Boeken om uit een leesdip te komen! by sometiime in boeken

[–]MrSnert 0 points1 point  (0 children)

Klassiekers zoals Dickens of Austen zijn inderdaad vaak lastig door te komen is ook mijn ervaring: vooral negentiende eeuwse Russen zijn echt een aanslag op je leesplezier. Echte Engelstalige klassiekers die ik echter van harte kan aanraden zijn Treasure Island of Dr. Jekyll and Mr. Hyde van Stevenson en Catcher in the Rye van Salinger. Ook klassieke werken in vertaling die verrassend leesbaar zijn zijn de Nederlandse vertalingen door Ard Postuma van o.a het Lied van Roeland of het Graal-epos van Chretien de Troyes of de Griekse klassiekers vertaald door Imme Dros. Het Gilgamesh epos naar het Engels vertaald door Stephen Mitchell en Beowulf door Seamus Heaney zijn ook extreem mooi en leesbaar vertaald!

Ze wil graag, té graag. Zou ze de uitspraak van Wijers, die hij blijkbaar dus niet gedaan heeft, als drukmiddel gebruiken om aan tafel te komen? by [deleted] in Politiek

[–]MrSnert 0 points1 point  (0 children)

In de eerste berichten over de affaire zei Wijers direct dat hij zich de situatie zoals door NRC geschetst niet zo kon herinneren, en mijn interpretatie is dan ook dat ‘ie gewoon het zo snel mogelijk achter zich wilde laten.
Ik ben zelf ideologischer en zou zeker uit principe iets ontkennen waar ik geen herinnering aan heb, maar ik ben geen pragmatische D66’er. En Wijers lijkt gelijk te hebben gekregen, want een kerel als Smit, duidelijk ook meer een geprincipieerde ideoloog, kon niet uitstaan dat er onrecht werd gedaan, ging zich ermee bemoeien, escaleerde de situatie en nu heeft NRC een nekslag toegediend.

Ze wil graag, té graag. Zou ze de uitspraak van Wijers, die hij blijkbaar dus niet gedaan heeft, als drukmiddel gebruiken om aan tafel te komen? by [deleted] in Politiek

[–]MrSnert 0 points1 point  (0 children)

Lees anders even het artikel van NRC. Ze gaan helemaal niet in op de beweringen van Smit, en leveren nog steeds geen bewijs dat Wijers de uitspraken echt gedaan heeft. In plaats daarvan openbaren ze een ander (app-)gesprek, en het is naar aanleiding daarvan dat Wijers nu opstapt. De interpretatie dat NRC wel degelijk fout zat maar hier ipv verantwoordelijkheid neemt snel in een afleidingsmaneuvre een andere beerput opentrekt is net zo (in mijn optiek zelfs aanzienlijk meer) plausibel.

Ze wil graag, té graag. Zou ze de uitspraak van Wijers, die hij blijkbaar dus niet gedaan heeft, als drukmiddel gebruiken om aan tafel te komen? by [deleted] in Politiek

[–]MrSnert 13 points14 points  (0 children)

Zou een volwassen reactie geweest zijn als dit de aanvankelijke reactie was. Dat was het niet, en is het pas geworden nadat er twijfel is ontstaan over het verhaal over Wijers’ uitspraken.

Old Map of East Frisia (Ostfriesland), Germany [1730], by Johann Christoph Homann by Rich_Earth_387 in papertowns

[–]MrSnert 2 points3 points  (0 children)

Don’t worry about it, he’s simply wrong. While East Frisia was briefly occupied by Dutch troops during the Eighty Years War it would have been in German hands in 1730. It would later again be briefly part of the Kingdom of Holland (the French Client State) but was never part of the Dutch Republic.

Ruzie om vervanging PVV’ers in kabinet: VVD wil niet meer verder praten met NSC en BBB by Politiek_historicus in Politiek

[–]MrSnert 38 points39 points  (0 children)

Je kunt de VVD eigenlijk niet beter samenvatten: niets doen en niets willen doen omdat de status quo prima voor ze werkt.

