Just an idea, not sure if it has been suggested before, but the thought came to be when a soldier in my 900+ settlement wearing all the top gear and weapons decided to get drunk and attack other settlers, outright slaughtering many of them before I had a chance to step in.
I was mad, I wanted the guy to be banished from my settlement, but I just had to move him to the other side of the map to get him away from my settlers and await his sober return. I feel like this is an area that needs development.
It got me thinking, there should be a law and order element to the game where you can send brawlers to drunk tank/prison, decide their sentences which could range from fines that add gold to your settlement, jail for a period of time, banishment from settlement etc…
It would also be a cool added element if some raiders surrendered after you have managed to defeat their attack, they could be held in prison, sentenced, or even ransomed back to the raiders.
Prisons could be upgraded to increase the numbers held. You could even have buildings like warden posts that would be manned by soldiers inside a settlement that would be responsible for upkeeping law and order within their building range, and if they found someone stealing or brawling etc they would take them to prison where you could decide their punishment.
Yes, it is an issue, but you only need one pub in your entire city to bring up overall entertainment from pubs. Further, I would expect to see jails or constables in the future somewhere to fix this. For now, just laugh at it.
One additional problem, though, and I’d like to know if anyone else has had this problem: a fully-manned Brewery in my last (0.9) town was barely able to keep a single Pub stocked with Beer. I had to shut down the pub every couple of years to rebuild my stock of beer in the town, since I didn’t want to invest the grain and honey to supply a second Brewery.
This, for me, puts an extra burden on the whole Pub - Beer solution to Entertainment, so I’m back to not bothering with pubs or beer and just selling off the extra Honey in the Trading Post every year.
The key to brewery output is proximity to water and proximity to wheat. The further the Brewer is to those, the slower the beer output is due to constantly hauling wheat a long way or worse: waiting for the wells within its proximity to fill as brewers will NOT travel a longer distance to another well and will assume there’s just no water. These two combined contribute to total beer output the most.
Regarding pubs, the bar keep must travel to the storage facility the beer is held and take beer back to the pub. So a longer distance for them from storage to pub will also slow down serving.
Well aware.
The real problem is I only built Breweries in one other game, back in 8.1 or so, and had no problem keeping the Beer supply up until Mad Max MacAdder the Soldier ran amuck and depopulated everything within a block of the Pub. Haven’t built either Pub or Brewery since, until my last 0.9 game, so I didn’t know from experience if the production percentages had changed or the Brewery was just a few tiles too far from the Grain/Water supplies.
In my current game I finally got the consumption versus production of Grain stabilized (upgraded my last Barn, got to my target Cattle Herd size and desired number of Mills and Bakeries) so now I can look at the extra production and storage required to support a Brewery or two in addition. I have a spot picked out, right next to the concentration of Granaries serving the Mills and all selected to take Grain only (the ones marked to take Flour are across town, central to the Bakeries) and next to the lakeshore where efficient Wells are easy and close.
Probably won’t get to it until the weekend, though . . .
Beer output in 0.9 is definitely lower than 0.83, but I have two breweries totaling ~900 beer per year right now with a population of 1704. It’s enough to get 500 for the trader and enough to feed my one and only pub. In short, mileage may vary.
My impression from a couple of games in 0.9 Playtest and the two games since 0.9 release is that most of the Resource Production numbers have been tweaked to reduce output. That’s only an impression, though, because, especially with field crops, there are just too damn many variables to get a precise numerical comparison that means anything.
What I have noticed specifically, though, are:
Flax is immensely productive: a single field each year in rotation (10 x 9 or 10 x 12 fields) produces enough Flax for two fully-manned Weavers and a fully manned Papermaker with Flax still piling up. I suspect it is going to get nerfed soon.
Buckwheat, which used to be my only Grain planted because of its lesser minus to fertility and good weed suppression, is now much less productive than the same size field planted in Wheat. As in, Grain stocks almost doubled when I converted from Buckwheat to Wheat, but only AFTER several years of Beans, Clover and Buckwheat to prime the fields and get the fertility up to 90+ .
Peas, which used to be very useful because in a single year you could get Hoeing, Peas, Turnips to get field improvement, Bean-type Greens and Root Vegetables, now seem to give a ridiculously small amount of output per field. Basically, they appear to only be good for improving Fertility but from observation put almost nothing into storage when harvested.
Just about every Update/Version seems to require some changes to my preferred types of field rotation and the ratio between resource production and buildings using the resources. Keeps me from getting bored with the game, that’s for sure!
the only problem I had is over farm Wex when I produce large amount of beer. candle productions are slower compered to beer. and it can’t directly sell as honey, and it does not go spoil quickly either.