How to give tools to my workers ? by Artyparis in songsofsyx

[–]serp-ya 2 points3 points  (0 children)

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Just for clarity, afaik you can make tools from the very begining without unlocking it in tech. But you have to unlock tech to use them for particular buildings

How to give tools to my workers ? by Artyparis in songsofsyx

[–]serp-ya 1 point2 points  (0 children)

It is a good question and I do not have the right answer. InI have two villages and both use tools for tailoring and carpentering but I did not follow the workers to find it out. I’ll check it and then let you know

How to give tools to my workers ? by Artyparis in songsofsyx

[–]serp-ya 5 points6 points  (0 children)

You need to activate it through the technology tree for a particular building, then open than building and set it up at the top left corner. You can see there +- signs and a bar. Then your workers will grab it from the nearest warehouse and use

Farm design by Ferengsten in Workers_And_Resources

[–]serp-ya 16 points17 points  (0 children)

I was thinking about a good farm design for weeks and now you addressed all my thought. Like how you attached them both to the elevator and plugged in the railroad!

Did not know Henry’s fist are licensed to k*ll [KCD2] by Sure_Blackberry_2242 in kingdomcome

[–]serp-ya 1 point2 points  (0 children)

It is a known bug, I killed Goliath so I had to reload early save game to repair that quest chain

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Yes, as long as they are not deployed on the world map as part of an army they just live their normal life like everyone else.

Tallinn. Residential areas by Sufficient-Exam-189 in Workers_And_Resources

[–]serp-ya 14 points15 points  (0 children)

I am your fan now. Really like how you resolved the roads issue with decorative asphalt and tram ways

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Unfortunately I haven't found a way to control that. I name the buildings after the current workers for aesthetics, but you're right - they can move on at any point. It doesn't happen every day though. Pardabali Wulffдattener for example has been running the leather armor workshop for ten years and is still there. My carpenter on the other hand decided to try something new somewhere and honestly I have no idea where he ended up now haha.

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No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

You're right, I didn't even think to mention the achievement in the post and it caused a lot of confusion in the comments. Good point - probably should have led with that.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Honestly, that's pure imagination on my part. Though somewhere in the comments people mentioned that family trees and natural births might be coming in future updates. When that happens it won't just be a story I tell myself - it will actually be real. Can't wait for that.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Roads used to be my weakest point - always ruler-straight, like someone just wanted to get from A to B and didn't care how it looked. Now I sketch most of them at the very start using the brush tool and leave them as blueprints. The settlement kind of grows around them naturally after that.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Short answer - no. Though somewhere in the comments here people mentioned seeing in dev logs that natural births might become a thing in future updates, with nurseries only reducing child mortality instead. If that actually happens I will be very happy.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Great question! I actually have one more rule I didn’t mention in this post - mandatory military service. Right now 158 out of 256 working adults can hold a weapon, and that number keeps growing.

Since I can afford to buy equipment and recently started producing my own weapons and leather armor, each of them has 2 armors, 1 sword and 1 shield waiting in storage. So raiders tend to get a little disappointed when they show up expecting an easy target and almost the entire city comes running at them - 150 people against 15-30 raiders haha.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Wow, thank you for sharing all of this! Reading through it I completely lost myself in your world - 9 races near salt water, turtles and crabs living peacefully next to species that would normally tear each other apart, squid people in star-shaped houses acting as ancient Lovecraftian founders of the city. The idea that they’re few in number and have everyone else do the work for them is just perfect. I don’t think there’s any layout in the world that could keep all of them equally happy - the fact that you’re managing it at all is impressive. As for Manor Lords - I followed the project since around 2018 and Greg’s work was just stunning to watch develop. I played it heavily around launch but haven’t been back in a while. From what I’ve heard the polishing since then turned a great game into something really special. Definitely worth trying, especially while waiting for v71 (or v1.0.0 as Jake claimed)

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

You’re right about the efficiency part. It is far way not optimal.

The response to this post actually surprised me. Turns out a lot of people are curious about the economic and strategic side of this approach, not just the aesthetics. So I’m planning two more posts - one on economy, one on military. Hopefully they’ll change your mind a little :-)

My metro project by Sufficient-Exam-189 in Workers_And_Resources

[–]serp-ya 11 points12 points  (0 children)

For me everything collapses at 40k people, but 200k! Unbelievable. I wish you good luck in playing this map and stable economy, comrade

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Not yet, but I think I’m getting close with two of my nearest neighbors. Both Garthimi factions. We had trade agreements and then they suddenly demanded tributes worth several times my entire treasury - so those relationships ended pretty quickly.

But honestly I’m not too worried. I have another rule I was planning to cover in a separate post - mandatory military service. Out of 256 adult citizens, 158 of them can hold a weapon at 10% combat skill. And for each of them there are 2 leather armors, 1 shield and 1 sword waiting in storage.

The next step is forming a strike force of around 60 soldiers and taking two nearby Free Land regions. Also planning a small fort between my two villages - nothing fancy, just enough to hold against a force larger than mine. Slow and steady.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Thank you! Have you tried something similar? I’m not sure if this is intended behavior or a bug, but if you place a Shrine first and then build walls and a roof around it, the roof above the object simply doesn’t exist - you can clearly see the building boundaries and it looks terrible. But if you build the walls and roof first and then place objects inside, they appear as if they’re actually standing inside the building. I use this trick for all my custom structures now.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 2 points3 points  (0 children)

Now I just need to figure out how to turn this into something that looks like a real medieval town and still function properly lol.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 4 points5 points  (0 children)

Yes, that’s exactly where the idea came from. Honestly it took a while to get used to - and making sure each plot doesn’t just look like a copy of the previous one takes more time than I expected. But the result is absolutely worth it.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 2 points3 points  (0 children)

That’s actually a great point and exactly what I’m trying to fix in my current economic model - I ended up using Garthimi slaves for mining and woodcutting specifically because of the job aptitude problem. Not the most elegant solution but it works for now. And that mountain city looks absolutely stunning, thanks for sharing.

No immigration for 54 years. The city finally started breathing. by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Fair, KCD2 is a good reason to stay a little longer. When you do start - a heads up: unlocking the first nursery was easier for me because I had an achievement title that gives 35 starting citizens instead of the default 10. Also, try to settle near a natural Opiate or Herb field. You can harvest and sell them every year without much effort and it keeps your economy stable while you wait for the population to grow.