Increases carpentry speed.
Fisherman
More luck catching fish, fish stocks increase slightly (they don't really, but the calmer attitude of the fisherman makes it seem so)
Farmer
Does two planting actions before returning home. Harvests faster.
Baker
Delivers 3x Bread instead of 2x bread.
Animal Breeder
Animals require less time/grain to grow. Once again this is attributed to the better car he is taking of them when boosted.
Butcher
Longer time before needing Food
Miner
Much like the stonemason, the Miner has a greater collection distance.
Metallurgist
Either A) Is faster or B) Uses less coal. (Attributed to the amount of work he does, Less coal gets wasted if he moves on to the next good before the last one is done.)
Blacksmith
Faster, uses less coal. (Same as above, to explain more, the idea would be that when boosted he would only use coal every SECOND good he made in a row. If possible, turn this off when he stops making weapons)
Recruit
Longer time without food- Only when in Recruit stage, not when trained. This would keep the men in the barracks/tower for longer and thus make them more use. Downside is that a great deal of them could clog up the monastry.
Siege Factory
Creates 4 Things
Uses Iron Bars, Wood
and Wheels, which have the production line below.
(Woodcutters) > Log > (Sawmill) > Planks (x2) > (Wheelwright) > Wheel (x2) > (Siege Factory)
(Respective Mines) > Coal, Iron Ore > Iron Smithy > Iron Bars (x1) >
Cart -
Cart Costs 2x Wheel 2x Lumber
Delivered to the School After being built, can be used to train a cart puller. Which is a serf pulling a cart. Carts are already seen in Knights and Merchants, and seen to carry a lot of goods due to the marketplace. It seems silly that they wouldn't use them elsewhere. Carts could not DELIVER items, instead they would simply be used to collect large amounts of completed goods and return them to storehouse
This would lower the serf traffic, and let them do more important things. Cart priorities should start with the things serfs often ignore, such as raw materials or completed food and take them back to the nearest storehouse. They could also be used to Deliver goods to other storehouses (and only other storehouses)
The Cart item could also be trained into a Colony Cart. Which would be allowed to take a large amount of wood, stone, gold and some basic foodstuffs (similar to the original starting amount) and make a new colony. Once Arrived at it's destination, it would unpack into a storehouse, and would train 4 serfs and 4 labourers using the gold on hand. This would also be able to used in multi-player missions as an alternative way to start a round, with any participating parties having to find their start location with a cart, or clear an army/enemy base from the location before moving the cart in. Before you think that sounds too unrealistic- just how did the storehouse get there in the first place?
Battering Ram
- Not my idea, discussed in another thread. Requires a single recruit to train once it has been delivered to the castle. If using my ideas would require 4 wheels on top of normal requirements.
Catapult
- On top of old requirements, would also require 4 wheels.
Upon completion it would be moved to the castle, where it could be trained and use 4 recruits at once. Only can directly attack buildings, however splash effect may kill troops/NPCs in the splash zone. Its range is increased. It would move very slowly, but would have a faster reload then Ballistas. It would require a lot more food to run due to the number of recruits.
Ballista
- On top of old requirements, would also require 2 wheels (this is even seen in the picture!)
Upon Completion it would be moved to the castle, where ic ould be trained and use 3 recruits at once. Moves faster and fires faster, causes more direct damage then Catapults but without splash. Can only target buildings, and due to a lack of splash can not even harm NPCs. The downside of these is, besides their lack of a splash attack, is that they take longer to reload and rearm.
Wheelwright
As mentioned above in the section on possible changes to ballistic equipment (and adding of carts) the wheelwright would add a new level of cost to things that otherwise are unbalanced. It would also add an extra level of realism to their construction. The wheelwright could use the current icon of the siege workshop, while the siege workshop could use a small icon of a catapult. As Kridge noted, the wheelwright could also be used to make other things, I myself considered wooden barrels (without using iron, unlike wheels) as an extra layer on wine, however, that may remove wine from its perch as early game easy to get food.
