When you have 200 People, the buildings that you have work: beyond that no. Think about it this way, how much food do you need to feed 500 people? Is one root caller going to be enough? While I do feel the game is playable, the issue is really a matter of scale when it comes to storage. The Trading post is a good example: i have a feeling i bugged it. It was full of wood/stone Yet I transferred it to my gobal storage; that never happened.
Food is another issue, there needs to be an upgrade for the smokehouse. into tier 4; something that will allow you to smoke the cattle meat you get without building 30 of the things. While it is a good idea, 15 meat/fish per smoke in tier 4 is kind of a matter of how many people i want to try to spend.
The barn still has issues in .75. When you set the herd limit in it sometimes will automatically slotter, and sometimes not. also being at the cap still seems to give you a penalty which makes me wonder if you there should not be a setting to slotter -1 of the cap or something akin to that.
Honestly I am enjoying the game, thanks for the entertainment.
I think it would be of benefit to be able to upgrade all the buildings. Why is the root cellar upgradable and the smokehouse not? Why are some factories like the foundry upgradable and the brickmaker not? That seems arbitrary.
Probably early access problems. Then again we might even get more tiers when game is finished. Just look at anno 1800 with so many DLCs the game is endless!
Honestly I hope we get more optimizations and DLCs in future. This is one of best medieval style village sims ever.
I think a lot of problems currently could be solved just by changing the amount of jobs certain buildings allow for, or by including additional upgrades to buildings.
Right now, I need to build tons of smokehouses and compost yards, both jobs that only get more important the further the game progresses, but that only allow one job per building. Buildings like these need to be scalable, when your settlement expands, so should this building’s ability to keep supporting the larger settlement.
At the same time there are buildings like the Potter Building, which has room for six jobs, but only two are needed to provide enough pottery to maintain a large village of 700+ people. The other four slots are just in case you have a surplus of villagers and you want to produce thousands of pottery to sell to traders, I guess.
So this game does need some rebalancing when it comes the amount of jobs per building.