First off, the game so far is great. Feels like the next iteration of banished, which I have 100’s of hours in. One thing I would love to see would be the ability to make small, permenant outposts.
I’ve had a start now where the nearest willow and roots have been literally on the other side of the map. Not an issue, but this was hard to plan around as it was so far and temporary shelters can only do so much.
What I would love to see would be the ability to ‘zone’ town centers and villages, where you can draw a radius around a town center building and every shelter/house inside that radius will belong exclusively to that settlement. If there are no jobs for that settlement, then they will become laborers exclusively in that settlement.
In my example, when i tried to clear some resources around my new, smaller satellite town, the laborors from my main town all walked across the map to the small satellite town to chop down trees etc. and a load of them died in a blizzard
I feel that a mechanic like this would make the game so much more interesting, and also offer really cool import/export supply chains. Maybe my willow and roots settlement could have a wagoner stationed there that I have instructed to exclusively trade willow and roots back to my main city, and in return take processed food, medicine, tier 3+ items etc. back to the satellite village.
The map im playing was random. I accepted the challenge of having no lake in my starting area. Finding fish, willow, clay and other resources was a pain until I discovered larger parts of the map.
I was intending to build a second village but just like in other city builders the game mechanic would make such game dynamic basically impossible, as you pointed out.
To introduce the zoning as suggested would be a great way to make this happen and make the game stand out from other city builders.
The mentioned internal trading between one’s own villages would be one of many extras that would make the game more interesting and increase the long term fun as well…
(I specially subscribed to the forum to give this a thumbs up - so I hope its considered by the game developers)
i really like this idea - at least having the option to negotiate and plan around this would be amazing - everything would be more challenging in a good way (protect the smaller settlement from raiders for example)
i just wish the temporary shelters worked a bit “better” - i have several all nearest to where remote resources are, but my workers rarely seem to use them and the productivity for those resources plummets
I built on a new large map a second village far away from the first one with town center… takes the villagers half a month to transfer. I play without raiders to not have to worry about defense.
Town center is still tier 2.
Both villages are operated with their own food supply and goods production chain. Potentially working.
What destroys the harmony is the fact that specially farmers but also builders and labourers take jobs “all together” in both villages.
Also, new settlers/new born might settle in emtpy spots in one village and have jobs in the other. My market is half a year emtpy cause the market keeper is stocking firewood in his house in the other village.
Would be great to have people move to a house close to their job.
Since labourers and builders can take jobs randomly i know this is difficult to script. I could imagine that you could make certain professions relocating while labourers and builders don’t but work only locally.
It has been mentioned but i bring it up again. Using wagons to trade goods between villages. One village is at a lake so i can produce baskets. Basket reliant workers make the effort and travel to the second village to get one. But pottery or candles produced in the first village are not sold in the second (despite excess in the first) since the market guy wouldnt travel that far to get the goods.
For testing purposes i will try to build a few more villages all over the map and see how that is going. Will post my experience.
What I have to do to work around is to make little villages with resource gatheres, stockpiles and wagon shops to transport the itens if they are needed elsewhere.
The only problem I can see with this is how do you handle when you want to send laborers/builders outside of the city radius in order to build something or gather something? Sure, I can see doing this with all the other workers in a town, limit them to a radius. But it’s going to be difficult with laborers/builders. Also how do you assign workers from one town to go to the other town, since immigrants will only go to the city center to join the city. Then there is the issue of no way to transport things between the towns, as wagons only haul from mines/work camps. So unless you are going to build everything in both towns, you are going to have to deal with transport of some kind.
It’s a great idea, I’d love to see it. But they need to fix a lot of the other things with villager control and inventory control long before they do that.
Have you put some temporary shellters? This usually does the trick to me as it seens to overwrite the AI of villagers on putting itens in the shellters and storages that are nearby, since they now consider the shellter a “home”
I havent had that issue but will take a closer look.
Provided you have enough storage place at the new place they should opt for the nearest solution, unless they go to the other village anyway to pick up other goods or live there.
In regards to the builders and laborers you have a valid point. From the top of my head i was thinking to create a third profession, something like pioneer or so… but that might go to far.
And it could potentially work to have the builders and laborers roam around the map. You just need to accept longer waiting times for construction or seeing a forest disappear…
About living space, wherever there is a free spot in a house its filled by the new settler. Doesn’t matter that they arrive in the town center. If you create some free space in the second village they will for sure move there. So you can control it to a certain extend. But you dont have control over where they pick a job which is the first big issue.
The transportations is the second big issue to make this idea work.
We can only hope that the devs are attentive and the game strategy they have in mind allows for such adaptions.