Granted, if this was the case you could just as easily make changes to fishermen, to make them fill the void and have their fish stocks replenish over time, but still. It would make more sense to make barrels for wine, but my idea is mainly around wheels. Besides, if we were to make it make something other then wheels it would need a more general name. Cooper is the name for a barrel maker, but that wouldnt suit in making wheels.
The wheelwright would use a carpenter to produce 2 wheels from 2 wood and 1 iron. They would be expensive to make in bulk, and thus would reflect the cost of making siege or carts more obvious.
Seamstress
A seamstress would be a new NPC, and the first female one. It would weave wool from a sheep farm into dresses for use in marriage at the monastery. Nothing really to say here, but it would be needed for the marriage idea.
Sheep Farm
As mentioned at the beginning of this thread, the sheep farm would be the start of a new chain of goods. While I do think it would be better if they could also be slaughtered (in the butcher, making legs of mutton) (albeit at a slower rate- after they give out wool multiple times) It would mainly be used to get dresses for marriage. Sheep would be slaughtered when older, rather then younger, since in that time period I highly doubt they would kill them for lambs like we do today. Mutton is a traditional foodstuff, and would help ease the stress on people's food supplies if wine started to require barrels. (Mainly since, butchers would now stop after they made 12 items, 6 sausages and 6 legs of mutton, rather then stopping with the sausages. The wool would also be important, and is a traditional fibre used in those times for dresses and the like.
As someone mentioned above, sheep can not really be fed on corn, or similar. So unless it requires something it may be hard to justify. A building producing something without any kind of other resource, natural or otherwise is hard to justify at the best of times. So I think one possibility is that of "penned land" Penned land would look like normal grass, possibly a darker shade to show the difference, surrounded by Wine Field style fences. The way it would work is, that much like the farmer the animal breeder walks out onto the field, with his sheep, and stands out there looking around while his sheep graze. If any of his sheep have reached their max size wool wise, then he will shear them and take the wool. Then, either after a certain amount of time has passed, or he has shorn a sheep he returns to his farmhouse, and the sheep follow. After the sheep has been shorn say, 5 times, it will be taken into the farmhouse one last time, and turned into a lamb carcass and one final unit of raw wool. For transport to the butcher. The farm could have a maximum of 5 sheep, with one sheep being automatically added to the farm for each 4 plots of fenced land. Once a sheep has claimed its 4 plots, a second sheep farm would NOT be allowed to send more sheep into the same plots. This size requirement, time requirement, would be enough to justify it not requiring anything. Much like wine fields or farmland.
The wool would be plentiful in comparison to the lamb meat, so other uses could be discussed later other then dresses. Lamb Carcasses would be taken to the butcher and turned into 2 lamb roasts. Which could then be delivered to the Inn.
Geologist
I noticed a lot of people here commenting on resource depletion and trying to find a way to get a resource replenished/not to run out without it being too unrealistic. Well, my idea is simple, a Geologist. A Geologist could set up shop in a building near a mine, and then go out like a woodcutter to mines, go inside, and replenish a small amount of ore in the mine. For example, it puts 1-3 blocks up one "level" of ore From nothing to dull veins, from dull veins to brighter veins ect. It could be used to not only ensure there will always be a slow trickle of resource (notice the word, SLOW. this isn't a replacement for a full vein of ore, just an option), but it could also allow crafty multiplayer users to make a backup ore supply in a mountain that has never had ore before. Imagine your ore field was being ravaged by the enemy, but you had a mine and geologist on a mountain the same TYPE that normally holds gold or iron, but instead of just being unable to build anymore, you could hire geologists, build them a building, and make sure you always had a slow trickle of resource.
The problem would be, that you would keep getting the message about ore being depleted, so there would need to be a way to have the game know that a mine was within distance of a geologist. It could still send out a single warning letter like "Warning a mine is now running on new finds only" or similar. Why would this fit realistically in? Because as it stands the mining system is unrealistic. The tiny amount of ore we mine out of these mountains wouldnt be enough to go from sparkling with ore to nothing so fast. I see the ore markings as a sign that there IS ore there in our reach. A geologist recouping some of that ore would be seen not as replenishing a supply, but revealing ore that was already there to the otherwise primitive miners. It would be slow, mean that people would need to spend extra food hiring geologists, but it would be semi realistic and quell the complaints about low resources.
