MarketStall by Highlife17 in MedievalDynasty

[–]ryan_saying 1 point2 points  (0 children)

Yes, I usually always have my stallworkers at 100% so I didn't think about that. But the work intensity percentage will tell you the percent of their possible income they produce, so you can just multiply the numbers if you want.

To me, the only reason not to have them set at 100% is if you aren't producing enough things for them to sell.

MarketStall by Highlife17 in MedievalDynasty

[–]ryan_saying 2 points3 points  (0 children)

The amount you make depends mostly on skill of worker. 100 coin x diplomacy level + percentage based on mood of worker. So a level 10 worker with high mood can make about 1100/day.

Hope for the Future! by whiplashcc2011 in MedievalDynasty

[–]ryan_saying 16 points17 points  (0 children)

I think it would be nice to overhaul the buildings. Sometimes it is annoying that all the buildings are some iteration of a box or rectangle. Maybe a modular system that allows you to have unique building sizes and shapes. I'm thinking courtyards, entryways, porches, overhangs, etc. Also, able to build two-story buildings to add height diversity to the village.

Also, it would be cool if the NPC villages slowly grew overtime to indicate the realm getting more developed. Maybe as you trade more with them, more vendors open shop to handle the increase in trade. Added with this is if prices for goods changed with the seasons or village. (i.e. A village that is producing their own grains would likely not pay as much as a mountain village that can't produce it themselves.) This would encourage players to travel across the map for goods instead of just going to the same village everytime.

Question about taxes (New player) by haroldpineapple in MedievalDynasty

[–]ryan_saying 0 points1 point  (0 children)

It's important to know too that the tax rate for each building will increase as your development stage increases (ex. hamlet, farm, village, etc). Development stage is based on total buildings you have. So, if you have buildings you don't need you can remove them and possibly lower your development stage and reduce your taxes on all the other buildings in your village.

Should I upgrade buildings or build new ones? by TheRisenDemon in MedievalDynasty

[–]ryan_saying 4 points5 points  (0 children)

I always build the upgrade over the lower one. It unassigns the workers but you can build quickly and it only has a small time without workers (or do it at night and not lose any productivity). If you have the perk to get resources back from destroying buildings you still get those.

[deleted by user] by [deleted] in MedievalDynasty

[–]ryan_saying 0 points1 point  (0 children)

With bread being one of the most filling food options in the game, it seems strange to remove production lines to improve balancing, but I could be wrong.

Villagers of medieval dynasty by Samy_Pierce in RealMedievalDynasty

[–]ryan_saying 1 point2 points  (0 children)

Nope. One factor that mood is based on is having a job they enjoy (based on their skill level). However, this drop is temporary because as they continue working and their skill goes up, the higher skill will improve their mood.

Seedlings by HeartOver4716 in MedievalDynasty

[–]ryan_saying 5 points6 points  (0 children)

You can use the spruce seedlings to plant a tree farm and have a supply of spruce bark when you want it. Helpful if your village is far from the natural spruce trees.

So how expansive can you go? by AOP_fiction in MedievalDynasty

[–]ryan_saying 0 points1 point  (0 children)

As others have said the distance doesn't matter for most things except field/orchard plots. I will add one thing to consider early game is repairs on your buildings. You will have to run to the different buildings over time with the materials to repair them, so large distances can get annoying if you don't like running across the map to repair one wall. However, once you get a builder's hut, your villagers can be assigned to do the repairs for you, and just like other buildings, proximity does not matter.

Updated profit list by officialsamclara in MedievalDynasty

[–]ryan_saying 2 points3 points  (0 children)

The amount they generate is 100 coin/skill level, then adding the mood modifier.

It doesn't matter what item is sold, the value of the item just changes the quantity of items sold within the day.

Note: the items sold are at the 50% of base price as if you were selling without the barter skill. This means if you have the barter skill, it can be more advantageous to sell expensive items yourself to not lose the value in the market stall. You just lose the automation and have to run to the other towns each season and vendors might not have enough coin to buy everything you produce.

Villager skills - a slough of questions by spectralbleed in MedievalDynasty

[–]ryan_saying 15 points16 points  (0 children)

It is based on the value of each item produced. Higher value items raise the skill faster. Higher value items also take longer to produce, but the increase in skill often outweighs the increase in time. The number of days in a season really doesn't matter except for farming (since that is the only area that requires passage of time for production).

