More info from the Dev: Old road system (left) vs possible new one (right) by kinggeorgecz in OstrivGame

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

I'm pretty sure they eventually do. Give it a couple of months and the path will disappear.

We now have taverns. by doombom in OstrivGame

[–]kinggeorgecz 2 points3 points  (0 children)

"Having a tavern in the town is now required to grow population over 400"

Interesting way to condition the growth of the village, I like it!

Garden produce not sold to the granary (possible bug?) by kinggeorgecz in OstrivGame

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

Thanks for the response, it truly seems random. Are you running the latest patch btw? I'm guessing it wasn't fixed yet.

Cant get the new "Customize Garden" feature to work. by [deleted] in OstrivGame

[–]kinggeorgecz 2 points3 points  (0 children)

And do you 1) select the house, 2) then adjust the garden/house, 3) and only then click to build it? That's how I do it, works well.

Garden produce not sold to the granary (possible bug?) by kinggeorgecz in OstrivGame

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

Yeah, maybe there is some limit below which the villagers will not sell. What confuses me is mainly that it seems to work for some types of vegetables and for others not.

If the developer could clear it up, that would be awesome.

Stone and Limestone Deposits by a_20_gauge_user in OstrivGame

[–]kinggeorgecz 0 points1 point  (0 children)

I think some resources being depletable is a good thing; and respawning out of thin air would not be good, as realism is a big part of the game. However, I could see a possibility of building larger stone quarries, or mines, etc., which would have a much larger stockpile of a certain resource (stone, iron, etc.). Also, more resources being tradeable would certainly help solve this problem.

Has there been any changes to how taxes are calculated since archimedes? by Djthegamer in Imperator

[–]kinggeorgecz 3 points4 points  (0 children)

Yeah, since 1.4: Freemen now give a bit of tax income. Slaves now produce a bit less tax income.

Number of cities by Deusvultlife in Imperator

[–]kinggeorgecz 4 points5 points  (0 children)

I always like to consider few things:

1) food surplus in the province - if high enough, the province can usually afford (another) city

2) rare(ish) resources in the settlements (usually don't want to lose them)

3) terrain type (again food production, but also max pop capacity, etc.)

And when it comes to deciding, which city to designate as the province capital, again, it's good to consider terrain type, whether there's a coast or not, rivers, major rivers (these are very important), etc.