I dont picture this being too hard to do either, because mine placement is based on the type of mountain, not the amount of ore. It may be harder to make sure it only replenishes coal on the terrains that support it, but that's to be expected. It is a shame there isnt a stone mine too, to go over the visibly rocky parts of the map- because a similar replenishment for stone would be awesome. And would make sense, once the stone is mined out of the above ground quarry, it could be gotten from the deeper mine areas. But that's a suggestion for later.
Marketplace Changes.
Firstly, Needs a trader NPC to increase the cost of trading, and make the huge decrease in return be explainable by the traders' cut. Being boosted by a monk would slightly improve the trading value of items.
Continuous Trading
Set an amount to trade, say 100 flour for 10 suits of armour. Serfs would then pile in all the flour ready for trading. Only when all 100 was there, would the trade commence. A small cool-down timer, similar to that when training units would represent the time it takes to make the trade, and deliver your goods. When this cool-down is finished, then the goods shall appear in the trading post ready to remove. After they are fully removed, continuous trading mode means that it would fill up all over again and do that automatically. The cooldown time on trades would be longer if Continuous trading was on.
Why?
Because right now someone can walk in with a bolt of leather and walk out with a bucket of fish in a matter of seconds, despite the fact the map may have no fish to speak of. Now, while it makes sense to import items that you do not personally have access to, like fish on a desert map It would make more sense if there was some period in which the trader spends looking for someone willing to accept the deal, and actually arranges delivery. This would also encourage more then one trading post in larger cities/matches.
Town Hall
The town hall is a disputed building which has been removed from the remake for the time being. But why is this the case? Well, using just gold to train troops which, beside being a little weaker, are generally much more value for money. Especially when you consider that the lowest troop in the barracks already costs 1 gold, but to give a villager for that cost WITHOUT using weapons is odd.
Barbarians are not your friend.
The problem with the town hall is that the whole thing has no real downsides. But come on, there are plenty of downsides to trying to use a force of conscripted peasants and criminals. Barbarians are not your friend, villagers are not well trained hardened troops. I suggest making them be harder to upkeep, requiring more food, or have a time limit before they just leave your service. Some of these troops are villagers, who would just run off, or basically reach the point where they can't go on.
Reasoning?
Send a march of paid barbarians or villages across the map for a bit of an early game romp, most of them will already have left by the time they should have reached there. Being lost by attrition, cowardice or weakness. This would make users be less enticed to unfairly use them to get a cheap army quickly to slaughter another person and moreover it would make the whole thing a bit more realistic. They should be used as a quick force in a bind, like, you see a small army arriving and they are trying to take down your towers but your main battle force is half way across the map and it may take time to get back and save the day. Luckily you have a few town halls, and muster a sizable conscript army (villagers with pitchforks, naturally) and either fight back the enemy or at least hold them back until your troops can get back. Then, after the fight, the ones who somehow managed to live slowly just bugger off back home.
Forrester Return
In settlers 2, Foresters and woodcutters were split up into two sections. The fact that they wern't in knights and merchants never really bothered me that much- Till I realised they were originally meant to be split up. I notice now that the current woodcutter is actually a forester, and that he would be technicaly unable to do his job of cutting trees with his small frame. For this reason, and multiple others I wish that you would consider splitting them back up. Mainly, it would make it easier to plan woodcutter areas, if you could build one Forrester in an area, and then have 4 or so woodcutters around it, then you would not longer have towns filled with trees everywhere once you choose to expand. Also, if you made it so that foresters could clear stumps, you could remove the unsightly cluttering of stumps that appear everywhere after a long time of lumber collecting.
