It's likely too late but in case you didn't record ahead. You need an item you can't make yet in order to build a windmill. Sometimes a trader will have one but they are very expensive.
Yeah, I put the game down until trade gets a balance pass. Materials needed for 2nd gen buildings can't be made without 3rd gen production structures. And then heavy tools can't even be made? So I'm sitting around waiting for a trader to show up with iron bars or heavy tools and it's like I hit a wall and the fun stopped. Awesome game with huge potential, just still a work in progress :)
@@HistoryTeacherSteve I thought the same and then realize - it's fine. It make sense, a small village cannot produce everything, not at the very beginning, so it's ok to purchase some components, otherwise it could be too easy and the trading system will be just pointless. Yes it's annoying a little bit, but at least there's some challenge at it. :) I was much more frustrated when raiders appears, immediately stole all my weapons and ran away.... it all happened so fast, the villagers couldn't even react :D :D :D
This is something I find seems to happen quite often with content creators in games like this. They want to make sure something's always happening, so they try to advance things as fast as possible in an attempt to minimize downtime. What this often leads to is them trying to beeline to the next thing without actually having the infrastructure to support the growth or actually checking the requirement. Like him not realizing that the sand/clay mix wasn't something that just automatically happened. And not checking the resource chain for getting iron. Or talking of growing wheat without checking what you actually do with wheat and what you need for it. And building a building with a gold upkeep when he's already regularly running a deficit. He's just trying to get to the next stage of things right away to keep things going for the viewers and that can lead to problems in a town builder game like this unless you really know what you're doing and know the systems inside and out.
@@justinsinke2088 I just bought this game. And im watching him flail while im at work, to try and learn from his mistakes haha. What do you recommend is the best "mentality" to have with this game?
@@nerdyshore6711 I can't answer for this game specifically, because I haven't played. I was speaking fairly generally about things I've seen with content creators in general with city builder type games. For general advice, look for what your immediate needs are, which at the start of this game is likely food, water, and shelter, and meet those needs (hunting and/or fishing, a gatherer, and a well, a farm is likely at least a year 2 thing). Once you've attained some stability by meeting basic needs (it looks like you're consuming/spoiling as much or less food than you're bringing in), review what you might need to expand, and I mean the full production chain of what you can and can't do, including if it's worth trading for things. Expand as needed, build slow and steady to try and keep your infrastructure able to support the growth (like perhaps avoiding accepting new residents sometimes if you don't think you can bring in enough food to support them). The more you can plan ahead of "what will I need to support a bigger colony", the less you should be needing to reactionary fix later, especially since those will likely be duct tape fixes that'll only compound the problem of expansion later. Essentially, work for what will make your colony stable at the start, look ahead at modest expansion, and work out what you should need to be stable at a bigger size and if you afford to do so. To me, it's easier to manage things if you can find an equilibrium and stockpile what you need for further development, that way when you do build up you can hopefully maintain that stable equilibrium and not have to put out a number of proverbial fires because your starting infrastructure that worked for you in the first 10 minutes of the game no longer works for a colony that's 4X bigger than when you'd first set up.
I've gone to around 200 pop in a couple of games and not needed a rat catcher... I tend to have plenty of storage, so maybe that helps. Since it's a monthly expense, I avoid building it. The lack of deer is really making things hard. It's possible to support a lot of people with just hunters and foragers (moving the forager's radius a couple times a year).
Not sure if it's worth selling the ore, since the deposits do seem to deplete. For the school it might not work if you do not have available educated workers. It can happen that your only educated worker is assigned to let's say the sawmill. They wouldn't transfer to the school, so you'd have to unnasign all workers from everything, then assign to the school and re-assign everyone else. Your bakery is also backwards from the road, not that it matters much
I'd much prefer a 4K option for these non-stream videos, in order to offset some of UA-cam's poor compression - gets quite blurry at times on this game when panning. I'd expect improving the crispness of the video would help on mobile and desktop.
Notes low food, does nothing to fix it.... notes out of food, FINALLY tries some fixes. (I was screaming at the screen) Also, please look up proper crop rotation.... it hurts my brain with the fields not properly being changed
Hence the 3 year cycle displayed on the setup window: crop rotation should happen yearly to avoid pests & diseases, as well as seasonally to adjust for temp etc Shame you can't seem to change the soil mix year-by-year as well, but I guess it's v labour-intensive, so it's more of a 'set & forget' thing
Some people enjoy playing the game and learning as they go, I'd argue that's the fun in these types of games. I don't know why you're so mad, you don't see everything like we do when you're playing and commentating.