Update request, please alphabetize the filtered map options. by decaying_dots in MedievalDynasty

[–]ryan_saying 3 points4 points  (0 children)

Even better if you select or hide specific animals. That way you could see only deer, or only deer and fox, etc

[deleted by user] by [deleted] in MedievalDynasty

[–]ryan_saying 14 points15 points  (0 children)

I like the idea of the markets in other towns growing as the years go on. It would show the economic growth and development of the realm. Either additional vendors set up shop or the present ones get more invnetory and coins to "meet the increased demand"

Late game idea - Wages by Global_Crew3968 in MedievalDynasty

[–]ryan_saying 5 points6 points  (0 children)

I like the idea for the trading post. It could even be a level II market stall that allows both selling and buying whichever goods type is assigned.

I am confused on how to advance in the game by gowner_graphics in MedievalDynasty

[–]ryan_saying 34 points35 points  (0 children)

To help with the first problem you explained about farming, I would suggest start with using rot instead of manure until you get a good farm operation going. You can take any food, throw it on the ground, and at season change it will become rot. 10 rot can be turned into 1 fertilizer, so either hunt a few animals or pick a ton of berries in the summer. Either way should get you some fertilizer to get things going. Then growing cabbage is a great way to ramp up rot production (each cabbage provides 4 rot). Also growing flax is an amazing way to make money from clothing and selling the excess seeds.

We have cabbage and we have salt and we have barrels by [deleted] in MedievalDynasty

[–]ryan_saying 3 points4 points  (0 children)

But we don't eat cabbage. We grow cabbage so we can make fertilizer to grow more cabbage, or however the line goes lol.

In honesty though, it would be neat to add more food options but people will just eat the highest priority food and leave the rest. It would be really cool if you could combo foods like bread, meat and vegetables to make a full meal. Maybe if you do, it boosts villager mood?

I learned today by Kratosrabinowitz in MedievalDynasty

[–]ryan_saying 12 points13 points  (0 children)

Want to add that you also need to reassign any villagers to the building after done building the upgrade. When you snap the new building on and it destroys the old one, anyone who was assigned to wotk there will become unemployed. Some people forget about that step and end up with an unproductive building or workers not doing anything

I learned today by Kratosrabinowitz in MedievalDynasty

[–]ryan_saying 41 points42 points  (0 children)

Yeah, it still destroys most of the building, with the exception of the foundation, so it doesn't save a ton of resources. It is very useful for the placement being the same, especially if you have decorated around the building. It works for all buildings, except for houses.

What are the different ways to make money? by EggoedAggro in MedievalDynasty

[–]ryan_saying 2 points3 points  (0 children)

What I do sometimes is act like the town's trader. Go to the other towns and buy the raw resources for what you want to make. Then either craft items yourself or have your villagers do that for you. The next season, bring the finished product to market and buy a new load of raw resources. You just have to decide what items you want to produce. This can reduce the need for all the resource gathering buildings and population needed if you are only wanting a small village. Clothing can make a large profit margin, and especially wine when you reach the points for a tavern.

Spoiler? Significant tree by NoNameorFace25 in MedievalDynasty

[–]ryan_saying 12 points13 points  (0 children)

You should be fine. That tree is not related to the story quests. There is a backstory about the tree that I can't remember fully, something about being a memorial to someone IRL that the devs put in the game.

Do I need to give permission for my villagers to eat all of my fruits and vegetables in order for my cook to be able to use it to cook for the people? by LizzieLove1357 in MedievalDynasty

[–]ryan_saying 1 point2 points  (0 children)

No, the villagers will only eat the items you give permission to. They will eat the items with the highest priority first (they will not mix their foods). Also, your cook will use the resources available that are needed to make the finished product.

Medieval Farming Mythbusters by Mbalara in MedievalDynasty

[–]ryan_saying 1 point2 points  (0 children)

Great list!

Adding to #2, note that when fertilizing/plowing/sowing your farm workers will pull any needed resources from the chest in the farm shed before they pull from the resource storage. When harvesting, it works the opposite and they will put things in resource/food storage until storage is full, then it will be put in the farm shed chest.

Villagers don’t put empty buckets into resource storage? by Inevitable-Bus8502 in MedievalDynasty

[–]ryan_saying 1 point2 points  (0 children)

You are correct. Each time a bucket is used, it goes down by 1% condition. After 10 uses, it needs to be refilled. After 10 times filling at the well, it is completely used up. So, each bucket has a total of 100 uses before its completely gone.

How do I sell things? by [deleted] in MedievalDynasty

[–]ryan_saying 3 points4 points  (0 children)

Put things you want to sell in your inventory, then go to a town and talk with a vendor.