Amevian edition0.70 is live
>he has the import depot unlocked>still produces his own food
>>2313692>he's not running an autarkythought trump ran all you guys out
Amevian slaves were a mistakeThe only thing these fucks are good for is fighting in the arena
>>2313692Everyone stopped trading with me because I raided one person for slaves and he convinced everyone around me to break all agreements
>>2313692>importing any good that is consumed by popsgood way to bankrupt yourselfimporting food/clay/leather is a net negative on your economy without any returns
>>2313801
>>2313719You use Tilapi slaves and have them never wear clothes.
>>2313881Fucking milk drinkers...
>>2313881>syx doesn't have cheeseBig sad.
>>2313944it has forbidden cheese
I am new to the game and it seems that many things have changed in the game, so old guides sometimes adds to my confusion. Question is: i am trying to increase my auroch pasture efficiency before i expand.I am talpi, 350 pop, and temperate (i think) forest.in a 45x45 pasture my auroch only yields 21.2 meat and leather. I've seen youtuve vids with people having up to 30-35 early game. I bought some tech and innovation, so i went from 17-to 21.2.My base rate is 0.560. Is this perhaps why my production is to terrible? if so, how to increase it
>>2314033you unlock nobles at 500(?) population, nobles literally triples the efficiency for 50 workers for zero cost since nobles don't actually need chambers/servants and are fine with being homeless.
>>2314037>nobles don't actually need chambers/servants and are fine with being homeless.What the hell I could of had them ages ago...
>>2314105me in the upper center left
>>2313801Clay and Leather take way too many workers. At least grain to bread/piva is a supper effective use of labor. No way in fuck I am dedicated hundreds upon hundreds of workers to the clay pits or the auroach pastures. Just tax that shit
>>2314188I still don't get how to empire before like 3k population. there's nowhere near enough manpower for any meaningful amount of tax.
Tree Specialist requires 940(!!) employees to unlock. That would be basically the entire map with nothing but Orchards.
>almost died due to not paying attention to maintenance costsHalf the city looked post apoc, I think a race riot happend too but most of my rooms broke. SOMEHOW no one starved to death and they didn't mass emigrate and I noticed in time to fix it.
>>2314190it was much easier in previous versions
>Bunch of my subjects are unhappy>Sire! a RACEWAR has started on mainstreet!>Call in the levy to surpress them>After some blood spills down mainstreet everyone is back to being happy againPerhaps violence is the answer after all.
>>2314298Multi race cities are not the answer tho
>>2314298Slavery is the answer
>>2314219yeah these requirements are absolutely fucked. first tool tech for pastures is 330
why exactly does an amevian egg require fish?
>play the lizardmen>spam fish>never have any issuesI'm either unfathomably bad at the other races or these cunts got it good.
>>2314438Fish sucks late game, it scales up badly compared to wheat, fruit or even meat.
>>2314302>>2314305Boring, my subjects must learn about the glories of a multiracial society through the faustian struggle of race war.
Did I break my fresh water display? There's this abrupt dark area even though the culvert has access to water. There is fresh water again further downstream..
>>2314586Quick, find the Reynold's number to see if it's turbulent or laminar
>>2314586Put a canal next to the culvert or try stuff like that, there's a bug and you have to force it to update or smth like that
How do you actually conquer other provinces?I've got 300 guys at 90% training with full plate armour and falcata that I sent to attack the neighbouring insects. They've now been besieging the insects for 3 years and nothing has happened so far. The tooltips are very bare bones, so I find it a bit difficult to understand how this actually works. How does the siege progress increase and is there anything I can do to make it go faster? Do I have too few men compared to the defenders? Do I need to get into machinery to build catapults? Does the defending city run out of food at some point?I built some embassies to improve my support in the region, not sure if that matters.
>>2314818I made some (12) catapults for my army.
>>2314844Local support is at 100, the defending garrison reads as 0 strength, defenses reads as 0.00, have been sieging 4 years. How long do I have to wait?