@@IsThisRight I mean what’s annoying about this is Quill just fundamentally not understanding what crop rotation is, not just being unfamiliar with a game mechanic
Quill put a hunter on the right side, boars are always sighted over there another idea would be at least 2 guard towers, 1 by the farms fields and 1 by the school area.
Guard towers certainly are useful against predators & raiders (& they cost less in upkeep than a barracks), but I'm unsure whether they're effective vs random animals such as deer invading crop fields..
You can't build on a slope. Might have been able to get the town center itself on top, but then would have had to go down to the flat land for all the other buildings--and the raiders go for the storage, not the town center.
@@tyghe_bright Seems odd that you can't build on the slope we've built on slpes for most of human history. sure not to steep slopes but hilltop ringforts have been the refuge of towns going back to the earliest day of settled humanity.
Yeah, there's definitely something wrong with the food management is the game. I doubled my population and quadrupled my food production and the town is constantly out of food. Don't know what's happening.
This looks like a rip off of Ostriv to me. The crop rotation is almost exactly the same mechanic. The trading looks very similar as well. It is a bit nicer looking and looks like it's trying to expand on the Ostriv foundations with raiders.
I think this has been in development for a long time, and is less likely ripping off Ostriv than that they both draw on the same games for inspiration.
Don't forget about berries and foraging in different areas - it's free food you're leaving on the bushes while your villagers starve!
This game is so peaceful to watch.
"charcoal deposit" really tickled me in a particular way.
When you find wild blueberries you can move them and create large patches that you can assign a forager to work
Berrybushes can also be harvested by laborers. You assign them just as you assign trees and stones to be harvested.
It's likely too late but in case you didn't record ahead. You need an item you can't make yet in order to build a windmill. Sometimes a trader will have one but they are very expensive.
Yeah, I put the game down until trade gets a balance pass. Materials needed for 2nd gen buildings can't be made without 3rd gen production structures. And then heavy tools can't even be made? So I'm sitting around waiting for a trader to show up with iron bars or heavy tools and it's like I hit a wall and the fun stopped. Awesome game with huge potential, just still a work in progress :)
@@HistoryTeacherSteve I thought the same and then realize - it's fine. It make sense, a small village cannot produce everything, not at the very beginning, so it's ok to purchase some components, otherwise it could be too easy and the trading system will be just pointless. Yes it's annoying a little bit, but at least there's some challenge at it. :) I was much more frustrated when raiders appears, immediately stole all my weapons and ran away.... it all happened so fast, the villagers couldn't even react :D :D :D
This is something I find seems to happen quite often with content creators in games like this. They want to make sure something's always happening, so they try to advance things as fast as possible in an attempt to minimize downtime. What this often leads to is them trying to beeline to the next thing without actually having the infrastructure to support the growth or actually checking the requirement. Like him not realizing that the sand/clay mix wasn't something that just automatically happened. And not checking the resource chain for getting iron. Or talking of growing wheat without checking what you actually do with wheat and what you need for it. And building a building with a gold upkeep when he's already regularly running a deficit. He's just trying to get to the next stage of things right away to keep things going for the viewers and that can lead to problems in a town builder game like this unless you really know what you're doing and know the systems inside and out.
@@justinsinke2088 I just bought this game. And im watching him flail while im at work, to try and learn from his mistakes haha. What do you recommend is the best "mentality" to have with this game?
@@nerdyshore6711 I can't answer for this game specifically, because I haven't played. I was speaking fairly generally about things I've seen with content creators in general with city builder type games. For general advice, look for what your immediate needs are, which at the start of this game is likely food, water, and shelter, and meet those needs (hunting and/or fishing, a gatherer, and a well, a farm is likely at least a year 2 thing). Once you've attained some stability by meeting basic needs (it looks like you're consuming/spoiling as much or less food than you're bringing in), review what you might need to expand, and I mean the full production chain of what you can and can't do, including if it's worth trading for things. Expand as needed, build slow and steady to try and keep your infrastructure able to support the growth (like perhaps avoiding accepting new residents sometimes if you don't think you can bring in enough food to support them). The more you can plan ahead of "what will I need to support a bigger colony", the less you should be needing to reactionary fix later, especially since those will likely be duct tape fixes that'll only compound the problem of expansion later.
Essentially, work for what will make your colony stable at the start, look ahead at modest expansion, and work out what you should need to be stable at a bigger size and if you afford to do so. To me, it's easier to manage things if you can find an equilibrium and stockpile what you need for further development, that way when you do build up you can hopefully maintain that stable equilibrium and not have to put out a number of proverbial fires because your starting infrastructure that worked for you in the first 10 minutes of the game no longer works for a colony that's 4X bigger than when you'd first set up.
