Just had two nomads arrive at the Thingstead. I assigned them jobs and built a goahti for them. Then I discovered that they arrived on the far side of the unbridged river, and so they starved to death. In all towns I have played up to now, when nomads arrived, they actually did arrive in the town, and were standing at the town hall (or whatever building brings them). If they could not pathfind their way to the town hall, they never were announced as having arrived. Is this an accident? Can it be remedied?
Anvils are awesome trade goods, nominal TV 100.
Just noticed something interesting about the trapper cabin. For several years I had only a single trapper working and was getting 8-20 furs/year. I finally got enough workers to assign a second trapper, and production jumped to 70 furs the first year I did this. What could possibly account for this disproportionate increase? Do trappers behave like gatherers, leave their production on the ground for laborers to collect? I can’t stop the micro for long enough to follow them around.
Also noticed that fur production does not appear in any of the categories of the production tab of the Thingstead. Design or accident?
My nomads came to the Thingstead, indeed it was after I built the TP, and before I built the Chapel.
Hard to get much of anything done with only four workers (Survivor).
Building a trader on the stream cause the river is too far away. Took forever to find a site that would fit. Don’t have much in stock to trade away though. Must be time to look for gold.
Agree with Nilla, the tar pit is better than the charcoal burner.
Wondering about happiness, is three stars the max possible with Bannies living in ghoatis? Both are in the circles of a well, an idol, and a sauna, but never more than three stars.
I’ve gotten so used to Ironman that I am overstocked with food. I need to remember to resist that urge.
Yes, pit houses are the way to go, I’ll never waste logs on a small shed again.
I don’t understand how the mechanics of filling in a clay pit works. It seems to use the same amount of clay that was originally removed, which makes sense. However, I just had 12 clay placed into one, and now I cannot get anyone to work on it. The work button is greyed out, and I cannot assign the required worker. The pit is still there, a hole in the ground unusable for anything.
How is this meant to work?
I also have an observation regarding charcoal production. I have a charcoal pile and a bloomery right next to each other. The bloomery seem continually to run out of charcoal, the charcoal burner seems unable to keep up.
eta: seems like the burner has finally caught up. Must have been due to idling.
Saunas, ale, wells, campfires and the trading dock are for happiness, not health. Health largely depends on having a balanced diet consisting of grains, vegetables, fruit, and protein. Herbs can eke this out to a small extent. But if you are missing just one of the four, your health will suffer disproportionately. And it is not enough just to have all four food groups in your town, they must be in each villagers’ home when they arrive home to eat.
I’m also doing lowland survivors, but I can’t get the campfire built. When I place it, it does not show the “building” UI (with the necessary construction mats listed) rather it shows the UI with the production pull-down. But it needs construction mats and construction effort, and everyone is just ignoring it.
Here I am again hijacking Nilla’s thread. But it seems silly to start a new one just for this. =]
Hi Nilla!