>>2314846what does it say when you select the army and then click on the city
>>2314846im pretty sure at some point you have to actually attack the city with your army
>>2314856>>2314858Thank you, your support for Amevian expansion will be remembered.I figured you'd get some sort of alert about the siege, and perhaps an "assault" button on the army display.
>>2314862after 4 years of siege there probably isnt much left
>>2314862Iirc the shield icon for sieges turns blue when defenses reach 0
>>2314491Sure, but you can facilitate getting to the late game easier with fish as a back bone for a primarily lizard town
What are the most efficient industries per worker and per gold price of output?
>>2314188>bread/piva is a supper effectivelol
I don't really get the empire management aspect of the game. I've conquered 3 insect cities, each time the population has collapsed from a couple of thousand to a couple of hundred. When I conquer the towns the garthimi get absolutely nuked in terms of population, even if I shift to humidifiers, while the doors are thrown open for foreign species. Am I supposed to let everyone in and create a europeanoid utopia? Block everything but my own species for a pure-scaled lizard empire? Create insect ghettos for farming tax and tribute? Would it be a bad idea to let insects or humans live in my empire if I plan to use them as slaves in my home city?And how do you get tribute, does it magically appear in your warehouses?
>>2315249it's a very weird system, and i haven't been able to figure this out completely, but i also have a lot of garthimi in the regions around me in my current game. when i mouse over their growth after conquering a region it says they're collapsing because of "species biome". seems like no matter what i do i have to let it collapse completely and then rebuild. tribute gets delivered with trade caravans just like imports
>>2315271forgot to add that unlike trade, tributes do just get delivered to any storage, not just trade depots
>>2313881Incredibly white coded behaviour.
What do I need to look out for when picking a location to settle?
>>2313801good thing theres enough clay on my map. oh wait.
>>2315641shit you can sell
>>2315249The population of an AI-controlled territory is arbitrary. Is it still most likely guided by the same two things that will limit population capacity when you control the region: the size of the territory and the average moisture level of that land. "Species Biome" is basically a proportion controller for how much of the population pie each species gets to take up when they compete for capacity. You'll notice each region has a 'terrain' display which is a mix of ocean, fresh water, mountain, forest, and open land. Under that is the population makeup (the little species face sprites). You can observe there what percentage benefit each species gets from the terrain that makes up that province. These are hard rules for your controlled regions, assuming you aren't genociding people. One funny thing about these terrain rules I have noticed is that although Garthimi like mountain terrain the best, they are never the species with the highest population modifier, every other species is more 'suited' for living on any given terrain than they are. Anyway, the AI seems to ignore species biomes for its own regions' population makeups. Sometimes things will look proportionate, sometimes a species with 150% modifer will have thousands more pops than a species with 180% modifer, and sometimes regions will lack any members of a certain species. Perhaps these actually simulate the controls you have over your own populations, that being persecute, exile, and massacre. There are monospecies states, and states that include some species but not others.I've found the easiest way to run regions is with a mono-species capital, as you can allow them to take up the entire region capacity. In general I would massacre every species that is not significantly represented in my capital's population. The loyalty modifiers suck to manage. People get pissed about population and noble representation, religious differences, other species in general, and taxes.
been eyeing this game, how are the battles? looks like total war from the few clips ive seen.
Are there any sources of government points besides nobles?
any other good tutorials outside of what's ingame? i'm having the issue of i don't really know what else to do outside of what i learned in the tutorial
>>2316295if you're literally just fresh out of the tutorial then you should know that a lot of mechanics are gated behind your population, which you can see if you click on your throne. to increase your population (via immigration, via breeding is practical much later), you need to increase their fulfillment in a billion different ways. building/populating markets/stalls/stages/speakers/hearths/wells, etc. planting cotton, turning it into cloth, and turning it into clothes is a big important one the tutorial doesn't cover. and then you can increase each citizen's rations of clothes/food/drink.fyi, giving furniture is a noob trap; don't touch it until you run out of other ways to increase fulfillment.so focus on exploring the different ways to increase fulfillment. the tutorial doesn't even let you build shrines, for example, but each shrine has a different effect on the people it attracts, which you can find by exploring the UI.there are two tech currencies; innovation and knowledge. you get a flat amount of both as your population tier increases, and later can invest population into increasing them directly. your early tech investments are gonna be (depending on race; make sure it's something that will actually give them fulfillment first); graveyards, stages, paved roads, guards and slavery/stocks/execution or maybe globdien/auruch ranches. later on, healthcare->medicine->psychology is also incredibly important.you can refund tech investments, so if you feel like you have an excess amount you can spend it on more food production etc. just be careful about taking it off.for your first non-tutorial city, a good first goal is to focus on getting to the point where you produce so many foodstuffs, clothes & furniture you have to export the excess. get used to the UI for import/export depots. if you get to 650 pop, ask again about nobilities, they're super important.
