I wish that you could assign people seasonally, for example a family works as farmers from September to November and as foresters from December to September. You could define a year-round work plan for a family, so to speak. That would reduce micromanagement and increase the autonomy of a village.
@@jasa2473 i dont see how this is less micro. It just shifts it to another spot. Actualy i think this would be worse in the long run. Think about short term needs, you will set it accordingly. Then your needs and abilities grow and you need to reshuffle every family?
@Grimtorn1983 Especially on longterm thinking it would be a winn - in my opinion. In the early game where there are not so much people, for me it feels nessecary to micromanage - later on with more people, fix assignements lower the need for micromangaging. Therefore I think this could be a helpful option. With 300 people and more, if you have to every 15 to 20 minutes manage the farms to run, and I have regions with 3 to 4 farms, it's somehow annoying, even I like micromanagement in a actually. Thank you for sharing your thoughts and happy Manor Loard
The entire economical system needs refurbishing. Currently it's a simplified model of a capitalist free market and open trade. It should be medieval feudal economy with guilds, limitations etc.
@@TacticatGaming Yeah, just look at those gorgeous real old guild houses in European cities, that could be matched to burgages level 4 or 5 in the game, should they exist. So, for example, until you meet some conditions and build such guild-haus, you cannot produce more of certain goods to sell and make profit, only to satisfy the local demand. Something like this would be more medieval.
@@TacticatGaming Good, if so, it's manageable. You can make small market areas, 1-2 stall size, and have different settings for each. However, it would be nice to have same differentiation for multiple trade posts as well.
Hello, I recently saw your video about farming, wich helped massively, however I have a problem with the fertility of the land. No matter how often I reroll the map I never get something with good fertility, which lead to me never having a game with level three houses, it always stops at me needing Ale, but the barley fields aren't producing enough because of bad fertility and me needing clothes but the flax fields(6 in my recent play), not producing enough flax. I also don't think it would be smart getting sheep whithout the sheepbreading development point.I get Orchardry because of the bad fertility this is one of the only reliable food sources,Rye Cultivation because the fertility is better than wheat and lastly heavy plow, i'm thinking of not getting heavy plow and instead sheepbreedig for wool and clothes but i'd still have a problem with my Ale supply.I hope you can help me.
I wish that you could assign people seasonally, for example a family works as farmers from September to November and as foresters from December to September. You could define a year-round work plan for a family, so to speak. That would reduce micromanagement and increase the autonomy of a village.
@@jasa2473 i dont see how this is less micro.
It just shifts it to another spot.
Actualy i think this would be worse in the long run.
Think about short term needs, you will set it accordingly.
Then your needs and abilities grow and you need to reshuffle every family?
@Grimtorn1983 Especially on longterm thinking it would be a winn - in my opinion. In the early game where there are not so much people, for me it feels nessecary to micromanage - later on with more people, fix assignements lower the need for micromangaging. Therefore I think this could be a helpful option. With 300 people and more, if you have to every 15 to 20 minutes manage the farms to run, and I have regions with 3 to 4 farms, it's somehow annoying, even I like micromanagement in a actually. Thank you for sharing your thoughts and happy Manor Loard
It's so exciting I kinda don't want to play until the new update. Ope.
Yep same
I'm very excited for this. Nobody else is giving us such detailed info about this new patch. Fantastic information.
A nice diagonal fence across the granary yard :)
Lol
Waiting for the update while playing Farthest Frontier 0.96
The entire economical system needs refurbishing. Currently it's a simplified model of a capitalist free market and open trade. It should be medieval feudal economy with guilds, limitations etc.
That would be cool
@@TacticatGaming Yeah, just look at those gorgeous real old guild houses in European cities, that could be matched to burgages level 4 or 5 in the game, should they exist. So, for example, until you meet some conditions and build such guild-haus, you cannot produce more of certain goods to sell and make profit, only to satisfy the local demand. Something like this would be more medieval.
Is it really commodity settings for each single stall, or for the entire marketplace? Or maybe separately for each market area (not the whole city)?
The entire marketplace - but you make multiple marketplaces each with their own setting
@@TacticatGaming Good, if so, it's manageable. You can make small market areas, 1-2 stall size, and have different settings for each.
However, it would be nice to have same differentiation for multiple trade posts as well.
Hello, I recently saw your video about farming, wich helped massively, however I have a problem with the fertility of the land. No matter how often I reroll the map I never get something with good fertility, which lead to me never having a game with level three houses, it always stops at me needing Ale, but the barley fields aren't producing enough because of bad fertility and me needing clothes but the flax fields(6 in my recent play), not producing enough flax. I also don't think it would be smart getting sheep whithout the sheepbreading development point.I get Orchardry because of the bad fertility this is one of the only reliable food sources,Rye Cultivation because the fertility is better than wheat and lastly heavy plow, i'm thinking of not getting heavy plow and instead sheepbreedig for wool and clothes but i'd still have a problem with my Ale supply.I hope you can help me.
you gotta take a region with good land for barley - it can't be done on normal land
dude your voice sounds A LOT like John Malkovich
lol i don't hear it but i'm glad you do.
Will Santa come early?
Very unlikely
Santa did come early..
@@Comforts only because i said it wouldn't lmao
@TacticatGaming True haha! Greg wanted to prove you wrong. You should start announcing that we won't see full release in 2025..
@@Comforts he even nerfed my tavern trick - lmao - he for sure is stalking me
Woo hoo