General Ideas
Building Maps
Dedicated single person maps for building, or a map with a passive force to slowly defeat for practise. These maps would be full of abundant, unbalanced resource locations and plenty of building area to relax and just build your perfect 1000ad city. I know this can already be done by making your own multiplayer match with no one in it, but then speed can't be used, and savegames are more annoying to use. I am sure I am not the only one who sees Knights and Merchants like a historical city builder.
Lanes
When you have a two width road, you should be able to designate which way serfs travel on it. This would make the delivery system faster and flow nicer.
Capture Ghost Towns
So, lets set the scene. You are playing a map with multiple CPU baddies, or even more then one player. You manage to destroy their force, storehouse and basically any chance of them living. Slowly all the serfs, labourers and townsfolk die leaving nothing but a ghost-town in it's wake. Why? Why would an army not try to inhabit a cleared city? What I propose, is a simple button system that would allow one player to capture another players buildings (but only under VERY strict circumstances).
Firstly, the village must be directly linked to yours by road. This goes without saying really, since it needs to be an effort to do.
Secondly, the house in question must be abandoned.
Thirdly, The player you are trying to take it from has to have no storehouses, serfs or schoolhouses.
Forth, you must have a villager ready to take it over.
Basically, If all those things are met, a small button appears over the building when you click it saying "capture". Then your villager walks over to it, walks inside, and the flag turns your colour. Simple, easy, realistic, and a good way to gain ground in a match of more then 2 players. This idea was thought of due to two things, firstly, the odd fact that troops do not automatically attack buildings when there are no enemies around, secondly, in the original KaM I sometimes got a very weird bug. I think it was due to op-codes of the AI reaching their limit or something similar. Basically what happened was that all units that were not directly controlled just stopped. Serfs stopped delivering, NPCs ***ked up. Most interestingly, ENEMY serfs walked across the entire map with sausages to put into MY inn. Basically the destination code just went boom. I had my serfs walking to their base, their serfs walking to my base, and most ironically of all... My serfs going to try and feed their troops... only to have them attack and kill my serfs before they had the chance.
'++' button
Basically, this button would go next to the + button (and would also have a -- button next to the - button) on any building with any kind of selection. This would include the market. Basically, the doubleplus button would increase the units demanded by 10. 10 extra trading items, 10 extra weapons, ect, making it faster to build great deals of weapons. This would work hand in hand with the proposed % system, and would allow people who didnt want to always produce weapons at a % rate to still produce large numbers and not be at as much as a disadvantage to those who chose %. It would also help complement my proposed continuous trading system in a similar way.
Message System Change
Just a couple of quick easy changes to the message system. Firstly, it would be nice if we could 'read' the messages by hovering over them in the bar. So we know for example if it is a ore deposit that has ran out, empty building, ect. I know it doesn't matter much for the troop messages and others with their own icons, but it would be easier when in conjunction with my other request.
Secondly, I would like to be able to dismiss messages with a right click rather then clicking them, opening them, moving my cursor to the exact opposite side of the screen just do press close. What's worse with this is, if you have accidentally left the 'this building is empty' warning send itself over and over then you have to do it over and over and over, going back and forth. Though, frankly I don't see why that message has to repost itself over and over if the previous message hasn't been closed.
Interactive Sentences (despite the fact Kridge didn't realise that I meant Serf Destinations to BE the interactive sentences, I love this as a name for my idea. so i'm yoinking it.)
Interactive sentences would be an expanded on Destination System. Rather then having serfs/other NPCS only have 'task deliver' they would have a sentence that tells the user what they are doing. To expand on this, I have decided to write my idea of every sentence that would be needed.
[Item] - Can be any item, serfs will say the item they are carrying, whereas other NPCs will use this based on what they could be talking about, for example, if talking about going to get food [item] could be any foodstuff.
[Building] - Once more self explanatory. When said by an NPC with multiple possible jobs, like a miner or a carpenter, this is a random building picked out of the ones they could be talking about.
[Activity] - Could be construction site, road plant, anything that isn't directly a building, or otherwise covered by other statements
[Troop Name] - In the case of recruits, this is a random troop type that can be trained. In the case of serfs, it is the kind of troop they are currently going to go feed.
