Since I am a still trust level “0”, I am limited to only x3 replies, I am consolidating my replies to a few people in this singe “reply”. Sorry - once I get to TL2, I can do more, but not yet here…
@Jaradis, RE a resource/function closer (or even next to) a building needing that item/service, yet the AI sends it elsewhere…
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I have the same problem with the rat catchers! I will have a building right next to a rat catcher that is “infested” with rats! You would think that the “efficiency” of the rat catcher (or anything with a radius ring) would diminish the farther it is away from the center of the ring (that is to be clear, of the ring and not the source building since rings can be away from the production building).
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But this asks the question - is the outer ring limit “final”? That is, such as the Arborist - what happens to trees that are just at (on the line if you will) of the ring - does the Arborist maintain these trees at
all (or at the same level as those within the ring). By the way, the job “arborist” should actually be called an “orchardist” since this is the proper name for one who specifically tends to fruit trees (and the promised “forester” could be the one who maintains non-food maintained trees in a given (designated) area.
@Natani question of “why all of this religious crap”…
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Because in a historical context, the lives of everyday people was dominated by some kind of religious structure (clerics, wisemen, priests, gurus, swamis, rabbis, hothgafi, seer, cantor, witch, druids, etc.). It was also a means to provide control to the lower classes while simultaneously providing legitimacy to non-religious leaders (kings, emperors, etc.). Moreover, historically, religious bodies are often the initial “organizations” to help the needy, indigent, homeless, infirmed, orphaned, etc. Finally, many human developments and historical chronicles arised from the various elements of such organizations (such as monks transcribing older Latin or Greek texts into newer versions (or even translating them), or such as monks who dominated the brewery tradecrafts).
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Thus, given the implied historical period and region that the game provides, its easy to see why the lack of catholic (or even Norse, Celtic, or other religions) should be a component of the game.
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If you don’t agree with that, then maybe a different game set in a different period/region (or even fantastical environment) would be better suited to you. Just a thought for consideration overall.
@Moos comments about the costs and such related to the movement of a cemetery.
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Here is my take: while the developers seem to think that it should “sting” to move a cemetery (they mentioned the cost in gold), historically, space was always at a premium! It is not unheard of in medieval times for the grave of someone to be moved after a period of rest to make way for someone new. Local church graveyards were only so big, so maybe a generations or two later, a grave would either be reburied deeper, or the final remains consolidated in other areas (such as crypts and such underground). Then a new parishioner would be buried in the newly available plot. Further, as evident in the business of the church, the more wealthy you were (specifically - how much you paid), the closer you could be buried to the church alter. Obviously, royalty or historically significant people would be laid to rest in extra ordinary interments based on the desires of the church or the local congregations/villagers, to show honor to that person.
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Thus, it would seem that, once full, a cemetery could be “emptied” (or moved) with no penalty other than the number of manhours/labor needed to do it. Options could be given to reintern someone (or groups) elsewhere, or to “dispose” of the very old remains to make way for either deconstruction of all or part of a given cemetery. However, the penalty should only be increased beyond manhours/labor if the presently allocated space for a cemetery is not yet full, or if a set amount of time has not yet passed since it was first established. In this way, a player could, for example, adjust smaller, the given size of a previously defined cemetery (that is, if you made it 10x10, but you already had 10x6 filled, you could reduce the size from 10x10 to 10x6, thus “filling” that cemetery and regaining some land back). But the AI would determine the assignment of tombstones, so the cemetery walls would be adjusted by the player only up to the point of reaching the existing graves).
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This would be both more historical, and not such a PITA to make changes later down the line in game play! Heck, recall that just a few years back, the grave of King Richard III was found under a friggen parking lot!
@ASRAi, RE dragging to build/designate multiples of something (such as trees)…
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I agree SOOOO much!!! Until this new fix comes out, I am having to often plant decorative trees to create a forested area. But to do so, you have to 1) click each time for each tree, 2) then, to get it “planted” sooner, you then have to very tediously click each one, 3) then select the prioritize… rinse and repeat… a lot!!! that really sucks!
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In a similar vein, when trying to expand a field, you have to start at the edge of an existing field and then you have to select a minimum size/dimension before you can implement it. You should just be able to add, square by square, the desired increase to an existing field! Otherwise, just create a new field!
@Haiyun_Lin , @Frank327, and @JonleSanguinaire, in response to having an option that makes less micro-management/manipulation,
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I think on thing would be for a “radar map” that would show somewhere in the GUI edges - that would allow you to both quickly go to somewhere else by clicking on that area in the map insert, but also by showing select resources for areas that have been “surveyed” so that you don’t have to spend an hour trying to hunt down coal or gold ore sources on the main main!
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The angle of the map would be okay if you could continue to pan out to the size of entire area (or at least to the area thus surveyed (not black))!
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I too started to become so frustrated with the tediousness of managing select supply chains, that it was not enjoyable! Automation of some (or all) of those production chains would be great! A player can always go in and micromanage every aspect, but you wouldn’t have to unless you wanted to.
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Also, to automatically produce a set quantity of something (as demanded by other resource consumers), as well as to automatically deconstruct/reclaim a production site (such as a mine) once that resources is exhausted in that area! Its crazy to think that people assigned to work in say a mine, would just go to work for ever even if the mine is empty!
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Likewise, for hunters and gathers - if the resources are exhausted (or shy away because of development), they would automatically relocate father out (within explored areas) to areas that provide the level of resource desired (even this could be set - go anywhere, go to an area with at least ‘this’ much, or go find an area with the maximum currently available… the like).
@steve_p RE in the distance from source to storage.…
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I think it would be great if you could create ‘outer edge’ hamlets or micro-settlements where storage and minimal resources/goods could be traded and/or stored. Then either the residents therein, or traders from the main settlement could go out to these points of trade, and gather those needed resources for further movement to the main town.
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To me, I think of CO-OP grain elevators along a given rail line where farmers will (to this day!!!) bring their grain to be stored (or sold) and put into a consolidated set of silos, where the trucks or trains then collect and take the grain back to larger, more consolidated industrial areas for further processing/trade/storage. Kind of like leapfrogging.