Tier 3 not able to reach homesteads are not counted properly stuck at 2 and I have built over 50 , most annoying. Can anyone help please. Thanks Keith.
Welcome to the forum.
Are they actual homesteads or are some still shelters?
I have both about 60 shelters but I am not familiar with the term homestead, what is a homestead in the game. I have about 10 farms can’t have cows because I don’t have enough gold, mining gold but it doesn’t seem to accumulate.
Housing progresses as you provide more goods your villagers want and also desirable items like bakers, pubs, decorations, etc. You start with Shelters, then can upgrade them to Homesteads, Large Houses and Manors atm. The town centre will require you to have 25 Homesteads to move up to the next tier and then 25 Large Houses to get up to the tier after that. So you do need to check exactly what type of housing and how many of them you have when you’re trying to upgrade the town centre. The town centre has an icon which tells you how many of the needed type of housing you have so far (15/25 for example) when you click on the town centre.
The Gold you mine is Gold Ore before it counts as Gold in your resources it has to be converted into Gold ingots in a Tier 3 Foundry. If you are not at tier 3 the mined gold can only be changed to ingots by trading the Ore for Ingots.
The trouble is I need to progress to the next tier to build better housing, yes 25 homesteads but it is not counting the ones I have already built.
It will count them. Do you meet all the other requirements to upgrade the TC? It’s not just housing, there are other things you need like planks, stone, gold, etc.
Thanks I have discovered what I was doing wrong the houses upgrade automatic when conditions are met problem solved thanks for your help. Wish the game had a tutorial to explain these things. Thanks again Keith.
Ah, you had the auto upgrade switched off. That would do it.
yeah not a fan of that. I wish we could control it more like other upgrades.
I want the upgrade arrow to appear above the house then you could right click
the house to upgrade or move it or delete it etc…
Just started doing a bit of noodling around with Desirability, and the need for roads.
I started with dirt roads to frame it out, then once I had reached buildout for the upgraded Market area, I started replacing the roads through the housing area with the Garden Trail.
Here, you can see all four roads through the housing area have been replaced with the Garden Trails.
Adding Small Gardens between the Shelters boosted Desirability enough to upgrade to plenty of Homesteads in order to advance the Town Center to Tier 3.
Still have two empty spaces between each Homestead to add Urns and Small Statues for upgrade to Tier 4.
I thought decoration stuff was, decorative, not a thoroughfare.
Many of the decorative pieces add Desirability to the area, helping advance the upgrading of homes through the different tiers.
Have to treat them like vanilla extract, adding tiny bits at a time where needed.
Otherwise, the buff is lost in the general mix.
Did the garden/road thing, wagons wouldn’t use the garden roadways and many people didn’t either, had to take them out, but replacing roads with gardens in the residential areas brought most of the shelters up into (taxable) homesteads, which helped raise the numbers to get into tier 3. Still needed a park or shrine but fewer of them.
The Garden Trail isn’t roadway, you are correct.
The housing area is the only place I had replaced them, looking for the bump-up in level.
The result was that the Market and Compost workers, shelter stocking and nightsoil duties were all performed using straight-line (as the crow flies) paths, that took much less time than following roads allowed for.
Not using the extra space for roads allows me to condense the housing area by that four space width, and add an extra few houses.
I confess, it took me several game-starts to get my head around the fact that road access is not required, or even optimum, for the residences - just about every other ‘city builder’ I think I have ever played required road access of some kind or the houses crumbled before your eyes.
Done right (and I’m still learning how) the result is much more of a jumbled Medieval Town-Inside-The-Walls look than any road grid could give you: a nice touch ‘built-in’ to the game.
Being able to angle walls and buildings would result in much more varied approaches to town design.
But density and desirability often conflict when maximizing for one or the other.
The Garden Trail gave both the desirability bonus, and a buffer zone between, so that front doors were not unnaturally abutted on layout the way backyards are now, without streets.
And, umm, eye candy.
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