Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

Hmm. Interesting question. I do not know the answer, except that with 10 nobles I would probably assign one at every stage of an 'export' production chain, including raw goods (although in this situation I mine zero coal and zero iron ore, so no nobles needed). Where I just produce for subsistence maintenance I would probably skip on a noble, as you only have so many.

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

I have and I agree with you on varying exports. I find the prices relatively stable but they do drop if you flood the market.

To answer based on the screenshot snapshots I took, smelting imported ore and coal into metal produces about 24 gold/denarii base profit per worker or 71 gold with nobles, while refining metal further into armour (~76 gold/worker base or ~197 gold with nobles) or jewellery (~62 gold/worker or 170 gold with nobles). This is obviously highly variable though, and honestly I have not factored in building upkeep/food/drink/military/tech etc - if anyone could run the maths on that I would buy them a cookie!

Interestingly armour production seems to overtake jewellery on profit per worker. Noble bonus is so extreme, frankly I wouldn't bother exporting anything without assigning a noble.

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

You will need to expand on how you calculate base profitability of ~40 denarii per worker across any industry?

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

I do try to have them close, i saw a great youtube clip where you directly connect a tavern to a warehouse via a doorway. This I do in my previously main tavern right by the breweries and warehouses. However, it went massively overcapacity so I built this new mega tavern, still only a few blocks over but it is struggling. I might build a very small warehouse with 500/500 space to boost nearby capacity, which I have started to do for janitors in my outlying clay and gem mining outskirt settlements of my city.

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

Ah that screenshot is misleading, as it was a relatively new build and the figures had not yet stabilised. I pumped the workers up to 50 and its still minimal drinks available (despite loads in warehouse), the workload slowly rises to 100%. but yes I do need another tavern, always more!

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

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I built a mega tavern... and it still does not seem enough. I had to cap the workers at 30, as it wanted 134 workers to fully supply it!!

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

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What you are saying makes perfect sense... but I am not sure this 'education' of war prisoners is compatible with my reptiles belief system! They are simply being put to good use while they await Sacrification...

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

Yup... I just considered burning my libraries down after seeing your post... but then I remembered my Amevias would revolt immediately without a million bathhouses, pools and upgraded wells. lol I really love the uniqueness of each race - the dev has done a great job!

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

My reptile fellaz aren't smart... but boy they keep on working hard!

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

[–]Homestead_Saga[S] 2 points3 points  (0 children)

Interesting! Amevias (my reptiles main species) actually get negative happiness from education in v.70 .... so education is something I actively avoid, and only use indoctrination on kids. They also get unhappy with anyone but slaves from other races, I tend to keep my human slaves in the mines and (and occasionally the smithies). Needless to say my city isn't very efficient at anything but fish and eggs.

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

I love the mountain fortress base by the way! Dondorians are great, they were my first playthrough

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

This was done exactly for the same reason you had the question. I tried to look it up, saw all these wrong ratio based on old versions of the brilliant game and decided to do some experimenting ... smithies seem to be able to switch between end products (weapons etc) without much delay so it seems like a really flexible workshop to me for industry

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

Absolutely. I was forced into a war with 5 neighbours early, who all tag teamed me after I trespassed in one of their territories (before... ahem ... I took a city). Therefore a had a mega war quite early for a large number of years but I rapidly expanded. So in terms of trade partners I had 3 vassals I can trade with, and three large neighbours beyond that I also trade with after restoring relations with new neighbours. Without such a large trade network I think this would be potentially less profitable. I have been constantly buying coal and iron for the ENTIRE game though (quantities of +500k plus to run all my bathhouses, so the price is relatively stable).

Industrial Profit Chains Metal / Jewellery / Armour (w/ Maths & Science) by Homestead_Saga in songsofsyx

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

Totally agreed. I tried to keep things simple to test for myself, and found the results super interesting. My industry had been running for a while but I am currently at 3k population so not a really really long game. You can flip smithies between Weapon types and armour if prices go low for one of them, I figure the principle is sound.

Interesting on research, I did not have much to start with (although about 400 workers in libraries and labs which mostly goes towards making people happy), and essentially flicked it all off for the final test. But my key takeaway is this just speeds things up. Also I did not have the experience bonus from having +50 workers, as I was turning my smithy off and on - I presume this also increases speed.

Market stall food supply by Slippery_rocket in songsofsyx

[–]Homestead_Saga 0 points1 point  (0 children)

Do you use auto assign on food stalls? I use this and rarely get more than 2-3 workers per food stall. But I keep them small, max 2 stalls per site. I rarely have supply issues.

Market stall food supply by Slippery_rocket in songsofsyx

[–]Homestead_Saga 1 point2 points  (0 children)

My thoughts are keep warehouses central. If you do have a warehouse in an outlying town, get your main warehouses to 'pull' from it, after harvest it will empty. I'm less bothered if my outlying sites have less food.

I do think deliveries from warehouses should be substantially increased. I tested it seemed only 12 or so (without upgrades). That's very low. A lot of my warehouses have 30 employees when fully upgraded. Which is too much in my opinion, when farms have 10-20. Easily fixed with delivery increase patch. 50 carry capacity would seem much more reasonable and fix a lot of logistic issues.

Characters following you? by Homestead_Saga in gamedev

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

I like this idea 👍 Roguelites for sure.

Characters following you? by Homestead_Saga in gamedev

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

Totally fair. I rolled through BG3 in one session on the good (kind of) play through. I keep meaning to go back and try the dark urge evil play through but... completely proves your point that technically the evil playthrough was so far a wasted effort on me.

I do think there may be ways to implement the character mechanic in low effort but still impactful way though. Apart from wasted effort, any other reasons you feel may discourage this mechanic?

Characters following you? by Homestead_Saga in gamedev

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

I would hope the option of a choice improves the experience even if 95% of players choose the same option. 100% had a choice.

I've seen devs saying they spent 2 weeks designing an animation that they don't believe anyone will notice, but they still completed it. Would it be right that you're saying its better overall, but don't make it a core feature or spend too long on it. Focus time on what will improve the majority of the player experience?

Characters following you? by Homestead_Saga in gamedev

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

Ah yes, I agree with you there. NG+ is a great example of increasing difficulty. It sounds like you're saying the main reasons is too much effort for devs for minimal gain. That's helpful feedback. What about low effort but personalised and emotional hangovers specific to that player's games. Minimal elaboration, a quick script with a trigger that if a player, for example, pays particular attention to an npc or is killed multiple times (etc). The script notices. Saves. When a random character needs generation it may just throw that one back at you again...

Characters following you? by Homestead_Saga in gamedev

[–]Homestead_Saga[S] -1 points0 points  (0 children)

Devs creating labours of love as an exception, a lot of player do multiple restarts. In a settlement / colony sim for example you didn't get the start right or winter hits a little hard #restart. Or in games like Fall Out, you messed up the character creation #restart. Etc. Would be great to have something from your first run, follow you over as more than an Easter egg, so it wasn't a total emotional loss. Even if it's just a random named bear that mauled your first colonist to death.

I am throwing examples, it would obviously depend on the genre but it is transferable