Serf
"Greetings! I am taking this [item] to the [Activity or Building]" (General good movement)
and "Hello there! I am just returning this [Item] to the storehouse!" (Returning goods to storehouse)
"Just moving these [item] goods to the trading post. Hope we get a good deal for [item 2]!" (Trading an item)
"Time to go get some chow. I hope they have some [Item] this time, i'm starving." (Going to get food)
"I'm taking this food to feed the [Troop Name]s. Wouldn't want to be left undefended!" (feeding troops)
Labourer
"Just moving to prepare [Building Name] site. Today will be a long day" (going towards a unprepared build site)
"With all the resources ready, we are just finishing off [Building] today!" (building a building)
"I am on road building duty, I hope those serfs are fast this time. Building is hungry work!" (Going towards a road construction plot)
"We have to repair this [Building], though it may be hard to put out fires with our hammers" (Repairing a building)
"Today we are digging a Field, it will be good to not have to rely on the serfs for once!" (Digging a farm field)
"Building a Grape Field always makes me happy- It means fresh wine" (Digging a wine field)
"I always look forward to this time of day" (Going to get food)
Stonemason
"Time to go check out my new hut! I hope there is plenty of stone." (going to new house)
"Waiting for a new hut is tiresome. I hope they hurry up and build me one." (waiting for new house)
"I'm going out to get some stone, without it this whole village would come to a standstill!" (going out to get stone)
"This is damn heavy! I am returning it to my hut to prepare it for construction." (returning with stone)
"I am going out to get some food! Sometimes I wonder if I should take my pick with me to eat that bread they serve us." (going to get food)
"Back to work." (going home from food)
Woodcutter
"Just moving in to my new home. Those trees wont know what hit them." (Moving into a new house)
"Waiting for those labourers to build me a new house." (Waiting for a house)
"Planting a tree is like giving the world a new life!" (planting a tree)
"Returning home after planting that tree, I hope it grows big and strong." (Returning home after planting tree)
"I am going off to cut down that big tree out there!" (going out to cut down tree)
"Lets hope I can get this log home without hurting myself." (taking log home)
"Going out to get me some chow. Felling trees all day is hard work." (going to get food)
"I do love (item). It fills me right up!" (going home after food)
Carpenter
"I can't wait to get to work at my new [Building]!" (Going to new house)
"All this waiting around makes me wonder where my next job will be, I hope it is at a [Building]!" (waiting for house)
"Time to get me some [Item]. Sawdust isn't as filling as you would expect." (getting food)
"Back to the daily grind- (laughs)" (going back from food)
Fisherman
"I wonder what the new house I'm going to will be like. I hope it has water views! (laugh)" (going to new house)
"Waiting around like this makes me think they are going to build my house in the middle of a forest as a joke.." (waiting for house)
"Off to catch myself some fish! I hope I catch a big one." (going to catch fish)
"I am returning home with my catch- well my catch that I could carry. I caught one THIS big, but I couldn't take it home" (home with fish)
"Going to eat. They say that teaching a man to fish feeds him for a lifetime, But sometimes [item] helps too." (the item here could be anything BUT fish) (going to eat)
"Sometimes a man likes more then just fish" (returning from food)
Farmer
"Going off to a new farmhouse is an exciting day." (going to a new house)
"I hope those labourers remember that the union demands each farmer has their own well when building my new home!" (this is just a joke, obviously there are no unions.) (waiting for a new house)
"Going out to sow seeds like this is always relaxing." (going to sow seeds/returning)
"Time to harvest the [Item] hard work starts now." (Item in this case could also be grapes, despite the fact that grapes are not an item) (harvesting crop)
"Returning with my harvest, can't wait till this day is over." (returning with crop)
"Going to eat is always a nice time, considering most of the food is made indirectly by me!" (getting food)
"That was a good meal" (returning from food)
Baker
"I will make the finest [item] this village has ever seen in my new house!" (going to new house)
"The moment my house is ready, I will take this village by storm" (waiting for house)
"Time to go out and eat the finest bread in the village" (going to eat)
"The other food was nice, but that bread was delicious!" (returning from eating)