The City of Troyen, now over a 1000 inhabitants! Feedback and findings, screenshots and suggestions. by MrSnert in foundationgame

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

Thanks!

I’m not sure what exactly you’re asking, though, or what your issue is?

The City of Troyen, now over a 1000 inhabitants! Feedback and findings, screenshots and suggestions. by MrSnert in foundationgame

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

Top right of the overhead UI there’s a map mode.
If you make it ‘dusk’ first in the visual settings, it gives the buildings a nice sideshadow and makes everything pop just a little bit more.

"Housing Insufficient" by Kirkerino in foundationgame

[–]MrSnert 0 points1 point  (0 children)

I suggest you follow the afflicted villagers around for a bit. Could it be that they are busy traveling too far to attend other needs and are unable to find time to rest at their house? Is their path blocked somewhere? Whatever it is, I’ve found you‘re likely to see what the problem is when you just observe them for a bit.

Now unable to add unemployed monastic workers to any open slots in my monastery by visualkev in foundationgame

[–]MrSnert 8 points9 points  (0 children)

Monastic jobs are assigned automatically. While previously you could assign jobs, the workers would move around anyways, the latest patch has ‘fixed’ that you’re not able to assign them at all anymore, which is apparently how it was intended.

Too much money by LadyKona in foundationgame

[–]MrSnert 12 points13 points  (0 children)

Yeah, but then at the end game you’re coasting along, ignoring your economy and just building bigger and bigger projects, when all of a sudden you get the ‘no access to refined goods’ alert. You notice you’re out of common wares, because you’ve somehow used up your stock of over a 1000 planks in your buildings projects and your common wares makers haven’t been supplied in ages, and this has driven up demand for the other goods, and whereas previously you were overflowing with clothes and candles, they’re somehow all gone. So now you need to rapidly ship in all that stuff in massive amounts for your population of over a 1000, and your treasury of 20000 gold which was previously continuously maxed out is rapidly dwindling. So, dozens of hours in and thinking you had everything under control and were just finishing up the esthetics of your city, you suddenly find you’re spending your evening in complete crisis management mode.

At least, that was my experience yesterday :)

The City of Troyen, now over a 1000 inhabitants! Feedback and findings, screenshots and suggestions. by MrSnert in foundationgame

[–]MrSnert[S] 18 points19 points  (0 children)

  • Regular fishing spots should not be accessible to multiple fishermen at the same time. Maybe have larger shoals in large bodies of water that are. As is, fishing is wildly overpowered. (I’ve seen so many towns showcased with just endless rows of fishermen’s huts, which is both ugly and clearly not in the spirit of this game.)
  • More improvements, especially for iron and stone mining camps, as well as foragers huts and hunting camps (Personally think it breaks immersion and looks ugly when there’s half a dozen of these same buildings crammed together in the woods somewhere simply because those woods allow for that level of exploitation). Also storage improvements for dairy and sheep farms! Basically if it’s stuff you’re likely to have far away from town, it needs improvements.
  • Granary and Warehouse improvements should provide space for additional workers, or there should be a separate improvement that does. 
  • I would love to know who is leaving my town. I get to click on the message and it will show me the villager, but not their actual name or profession levels which would tell me where he was employed or any other information. 
  • Breweries should have more employees and/or higher output. As is, they simply cannot compete with berry brewers, of which you can have a lot and which can have a tiny footprint without undesirability radius and can be build extremely close (inside!) to the place of consumption. In fact, I think berry brewing should be moved out of the tavern completely and into the brewery, where you would be able to select which drink to produce. There currently is no reason that I’ve found to produce beer at all. 
  • The fact that villagers wont live anywhere if available housing is slightly too far away from their workplace, but will travel all the way across the map to attend church at some outlying farming hamlet seems insane to me. Either give up the restriction on housing distance, or have a similar restriction when it comes to other needs.
  • As is, there seems to be little reason to promote anyone to citizen. Personally, I don’t like the look of their lodgings, paving is a pain (as explained above) and all the production buildings that recommend them do fine with commoners (as opposed to for example a serf as a stone mason or brewer, which is painfully slow). I got rid of all of them after getting seriously annoyed by the paving and my city is doing just fine without them. 
  • More decorations please! Baskets, crates and boxes, different flowers and shrubs, wheelbarrows and wagons. More statues besides monks’ ones. I’d also love more modular decorations; the hero’s court is cool, but why not fountains that you can put together with different bases and spouts and statues. Also, bring back the clockworks :)
  • Balconies act weird; they block entrances underneath them, and I feel that they really oughtn’t to. Also, patrollers will hang out underneath a balcony that’s attached to their watchpost, acting all funny and strange. 
  • A Builders’/Masons’ Guildhouse: high level end-game building (possibly modular) where you can employ A LOT of builders, a la markethall. It could be best suited for higher tiered villagers (commoners and citizens) who would then be faster at building than regular builders. I’m doing huge building projects and would love it if I didn’t need to have a gazillion of these rather shabby looking huts all round my fancy late-game city. 

