Probably dumb questions

Wooden wall upgrades. Does the wood automatically get recycled or is it lost when replaced by stone? Latest game I’m salvaging the wall first before putting down the stone.

If I grow grain and then grow beets, or even clover or peas, do I have to set the soil mixture for each type, and if so does this carry over to each growing season?

If I grow it why can’t I sell it? Some food crops I can buy but cannot sell.

Town centres, I saw something in another page, once I get to T3 why not be able to put a T1 town centre in the middle of a new outer town or suburb? I’d get it’s defensive capability and a market, or perhaps a market/square with a town centre’s capability for defense?

Have you considered having a solo manned but unarmed wooden watchtower (no gold to build or maintain) which may be upgraded to a wood and stone single guard tower (25 gold and 5 gold to maintain) before it can be upgraded to the all stone two person guard tower (100 gold plus 25 to maintain?) [Blame a Donald Trump meme for that one.] After T3 you can select what you want to build instead of just upgrading.

T4 Town Centre can become a castle when reaching T5?

In similar fashion to the barracks a worker at the Trading Post should be able to be deselected, I find that no matter how many workers I have there one or more are not stocking goods, and if that worker is the first one then I have to dismiss all of them, with no guarantee that the first one will resume work. Even alone they’ll bugger off to do shelter stocking instead of stocking the Trading Post.

I can answer the few I know.

Soil mixture will stay the way it is, I think indefinitely. While it is possible to change it whenever a new crop is sown, I think this costs way more clay and sand than it’s worth (also, it takes time to get the clay and sand there so you probably aren’t in time anyway). I usually just look at which mixture is best for most crops in the schedule, and don’t mind that one or two others might no get a bonus.

Allowing the player to directly sell crops would probably make it way too easy to get rich. One field could grow thousands of gold worth of crops per year.
The merchants generally don’t seem to buy goods that can easily be mass produced. The raw materials that merchants do buy are things like medicinal roots or stone or iron ore, that can’t easily be produced by the thousands. Apart from that, it’s secondary goods that you produce from raw materials, so to turn your crops into money you have to do something with them first, like how you can mill grain into flour, which merchants sometimes do buy.
The only exception is flax which I was allowed to sell one time, but that happened only once to me in 50 in game years I think.

It’s strange that your trading post workers don’t stock it, I don’t have this problem. You’re sure there are still open requests they need to fill, your town has the available resources, and the requests can’t be done by just one guy so the others keep chilling?

1 Like

farming needs better UI i feel it’s hard too understand some things… like what effect does more workers have on crops?? … why cant i add sand and clay? … what season will my crops actually be harvested on the rotations?? helpful too know for frost resistant ones…

and on trade … well its so easy too make money i have trouble storing it in vaults and teh trading post… which begs the question why can the trading post have infinite storage of items and money??? … also herbs and willow … even with 4 basket shops and making soap… still have way too much of both… also on soaps the tallow is the problem there always hard to get even if u batch buy from trader…

1 Like