Vegetarian tilapis who capture humans and milk them.
shit's like "oh, my people would like it if i had a bunch of rations stored away, but don't really give a shit about excess vegetables/fruit. i'll make a rationmaker. oh, the rationmaker is way more efficient if i import a tiny amount of herbs (or forage). that also boots their food days metric if i remember to disallow them from eating rations (which is fine, because it's not one of their preferred meals. wait, what the fuck is 'roundness'? okay, they want a stage, but don't give a shit about fighting pits, so i can skip that one. my food stalls are only at 35%? oh, i need to upgrade them with a tech, and make sure there are enough food stall employees."fyi; the resources janitors need are the resources used to make buildings. so if you upgrade a building with pottery, you now need a steady stream of pottery to keep it operational. not having stocked janitors is a great way to look away for one minute and come back to a completely destroyed city. and no, you don't have enough food.
is there really just no source for government points besides nobles?
>>2316259I've played for 250 hours and haven't fought a single battle yet - raiders piss off when I give them stuff, foreign states never follow up on their threats, and all the cities I've conquered starve to death without fighting back
>>2316304why is furniture a noob trap? just doesn't do much? wood>furniture is an easier pipeline than cotton>cloth>clothes
>>2316424Furniture as a pop need is a noob trap, many intermediate buildings need furniture and you're better off building a needs building with furniture instead of providing it for houses
>>2316259i enjoy the battles, and yes, they work essentially like total war.i do not enjoy my "colleagues" with pacifist trait making insane demands i literally can't meet, then hating me for refusing, then making more demands because they hate me, then declaring war and attacking me with a 5k army while calling in 3 other factions, all within a day
>economy based on importing raw material then exporting heavily refined goods>majority of economy is focused on military dominance>diverse specialized workforce but 2nd class citizens are into ghettosthis game is just USA simulator, the only reason I still have slaves is because income tax isn't a thing
>>2316506>you're better off building a needs building with furniture instead of providing it for houseshousing looks better when plebs have furniture though
>>2316844max furniture looks best, so it's in the fashionable anon's best interest to develop a city that functions well before prioritizing a minimum amount of drip.
>>2316844I wouldn't know, all I do is give my lizardmen fish and fancy stone
I hate the retarded storage system so much and having to manage each crate, just make warehouses give you a total storage capacity for everything instead of this dumb shit.
>>2315641literally nothing you can import everything easily, trade is so busted here
>>2317366eww, no
>>2317366Make it an option but it gives -50 happiness because everything smells like fish. Amevias don't care obviously.
>>2317366In all all colony builder games first thing you do with a new warehouse is forbid all and then manually pick what you want stored there and limits so it doesn't get clogged by one resource anyway. The only drawback is you can't easily have an overflow for the 2 spare mechanisms 13 cotton and an egg you got as gift.
>>2317366>my 31k capacity warehouse becomes filled with wood while my vegetables and fish rot on the ground and everyone has to commute to the farm just for food, let alone all the other basic essentials scattered around the map. i go bankrupt because my exporters can't work, so i lose access to the essential coal that is necessary for maintaining my industries.
Am I crazy or are ranches just complete dogshit? They seem horribly space inefficient and don't compare to farms or fisheries, even with climate and racial bonuses
>>2315641trade routes to multiple factions, proximity towards settlements that have good prospect in useful goods (coal, herbs, opium, etc). ocean & river travel is generally much faster than land, which has big implications for supplying an army later. insofar as the actual capital city map goes; it depends on your race. although most of them shouldn't mine shit themselves so it comes down to fresh water availability, balance of alluvium/rich soil, and the presence of trees.>>2317638bugs with their bug cows are OP, lizards do good with their lesser lizards too. don't forget to use rich soil.