Animal Breeder
"I cant wait till I get to [Building] and raise those cute animals" (Going to new house)
"I wonder what is better, horses or pigs... I wonder if I could request something more wild" (waiting for new house)
(if pig) "I know I should feel bad going off to eat Mr Oinksalot. But he tastes SO good." (going to eat)
(if horse) "I'm glad I don't have to eat my animals, time for chow" (going to eat)
"Love that great filling meat." (returning from eating)
Butcher
"I am going off to [Building]. Which is good, I always preferred that over [Building] work" (if butcher, other is tannery, and visa versa) (going to new house)
"Waiting for my house means waiting to use my cleaver- I hope this doesn't take long." (waiting for new house)
"I wonder if I can skip the bread this time and go right to the meat!" (going to get food)
"Nothing better then a good sausage" (returning from food)
Miner
"Time to get to my new [Building]. I sure do love to dig." (going to new building)
"Gold... Coal... or Iron. Personally I would prefer mining [Item]" (item here could be any of the three major ores, and something silly like fish as a joke) (waiting for new building)
"The sun always seems brighter when I come out to eat like this" (going to get food)
"Back into the shaft to mine the [Item] our village needs." (returning from food)
Metallurgist
"Making [item] in my new house will require a skilful touch to get pure enough" (going to new building)
"Gold or Iron, I don't really mind. Everything looks the same when red hot" (waiting for building)
"Going to eat, but ever since I started this job the food always seems to taste slightly off." (going to eat)
"Back to melt some more priceless metals" (returning from eating)
Blacksmith
"Going to my new house, got to love that new anvil smell" (going to new building)
"I cant wait to make the items needed to help defend our village" (waiting for new building)
"A hearty lunch for a worthy sweat" (going to get food)
"That food was well earnt." (returning from food)
Recruit
"Going to the Castle, I hope I get trained to be a [Troop]!" (going to castle)
"Time to protect my village." (going to watch tower)
"I wonder when the castle will be completed... or at least a tower." (waiting for a building)
"Even watchmen and troops in training need food." (Going to get food)
"Time to return and fight the good fight" (returning from food)
Bugs I have noticed.
- There is always, always, a backlog of low level resources in the later game. The only way to get rid of them seems to be forcing a trading post to trade for them- then all 5 go in a matter of seconds. You know it is worrying when a backlog at a carpenter means it is easier to get planks by trading logs, then it is to take the logs back to the storehouse and wait till the carpenter is free. Id rather have a thousand logs sitting around then all my lumbermills not doing anything. Problem is, the serfs cant seem to get away from that original storehouse enough- They go there for stones, wood, everything. Even if there is a storehouse with a shorter distance. I would have expected serfs to stick around the multiple storehouses, and move goods in their particular places, rather then going across the map to take a plank of wood to a construction site next to a storehouse FULL of wood.
I have been watching these 4 lumber mills for the past few mins, and whenever a serf gets to take resources from them it only takes one (from the same woodcutters house), buggers off to a far away carpenter/storehouse, never comes back or drops the goods in the storehouse nearby.
- When a castle is on the map, but the "delivery of goods" is off serfs NEVER seem to collect weapons or horses. Despite having played with my castle closed for a day now, and having 3 stables and tons of weapon producing workshops not a single weapon or horse has found its way into my storehouses. None, the whole industry has basically shut down just because serfs cant work out how to take horses anywhere but a castle.
- Odd glitch, there is a small part of my map in the top right hand corner, that is fairly close to a storehouse, where nothing can be built other then roads. I build roads, I build building outlines... but when the labourer has finished preparing the sites the serfs NEVER deliver resources to them. At first I expected it was a distance thing, or perhaps that building wasn't a high priority for them. But since then I have built out much much further in many other directions and had no troubles even when building on the other side of the map.
Last edited by
SirCabbage on 04 Feb 2012, 06:44, edited 3 times in total.