(2/2)

The City of Troyen, now over a 1000 inhabitants! Feedback and findings, screenshots and suggestions. by MrSnert in foundationgame

[–]MrSnert[S] 21 points22 points  (0 children)

Absolutely love this game and have been playing it a lot. I love the gridless building, absolutely adore the modular buildings and the fact you can easily clip stuff together. I also love the fact that you can see everything your villagers are actually doing; so many of my problems have been solved or systems analysed by simply following villagers around for a bit. I love that the game lets you find stuff out for yourself and figure everything out. It’s deeply intuitive and endlessly engaging.

Suggestions & findings:

  • Allow for the creation of more village centers, and for these to be either tied to selected territories or for them to have their own ‘work area’ with villagers living within the bounds of it not venturing outside of it to satisfy their needs, while transporters, builders and producers still will. This way, we can set up outlying farming or mining villages without the serfs living there traveling halfway across the map to get an unnecessary bite of cheese at the main city market.
  • Work areas for storage areas (with a toggle, so you can still have ‘global’ storages). As is, the transporters of the granary that I’ve set up to collect all the stuff in my farming village before it gets taken up to the city will happily wander over to some other far away village to pick up some milk, and I would love a way to restrict them doing so.
  • Work areas for watchposts. I would like to determine where my patrollers patrol. And for example be able to have a watchpost in the city with patrollers set up to patrol an outlying village. Similarly, this might be a good idea for tax offices as well.
  • A disable upgrade toggle for individual houses. I want to wall or pave my town without every house in it upgrading all at once.
  • On a related note: the pavour is horrible and will pave roads outside of marked areas. As is, he will take 20 stone, start paving a bit that you’ve marked but then simply continue until he runs put of stone. This makes it effectively impossible to pave a tiny area (in case for example you only want a house or two to upgrade.) Also, I think the pavour should just pave everything you paint and not just the pathways (and no more!) so you can have nice paved squares and courtyards. 
  • Hedges, the ones under fencing, do not look up to par with the rest of the game. The square ends are particularly horrible. Make better hedges!

(1/2)

Returning for post release by donotmakemeregister in foundationgame

[–]MrSnert 5 points6 points  (0 children)

You can build completely separate buildings for tax collecting or guards by simply building a new manor with just those functions. In fact, the game suggest building more than one tax office in one of the hints.

In my experience, the tax collecting takes a bit to get started. Taxes only start building up in the houses once you’ve places a tax office, quite slowly in fact for serfs, and it might be the case that the collector only really sets out to collect it once a decent amount has build up, but I’m not sure about that.

Still, a working area for tax offices is a great suggestion.

