Best strategy for remote fishing / hunting

Ive managed to over-fish my local lake to the point that it is running out of fish often. I want to move some of the fishing to more remote lakes. What is the best strategy for remote fishing lodges… should I have the fishing lodge next to the lake and have a short distance between the lodge and the fishing grounds - or should i have the lodge closer to the town and increase the distance between the lodge and the grounds?

is it better to co-locate a smoker and root cellar with the “remote” fishing lodge?

1 Like

I’ve overfished my main lake once and I was less than thrilled. It will bounce back if you give it time. You might want to try removing the shacks from your main source one by one to see what number will work to keep you fishing year round.

If you’re gonna do the root cellar / smokehouse combo (good call!), I would set the root cellar it to accept raw fish only and not to accept smoked fish. This will make your smoker run back into town to deposit the finished product where people can use it. You’ll want to build a Temp Shelter for the smoker as well since they don’t live in the smokehouse whereas the fishermen do live in the fishing shack.

As for distance, somewhere in the middle of what you described is best. This will ensure the smoker doesn’t have as far to run (thus reducing the chance of exposure death during the winter) and also ensure that you get a decent overall fish production.

I was thinking to enable the carts to also transport food in bulk from point A to B.

I mean, the obvious solution would be to build a small fishing village but uh, that does not work.

I tried out making a satellite village again in another new town by this time building resource buildings first then housing once those buildings are stocked, it worked slightly better and by some miracle the local fisherman actually does live there. So the fishing hut and the smoker work but mostly people are still running unnecessary marathons. Startlingly the wagon seems to be both delivering and retrieving useful things usefully, like delivering beans and meat and taking back the fish.

Its a lot of investment though and as Jaaro said, just the fishing shack, root cellar, smoker combo with the right options and possibly a temp shelter half way between the shack and the town if it is very far will work just as well with far less effort.

1 Like

Have you discovered the panel that lets you choose who’s working at a certain place, showing you their distance to their current home as well?

Wait, do you mean you can control where they live through that??? No I haven’t seen that bit I just stare at it in despair when the healer decides to move 14 miles down the road to the new shanty town despite their original house being in full repair and a higher tier. Please teach me this. It would instantly end every niggling complaint I have.

I haven’t gotten it to work properly yet, but it is already implemented: When you have zero free labourers (I think making them all builders would be an option), you can click on the plus sign where the worker portrait would be at any place currently missing a worker. You could also create such a job openining, of course, you just have to make sure there are no labourers after by assigning them somewhere else. Then, when you click on the portrait with the plus, instead of adding a rando, you get to chose exactly who you want, with the option to sort by name, profession or distance to workplace.

Such a great tool! But I just don’t know how to use it without first having to assign all general labourers, sadly. :confused:

1 Like

WHAAAAAAT, oh my god, life changing
I’ve had the plus sign thing you describe before but never zero labourers so it just adds whomever, I am definitely going to try this method, amazing.
You don’t have any way to stop farmers running 25 mile marathons to other fields instead of harvesting their own crops tucked away there do you?

Sadly, you can’t set individual workers for things like farms, that just have the number of workers you can increase or decrease. Better keep all your farms and beehives next to each other…

I know I’m playing the game wrong but I want several small, unconnected settlements and am mostly just whining about the fact that I cannot due to what feels like weird AI quirks that probably make sense if you play the game as intended. It’s a personal problem I guess.

1 Like

No, it’s definitely something they should address in the future. No one wants their farmers to run to the other end of the map to an apiary that cannot have workers assigned to it other than by leeching off of farms.

In an ideal world, I’d love to draw non-rectangular farms (manor lords style) and place them all around my town, then around outlying villages that supply my growing town. Instead, I’m bunching up big 12x12 squares all in one area of the map.
But it’s an EA title. I’m really looking forward to how they’ll improve an already entertaining game!

Though the grid, rectangular blueprints of buildings and farms and the aura-stacking desirability game mean that I’ll probably never get to build a town as described above. But who knows, maybe they’ll implement systems that lessen this “either square or ineffecient” effect.

1 Like

Can you do this? I’m struggling to understand exactly what carts can do

I saw this pop up when allocating jobs to people but only once I’d completely run out of new workers. Is there a way to open this manually

Not really. Assigning everyone to be builders doesn’t work as instantly as other positions, so unless you have enough job opening (say from farming) that you can assign all free labourers to those, you cannot to my knowledge use the function to manually assign someone to a position. And you can never manually assign someone to be a farmer, builder etc (without a building showing the employees’ pictures).

It’s really surprising to me that such a function and sortable panel was added to the game, yet it can only be accessed under very specific circumstances.
Maybe to mod this would be simple enough? Or else, I’ll suggest a change to this to the developers.

2 Likes

Perhaps it’s for a future update? Or it made the game to easy? I’ve started to notice workers in hunter cabins stocking up from the temp shelters when it is far enough away and they’re stocked with lots of supply’s. I’m going to really test it out in my next play through with the largest map and more waggons.

1 Like