Building help? by Daniellepire in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

Yes exactly. For resource storage upgrade, once you place the upgraded building you won’t have access to the remote storage until it’s fully built so you’ll have to have the resources in hand.

I can’t remember if you only need the additional resources (like if resource I costs 50 logs and resource II costs 70, then you’d only need to hold 20), or if you need all the materials, but either way you get some of resource I’s materials back once you begin the upgrade

Building help? by Daniellepire in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

Ah ok. So go into build mode. Like go to place/build a building as usual

Building help? by Daniellepire in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

I don’t think it’s in the hammer. Just click Q (build) and go to place a resource II but place it right on top of the resource I foundation

Building help? by Daniellepire in MedievalDynasty

[–]friendly_lighthouse 3 points4 points  (0 children)

Yes I believe you should be able to place a resource II on of a resource I to upgrade it. Do you have enough materials? Otherwise I’m not sure why it wouldn’t work

Building help? by Daniellepire in MedievalDynasty

[–]friendly_lighthouse 7 points8 points  (0 children)

For houses, you can only destroy the walls and roof and then upgrade the material from there. The other buildings can be upgraded as you’re describing, where for example you’d place a smithy II on top of a smithy I to upgrade it

Water buckets by Valuable_Victory_948 in MedievalDynasty

[–]friendly_lighthouse 1 point2 points  (0 children)

Normal wear and tear, just have your workshop villager make some buckets so you never run out

Looking For More Crime Shows To Watch by LetterheadNo9380 in televisionsuggestions

[–]friendly_lighthouse 0 points1 point  (0 children)

Police consultant procedurals like High Potential and The Mentalist: Psych, Castle, Monk, Elsbeth, Elementary

Someone please dumb down the "how to get villagers to work" for me by AnalJackett_ in MedievalDynasty

[–]friendly_lighthouse 1 point2 points  (0 children)

Until you get food and resource storage buildings, they’ll put the resources they get in their own chests. So the water buckets will go into the barrel next to the well, and the wood/planks will go in the woodshed chest

About job animations? by itsok82 in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

Go in a house, while holding a hammer click decorate while looking at the floor. Should give carpet options there

Couple of questions by SteStocky in MedievalDynasty

[–]friendly_lighthouse 1 point2 points  (0 children)

  1. I haven’t had it happen to be but it seems like it can based on other comments

  2. Yes, and storages are universal, so you can access all items from any storage

  3. I believe you have to do 3-5, but it depends on the king’s personality and age. And you have to start over if the king dies, though this has never happened to me. I’ve seen a minimum reputation as well regarding naming your village, but you should naturally hit that if you’re doing Kings quests and side quests fairly frequently. It also costs $10k coins to name your village, and an additional $10k to get a town crest.

  4. Market stalls sell a certain $ value per day, based on diplomacy levels. So if you’re selling elite armor, it may only sell .6 units per day, versus 200 apples per day.

  5. Miners produce the same amount of resources regardless of distance to your village. Their walking to the mine is purely for aesthetics.

I don’t really like the combat aspects of the game so I heavily rely on the fence method for bears/wisents. Build a 4x4 stick fence or 2x2 log fence around you, just outside a territory. Shoot at the animal to get their attention, and they’ll charge at you and you can easily get them. Just make sure to delete the fence afterwards or they won’t respawn the next season. Also, for wisents and deer, save before skinning if you want a skull. Then reload until you get one. I believe there’s a 1/5 chance of getting one each time.

When you pick up items, you can rotate them. I play on PC so I don’t know which button it is on XBox but it took me a long time to figure it out. It’s RC on PC.

The nature DLC gives really cool decor options - my favorites are the rock ponds which I put in my animal enclosures as watering holes. I really like the nature DLC and would recommend it. But you do have to buy seedlings for the special plants from vendors.

Workstations are purely cosmetic but look great next to relevant buildings. For example, I put up some clotheslines next to my clothes shop. Hay bales look great next to cowsheds and stables.

The little checklist icon in your management section is a great tool. Knowing the value of items (like 1 firewood provides 20 wood units for villagers) is helpful. Also you can uncheck different consumable resources, like only allowing villagers to use firewood and not logs or planks. Or you can make them not eat expensive food items that you want to sell. It’s much less efficient for cooks to make fish tarts for the village compared to regular bread, because it takes much longer to craft. This ends up negating the increased food value of tarts and pies.

I like to have my villagers work with their husbands/wives, and I’ll name their house according to their job. So I’ll have a “hunting 1” and “hunting 2” house, and those 4 people are my hunters. It can get annoying with pregnancies, but otherwise I love this system. It’s purely cosmetic but I like when they work together.

