great looking castle, your collapse issues are not enough arches... upto 3 spaces until the next arch... all running parallel... I use a single space because of trebuchets really damage everything and still can see a little bit into the room. 2 spaces works but trebuchets detroy flooring more easily and detroy anything on it or trap settlers... which you have to build to free them... or have cut off required access situation . just an suggestion but it would ruin your aesthetics use the empty space from mining to create rooms as you mine below the castle with storage near the fields and adjacent to kitchen. because it takes time to travel and multiple trips eating the day creating less production. also your numbers are too small, I have 12 iceboxes, 125 squares per patch of the general crops. barley and red currents are a special problem, I have a 300 square field minimum and the annual usage is around 3500 to 5000 units creating bread so I plant barley twice, immediately cut the blight when it happens... usually in late summer. blight rarely happens in the spring but it does. with barley you have to forbid twice the amount to not micromanage the stores. 300 planting squares takes 2 shelves but you have to forbid 4 because of immediate production which would cause immediate shortage for planting. the other special is red currents, they take the longest to grow and I start on day 11 in winter or after day 8 or 9 in summer to avoid stunting. I use 2 fields of 150 squares... or as your population grows build up to 150 squares. I Begin with 30 in the early days and have to use 2 matching fields, 1 always fallow. I Begin to plant the second field when the first field begins to show red. when you finish planting the second field the first field will be ripe or nearly ripe. then I cut plants for the sticks to use as fuel for everything. you have to assign a settler to carry the red currents immediately to refrigerated storage because they ruin quickly. my planting schedule is starting winter day 10 herbs and trees, followed by Red currents until fully planted. immediately start beets and cabbage until fully planted. wait a day or until 1400 hours in the afternoon to start carrots until fully planted then flax until fully planted. then lastly barley. during the planting of barley the cabbage beets will be ready ... I divided my settlers into harvesting and hauling at the end of the day and the rest into finishing planting barley. then it's harvesting and hauling ending with planting the second field of red currents then cutting first field. it takes until the start of summer before starting the second barley planting and it gets complicated because of attacks, weather and blight. I don't replant blighted fields spots complicates everything and makes micromanaging necessary. it takes practice.
I have a bad tendency to make my fields too large and causes issues for timing. just add to it each year until the maximum squares I mentioned. also you need 1 cook for 5 settlers until there's sufficient population I go with 6... the 7th and 14th person to join requires cooking duties but everyone is set to cook 1 priority. the cooks duties are animal husbandry, cooking, 1 doing tailoring, stewarding and hauling but not urgent hauling... that's all they do... not preparing meals is equally bad as not having alcohol production. I set 4 settlers for animal husbandry. I set 1 settler to always construction so others are doing things like harvesting have to get to 30 construction skill. 1 or 2 people harvest who are not construction or cooks while the rest is set to urgent haul 1 to immediately get everything into storage. I tend to neglect research as I trade for it but having cook that does tailoring is helpful but it cuts down on stewarding and hauling like picking up eggs or removing waste. overall, until everything is built and enough resources are gathered will labor will funnel into the library and other production so there's a many hiccups from labor shortages because resources have to be gathered first and there's not high enough skills to speed production and fleet of foot perk is rare. I build a moated manor house with a castle wall entrance in a valley. it takes 220 to 250 days for me to complete before I restart the same map with major adjustments from previous mistakes and new updates incorporated.
It's best to pick one religion and convert the rest to that religion. Or they just change back and forth all the time and many of them get upset. You can force convert people when you get a visit from someone of that religion.
Ohh, thanks for this! Then does this mean it's not ideal to have both roles of either religion present in one playthrough? I really just have to choose one or the other?
damn 900+ views good job, sorry for being late and always have a nice day, now im going to watch your other video bye
great looking castle, your collapse issues are not enough arches... upto 3 spaces until the next arch... all running parallel... I use a single space because of trebuchets really damage everything and still can see a little bit into the room. 2 spaces works but trebuchets detroy flooring more easily and detroy anything on it or trap settlers... which you have to build to free them... or have cut off required access situation .
just an suggestion but it would ruin your aesthetics use the empty space from mining to create rooms as you mine below the castle with storage near the fields and adjacent to kitchen. because it takes time to travel and multiple trips eating the day creating less production. also your numbers are too small, I have 12 iceboxes, 125 squares per patch of the general crops.
barley and red currents are a special problem, I have a 300 square field minimum and the annual usage is around 3500 to 5000 units creating bread so I plant barley twice, immediately cut the blight when it happens... usually in late summer. blight rarely happens in the spring but it does. with barley you have to forbid twice the amount to not micromanage the stores. 300 planting squares takes 2 shelves but you have to forbid 4 because of immediate production which would cause immediate shortage for planting.
the other special is red currents, they take the longest to grow and I start on day 11 in winter or after day 8 or 9 in summer to avoid stunting. I use 2 fields of 150 squares... or as your population grows build up to 150 squares. I Begin with 30 in the early days and have to use 2 matching fields, 1 always fallow. I Begin to plant the second field when the first field begins to show red. when you finish planting the second field the first field will be ripe or nearly ripe. then I cut plants for the sticks to use as fuel for everything. you have to assign a settler to carry the red currents immediately to refrigerated storage because they ruin quickly.
my planting schedule is starting winter day 10 herbs and trees, followed by Red currents until fully planted. immediately start beets and cabbage until fully planted. wait a day or until 1400 hours in the afternoon to start carrots until fully planted then flax until fully planted. then lastly barley. during the planting of barley the cabbage beets will be ready ... I divided my settlers into harvesting and hauling at the end of the day and the rest into finishing planting barley. then it's harvesting and hauling ending with planting the second field of red currents then cutting first field. it takes until the start of summer before starting the second barley planting and it gets complicated because of attacks, weather and blight. I don't replant blighted fields spots complicates everything and makes micromanaging necessary. it takes practice.
I have a bad tendency to make my fields too large and causes issues for timing. just add to it each year until the maximum squares I mentioned.
also you need 1 cook for 5 settlers until there's sufficient population I go with 6... the 7th and 14th person to join requires cooking duties but everyone is set to cook 1 priority.
the cooks duties are animal husbandry, cooking, 1 doing tailoring, stewarding and hauling but not urgent hauling... that's all they do... not preparing meals is equally bad as not having alcohol production.
I set 4 settlers for animal husbandry.
I set 1 settler to always construction so others are doing things like harvesting have to get to 30 construction skill.
1 or 2 people harvest who are not construction or cooks while the rest is set to urgent haul 1 to immediately get everything into storage.
I tend to neglect research as I trade for it but having cook that does tailoring is helpful but it cuts down on stewarding and hauling like picking up eggs or removing waste.
overall, until everything is built and enough resources are gathered will labor will funnel into the library and other production so there's a many hiccups from labor shortages because resources have to be gathered first and there's not high enough skills to speed production and fleet of foot perk is rare.
I build a moated manor house with a castle wall entrance in a valley. it takes 220 to 250 days for me to complete before I restart the same map with major adjustments from previous mistakes and new updates incorporated.
@@Amos-b2b This one is a very thorough advice! I appreciate that, thank you! Would definitely use this guide as to when I start my planting! Cheers!
It's best to pick one religion and convert the rest to that religion. Or they just change back and forth all the time and many of them get upset.
You can force convert people when you get a visit from someone of that religion.
Ohh, thanks for this! Then does this mean it's not ideal to have both roles of either religion present in one playthrough? I really just have to choose one or the other?
@@Aimatiro I found it best to have one or the other.
can you name one of them SCHEEMSFUL and make him a captain ples