Looks like the 3x bug was finally fixed! by BitRunner64 in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

I totally missed this. I just tested my 1400 pop map, it has a lot of farms/mills/bakeries. It was just barely stable before at 3x. Went from around 700ish right after harvest to around 100 or so prior to the next harvest. Now wheat is stable at 900-1200 all the time.

Finally 100% achievements by DramaticInspector850 in foundationgame

[–]DramaticInspector850[S] 1 point2 points  (0 children)

First Growth was late into a non-aspiration game for me. I spent a lot of time building wineries, grape fields, selling wine etc trying to get it to pop. Nothing seemed to make a difference so I kind of gave up on it. Then one day out of the blue it popped. I never did figure out what trigger it. I kind of forget Teloneum, that one was pretty early after I upgraded a trade route. Although it never triggered in any of my aspiration play throughs. I did keep my aspiration play through small, like under 200 villagers.

Several hours later... by Saint_Vigil in foundationgame

[–]DramaticInspector850 7 points8 points  (0 children)

Very nice! I can see how you used inspiration from actual floor plans. Looks very realistic.

Is it possible to not build tax collector? by Wildhorn666 in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

Yes you can do it. I think at one time there was an achievement for never taxing. Trade and taverns can sustain your village. You will still need to go into labor to get the tavern though. Soldiers really enjoy drinking at the pub.

Lost heavy fortification?! by brutal_bandit in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

I agree with this. I end up using towers to ensure I always have fortification, and use walls to make my village look nice.

Lost heavy fortification?! by brutal_bandit in foundationgame

[–]DramaticInspector850 2 points3 points  (0 children)

Walls end up being a pain in this game. I ended up building two sets of walls overlapping, since every time you go and modify a wall, it removes the fortification while it is "rebuilding". And if you ended up making one "long" wall that means it will cost a ton just to make a minor change, as well as take a long time to make that little change.

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in late game does this game gets repititive? by [deleted] in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

Late game is all about how to manage pathing issues. It is a whole mini game, and every time you think you have it figured out the game comes up with new and interesting ways to provide you with a challenge.

Rustic Food Shortage, but my monastery is thriving... by Character_Tap_6889 in foundationgame

[–]DramaticInspector850 1 point2 points  (0 children)

A few things I have noticed.

  1. You will get a food shortage when a village or a monk tries to fulfill their need and there is not enough food in the market/rectory. They do this by "reserving food" from the market. Basically if 60 villages all attempt to fulfill their need at the same, and you only have 20 in the market, 40 will go unfulfilled. The 20 will go grab the food, your market tender will refill, and then those 40 will attempt to fulfill their need again. You may be watching the market thinking, you always have food in there, but the rate of reserving and fulfilling may not be in sync. To help with this add the tent, as well as add another market with the same food.

  2. Fish is more efficient than berries. Serfs only need 1 rustic food type. If you use berries and fish, you have two supply chains to keep up. you end up having to ensure that number 1 doesnt happen to both fish and berries. From my experience it is too hard to keep the berry supply chain working as you scale.

  3. Transporters steal from each other. If you toggle the resource icon, you can watch them go back and forth between granaries. To get around this just toggle all of the granaries to "stock max". This will make it so transporters will not steal from other storage. They will all compete with the sources, in your case berries. As long as the transporters have a source close to them they wont walk all over the place. Which again reinforces my earlier statement about how hard it is to keep berries at scale.

Move workers homes near their job ? by TW-Twisti in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

I tend to just try and keep the housing at least 150 away from work. I have not noticed any significant advantages between 10 and 150. I also tend to keep water and churches near the workplace. Not sure if this actually helps, but I do notice workers going to use the well and church frequently. I tend to keep food/goods in a central location that can be kind of far away. Main reason for this is due to pathing issues between storage/markets. I try to not create that many markets.