31:00 I think your windmill may have been more effective on top of the hill. That's usually where they were built.
In the resource panel, you can click on a resource to see what building it's made in :)
I've gone to around 200 pop in a couple of games and not needed a rat catcher... I tend to have plenty of storage, so maybe that helps. Since it's a monthly expense, I avoid building it.
The lack of deer is really making things hard. It's possible to support a lot of people with just hunters and foragers (moving the forager's radius a couple times a year).
I wonder if putting the well beside the compost building increases disease chance?
Not sure if it's worth selling the ore, since the deposits do seem to deplete. For the school it might not work if you do not have available educated workers. It can happen that your only educated worker is assigned to let's say the sawmill. They wouldn't transfer to the school, so you'd have to unnasign all workers from everything, then assign to the school and re-assign everyone else.
Your bakery is also backwards from the road, not that it matters much
Thank you for delivering us such good content!
You ran out of food because you're spending over half your growing season growing clover on that first field. You can't eat clover.
Liking this game, lots of depth and balance
Hey @quill18 I love your videos, but I watch a lot on my phone. 60fps would make this a better viewing experience. Is this something you could pursue?
I'd much prefer a 4K option for these non-stream videos, in order to offset some of UA-cam's poor compression - gets quite blurry at times on this game when panning. I'd expect improving the crispness of the video would help on mobile and desktop.
enjoying this series a lot. Very Zen
Please do more episodes 🙏
Food stocks are low, let's build bushes and gardens!
Very much learning on the hoof but I like it so far.
Notes low food, does nothing to fix it.... notes out of food, FINALLY tries some fixes. (I was screaming at the screen)
Also, please look up proper crop rotation.... it hurts my brain with the fields not properly being changed
Hence the 3 year cycle displayed on the setup window: crop rotation should happen yearly to avoid pests & diseases, as well as seasonally to adjust for temp etc
Shame you can't seem to change the soil mix year-by-year as well, but I guess it's v labour-intensive, so it's more of a 'set & forget' thing
Some people enjoy playing the game and learning as they go, I'd argue that's the fun in these types of games. I don't know why you're so mad, you don't see everything like we do when you're playing and commentating.
@@IsThisRight I mean what’s annoying about this is Quill just fundamentally not understanding what crop rotation is, not just being unfamiliar with a game mechanic
Quill put a hunter on the right side, boars are always sighted over there
another idea would be at least 2 guard towers, 1 by the farms fields and 1 by the school area.
Guard towers certainly are useful against predators & raiders (& they cost less in upkeep than a barracks), but I'm unsure whether they're effective vs random animals such as deer invading crop fields..
@@snafu2350 only reason why i said 2, when he get his forges or so up then he make a lot cash
@@deathshocker77 OIC; fairynuff :)
"Oh, I have to SMELT it!"...
Says the guy who's been streaming and YubTubbing 4X and builder games for... ever...? 😁
Hope this game will have river's and bridges if it doesn't already
I don't get why you didn't set up your towncentre on the hill, that would have been a very defensible position.
You can't build on a slope. Might have been able to get the town center itself on top, but then would have had to go down to the flat land for all the other buildings--and the raiders go for the storage, not the town center.
@@tyghe_bright Seems odd that you can't build on the slope we've built on slpes for most of human history. sure not to steep slopes but hilltop ringforts have been the refuge of towns going back to the earliest day of settled humanity.
Bro needs 3 more fisheries a distance away and more smokers and winter storages
Banished x Tropico x Age of Empires x Emperor: Rise of the Middle Kingdom
feel like there was alot of neglect to the food.
what the fudge is edumacated :P
Building a compost Building next to a well may not ne the best of ideas.
Make the videos longer. 27 min is to little Quill... :D
Yeah, there's definitely something wrong with the food management is the game. I doubled my population and quadrupled my food production and the town is constantly out of food. Don't know what's happening.
Maybe you need a wide variety of foods? Are some going bad? Its also probably just insanely unbalanced at this time
@@nerdyshore6711 I think it's the last one. :)
This looks like a rip off of Ostriv to me. The crop rotation is almost exactly the same mechanic. The trading looks very similar as well. It is a bit nicer looking and looks like it's trying to expand on the Ostriv foundations with raiders.
I think this has been in development for a long time, and is less likely ripping off Ostriv than that they both draw on the same games for inspiration.
anno