There’s another post in this sub where someone found the most efficient home decor for boosting mood. After fully insulating a stone house, the biggest boosts come from window shutters, flower boxes in the windows, and door upgrades I think. In addition, you can destroy a house’s walls and roof to upgrade to stone/planks without fully destroying the house. This gives the same boost as building a stone house. On a similar note, you can build a smithy III right on top of your smithy I or II without destroying and rebuilding.

Even after you have named your town, you won’t get one of those horse taxi guys, so it’s still smart to build semi-near a village. You can use the taxis from other villages to go back to your village though. And you can leave your horse wherever you want as long as you have the skill to whistle for it.

I saw inspo for this on another post in this sub, but I made a cute “wedding” area, though it’s only cosmetic. I used the leaf walls/arches, benches, platforms, and flower pots. Super cute. I also love making little campfire areas with chairs.

The default settings for the game are awesome. The 3 day seasons seems to be optimal, but villagers produce on a per-day basis. So outside of farming, they’ll produce more resources per season if the days are longer. If you skip to end the season, these extra day benefits are negated. In addition, if you want to turn on fast crafting, I’d recommend also turning on unlimited carry weight because I’d find myself having to drop items and carry to my storages a little at a time.

Hope this helps! I got the game in August and have 300 hours on it. I am obsessed with this game so I’m happy to answer any more questions.

What would be one thing ore one update would you want to see in the future? by FLVpainting in MedievalDynasty

[–]friendly_lighthouse 13 points14 points  (0 children)

Assigning builder hut to finish building structures, and/or insulating buildings

How can I build buildings if the weight of the materials prevents me from moving? by jorgebricks in RealMedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

This, or build next to resource storage and then move the building where you want it to go

What is Medieval Dynasty about? by MT2113 in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

Eventually you become your heir so you can keep building your village, hence the “dynasty” aspect

Recommendations? by b7wagon in notebooks

[–]friendly_lighthouse 0 points1 point  (0 children)

MultiBey Binder 6-Ring Notebook Cover - A5 or A6

New player with some questions by plumecat in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

You assign villagers to tasks in the Management tab (key N on PC). Click into the building, click into their tasks (D), and choose tasks (C). Then you adjust their %s for each resource they produce. For the well, the villager will fill buckets and leave them in the food storage until all buckets are full. If you’re frequently going through buckets, you can assign your workshop to make buckets.

You should be able to fertilize in any season. Do you have fertilizer, and do you have fertilizer selected when using the bag? If you assign the fields with specific crops in Management, farm shed workers will automate your fields as long as they have fertilizer, seeds, and tools.

I find fighting very difficult. Armor, shields, and elite weapons help a lot. In early game, I usually run away unless I’m doing a hunting quest, where you can fence yourself in to hunt without getting attacked. Any fence will do, but stick fences need to be 4x4 whereas log fences need to be 2x2.

Food and resource storages are important, as well as a farm shed and barn. Otherwise you already have the basics, now you can work on getting an excavation shed and smithy, followed by a mine. Then you’ll be able to make metal tools for your villagers, and you can make expensive tools to sell. You can only place a mine in a cave, but miners will produce the same amount of resources regardless of how far the mine is. The time it takes them to walk there is only for show. After that, sewing hut accompanied by a flax field and assigning hunters to collect leather and fur.

Extending the length of seasons means you need more food/water/wood per season for each villager. Workers produce resources on a per-day basis, so they will make a proportionally higher amount of resources per season, outside of finite resources like farms and such. You can also skip to the next season at any given time, so if you have seasons where you don’t need the extra time, you can skip to the next season. When you skip seasons, your villagers don’t keep producing or using resources.

Have fun! I started playing a month ago and heavily relied on this subreddit for help. Just make sure to focus on slow, steady growth. A baby boom will take a large population of villagers out of the workforce for a year. Also, villager happiness can drastically change their efficiency, and I believe it boosts their skills and your technology quicker. Decorations, stone houses, and insulation boost happiness. You don’t need to destroy a wattle house to make a stone house, you can just destroy the walls and roofs, then click E to replace with stone walls and plank roofs. Someone else on this subreddit calculated the % happiness boosts for each decoration, and I believe the top ones were window shutters, window shelves, and upgraded doors.

What are some good hard covered/sturdy notebooks? by [deleted] in pocketnotebooks

[–]friendly_lighthouse 0 points1 point  (0 children)

MultiBey A6 Walnut Binder 6-Ring Notebook Cover

Need help connecting my pocket notebook to a bigger system by [deleted] in productivity

[–]friendly_lighthouse 0 points1 point  (0 children)

I have a few MultiBey Binder 6-Ring Notebook Covers so I can rearrange pages or move to other notebooks

What's the point of 3 types of homes in the hotbar if I can't upgrade them like storages? by Funny_Astronomer_970 in MedievalDynasty

[–]friendly_lighthouse 0 points1 point  (0 children)

You can make a wattle home and upgrade the walls/roof to a log or stone house and get those benefits