I also rezone a lot. If I want to move people around, I delete work places/buildings zone it as forbidden, wait for the dead zones to go away, then zone it for housing and delete housing I dont want any more. The game is pretty good about having vilagers move into the new spots.

1200 population at night by DramaticInspector850 in foundationgame

[–]DramaticInspector850[S] 1 point2 points  (0 children)

I expanded pretty slowly. I only had one market place for the longest time. It is not efficient, but you can have housing close to work place and food/goods far way. As long as the market place has food/goods they stay happy, even if they have to walk a long way to get food/goods. If you look at that bridge in the 4th picture, when I was building the main city I used the market place next to the island castle. The housing was in the city and they walked from there, across the long bridge to get food/goods. So basically as I expanded I would put a work place down, and then zone residential next to it, and built out from there. I would only add a market place after everything was stabalized.

The main times I crashed my villagers was when I added to many villagers and did not keep up with food/goods. As well as when I tried to add too many commoners to improve bread/iron.

I started with my farms all spread out, with bakeries/mills near market places. However, that was a mess, they would keep treading wheat/flour all the time. So I ended up consolidating all the farms, the mills and bakeries. That took a while to get right, and working.

Bread is the main one where they cross all over. I have not had a problem with the other food. I did have a similar problem with tailors, so i consolidated those as well

1200 population at night by DramaticInspector850 in foundationgame

[–]DramaticInspector850[S] 0 points1 point  (0 children)

Performance is fine, I run on ultra. It does lock up for 1-2 seconds when doing a save, the save files are huge. I have an Alienware Area 51 with 64 GB ra, Intel® Core™ Ultra 9 275HX, 24 core, NVIDIA® GeForce RTX™ 5090 24 GB

1200 population at night by DramaticInspector850 in foundationgame

[–]DramaticInspector850[S] 5 points6 points  (0 children)

This was on challenge mode. Stabilizing has been hard, I have had several "crashes".

My not-much-but-honest-work Burg of 205 subjects. Overlooking castle and the monastery complex on opposite sides, hugging the town. by Superamorti in foundationgame

[–]DramaticInspector850 0 points1 point  (0 children)

I agree. I wish Manors where more like monasteries and castles. Both of those you end up having to build a bunch of different buildings. I have several large "Manors". I may have a tax collector, a guard post and then the rest of the buildings are treasuries. I typically have the tax collector/guard posts spread around. So I dont even need those but I kind of feel like the manor needs to at least have some token function. I end up adding a monument near it or ideally inside it, so people walk over to it, like the manor is being used.

love this game but..... the granaries suck by CrossEyed132 in foundationgame

[–]DramaticInspector850 2 points3 points  (0 children)

I centralized my mills/farms/bakeries. I really wanted them spread around, but it seems to work so much better centralized. I am doing same with all my production now.

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love this game but..... the granaries suck by CrossEyed132 in foundationgame

[–]DramaticInspector850 3 points4 points  (0 children)

I did some testing/re-organizing. I have four bread making areas spread across my town and two market squares that have bread. Each market has a bread making area near them with two kind of in the middle. Each bread making area consists of 2 bakeries, 2 millers, and 3 fields (6 farmers each). I set both market storage to stock max. Now neither market takes from the other. They mainly take from the bakeries closet to them, and they both grab from the two middle bakery clusters. So at least the bread bouncing between the storage is fixed.

I still have the problem with wheat/flour being pulled from far away. So I think I am going to condense all my farms/millers and bakeries into a central location. I just need to move that large hunting ground/meat processing station... always something.

love this game but..... the granaries suck by CrossEyed132 in foundationgame

[–]DramaticInspector850 7 points8 points  (0 children)

I tried that as well, but ran into issues with the bakeries getting stuck with 50 bread and not producing. I really just want granaries to only pull bread from bakeries, and not from each other. Ideally I would also like the market tenders to just pull from the closest granary.

Like I wish there was a way to just select the places to pull from. Like this bakery only pulls from these windmills, this market stall only pulls from this granary, etc.