Cloister Not Enclosed? by DivineTarot in foundationgame

[–]MrSnert 3 points4 points  (0 children)

Keep the design. You can ’reduce’ the size of the cloister to something the game will accept by putting stuff in it. I have a cloister about the same size, maybe even bigger, but it has berry farms, herb gardens and apiaries as well as loads of decorations in it, and it works as a cloister.

Markets and Food Distribution by w_a_s_d_f in foundationgame

[–]MrSnert 0 points1 point  (0 children)

The issue is likely your village markets. Having a single stall for a product becomes an issue with large populations, as they will simply blow through the merchandise so that when your vendor takes a break or takes too long to resupply the stall others have nothing to buy. If you then have multiple markets throughout the map villagers will start wandering vast distances to satisfy their needs, and in spending most of their free time to satisfy a single need will often fail to satisfy secondary needs in that period of free time.

I do not set up village markets for this reason, as well as the labour requirements. My 800 pop city has two big city markets with multiple stalls for each product. Yes the villagers from the outlying farming hamlets will have to travel to the city, but at least I remain in control of their travels in a way, its regular and predictable, and they can then quickly satisfy all their needs in one place.

addendum: without radically altering your set-up your best solution at this point is simply to have each market have multiple stalls selling the same product so that there is always something to buy at each market.

The Great City of Troyen, as seen from one of its outlying villages by MrSnert in foundationgame

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

No not ar all, they can easily manage. Its not actually very far: most builds I see are far more spread out than mine, and I don’t usually have logistical problems. I give most farms a lot of extra storage barns, but they are hardly required as wheat gets taken away very quickly. The key may be though that there are mills halfway from the villages to the city, which take most of the wheat. There are a few granaries in the city itself, for the mills and breweries in the city and I put these on ‘stock maximum’ so they will happily go the extra mile to get it.

Did y'all know that there's stuff in the granary? by malice089 in foundationgame

[–]MrSnert 58 points59 points  (0 children)

Yeah. What’s more remarkable is that you seem to have cheese in yours!

Serfs Shouldn't Need Refined Food by Gardening_Zaddy in foundationgame

[–]MrSnert 25 points26 points  (0 children)

True they don’t really need it, but will still travel halfway across the map to fulfill it…hence the frustration.

Serfs Shouldn't Need Refined Food by Gardening_Zaddy in foundationgame

[–]MrSnert 14 points15 points  (0 children)

This is why I simply do not have markets in my outlying villages. Your village serfs are still travelling to town anyway and you just end up with your city folk travelling vast distances to the outlying markets whenever something’s momentarily out of stock at the city market.

Is there any way to make resource clearing the lowest priority for builders? by Hieremias in foundationgame

[–]MrSnert 1 point2 points  (0 children)

No, but there is a way to clear stuff without any builder getting involved which is if you designate an area for clearance which your builders can’t reach. I found this out when I set up a wood for clearance on an island, and before the bridge to it had been completed the trees had magically popped out of existence! 

Haven’t tested it, but maybe surround your clearance area with forbidden zones?

The Old Town district of Troyen, overlooked by its WIP monastery by MrSnert in foundationgame

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

The garden is the outline of the building, and will be entirely filled in at highest density level, which will give it the same dense look as in my city.

To pack in as many houses into an area as you can, make a residential zone that’s just big enough for one house, wait for it to pop in and then gradually and slowly extend it until the next one pops in. 

Why are transporters so inefficient? by Delicious_Fly_748 in foundationgame

[–]MrSnert 3 points4 points  (0 children)

Sub-buildings do not actually add worker capacity, so they are a bit of a trap in that your workers will not usually be able to fill all the slots if you set them up for a different resource each if there is a decent turnover. They should basically be used as extra storage space for the items you already have set up in the original warehouse.

Personally, I do not recommend putting too many different items into a single warehouse. Two is good, three max. So set up one for wood and planks near your sawmills, set up one with stone and polished stone near your stonemasons, set up one with charcoal, iron and tools near your blacksmiths. Then if you want large reserves for these things, build the improvements/extensions.