>>2317638yeah they used to be way better in the v66
>>2317638think now you have to get bonuses from the research tree for better ranching, and it still sucks after that
>>2317638and troughs and research?
Who are the bigger chuds, garthimi or tilapi?
>>2317826tilapi
how much does preferred food actually matter? im playing tilapi but pastures and fruit orchards are complete dogshit, can i just feed them fish?
>>2317826Well tilapi are a matriarchy but they are violent racists who love slavery and cannibalism. Amevians are actually even more racist but they are more isolationist.
>>2318135>Well tilapi are a matriarchyI thought they were all female?
>>2318183>I thought they were all female?Consult the guide.
>>2318183Portraits and names appear to all be female and I'm not sure if tilapi males are ever explicitly mentioned but neither are Cretonian females (though those are actually confirmed to exist by word of dev). On the other hand there's no particular reason to believe they have some mono gender race thing going on or that they don't reproduce sexually. Dondorians don't and are all male because they spawn from rocks but that is mentioned in their description.
>import raw resources for literally nothing>export finished products for tons of profitthis shit is too op and makes the game way too easy and boring
>>2318552It only works until supply and demand take a toll and all of a sudden your raw material costs as much as the product you export.
>>2318595that doesn't happen though
>>2318595literally never happens you can export weapons the entire game and the prices for things rarely change
>humans for admin/research>dwarves for crafting>import/tax raw materialswhats the actual point of all the other races when those two are all that you need to fuel your military industrial complex?
>>2318620>whats the actual point of all the other races when those two are all that you need to fuel your military industrial complex?
>>2318620Humans are also good Farmers, while Dondorians are also good Fighters. They compliment each other pretty well.
Humans = Western EurosCretonian = YanksGarthimis = Africans Dondorina = NordsTilapis = North American Natives Amevias = Japs
>thought this game was about building a city>instead its just trade and imperialism simulator
>>2318124>tilapi>fruit orchards are complete dogshityou're definitely fucking them up somehow
imagine committing workers to jobs that yield less than 40 gold per product
>>2319265What if one worker produces 100 items worth 1 gold?
>>2313644This game became a lot less interesting to me when I realized research and knowledge are measures of space, then realized the point of the game is to find the ideal percentage of land to allot to each building type.
>>2319324>then realized the point of the game is to find the ideal percentage of land to allot to each building type.then you realize you dont even need 90% of buildings can just import everything while your pops work in smithies to crank out weapons and tools for you to sell
>>2319496Just like in real life, specializing in military exports trivializes the economy.
>>2319496>sell so many weapons the price goes down>decide you will use taxes instead of paying for imports>do anything aggresive>nobody on your side of the planet will trade with you now
>>2319265>he doesn't have a garthimi mining ghetto so you only lose prawns when mining accidents happen
>>2319564well why would you need to trade when you can just get shit for free?
>>2319656After you take one city, another nearby one is going to convince EVERYONE to declare war on you in a few years. But they will stop trading with you first. So you will have 1 city, and 0 trade partners.
>cobblestone road>costs 1 stone>50% durability 20% speed>paved road>costs 1 stone>50% durability 10% speed
>>2319884The road logic is purposefully dumb for the sake of 'balance' and I'd rather install a mod to make it less annoying if it existed.I already use 'Pretty Cobble' because the original Cobblestone looks so bad.
>>2319884is that not a more advanced tech?
>>2319884It's for racial preferences, humans like the paved road over cobblestone so you want paved road for areas they work in and cobble everywhere else for faster movespeed (and therefore faster commutes/transport)
>>2319889what changes would you want for the mod? happy to give it a look myself in my free time
>>2319892no literally the same tech>>2319896but why make something that costs the exact same objectively worse? you could give paved roads more durability for some variance instead of just being worse
Should I make only large building or I can freely mix match sizes?
>>2320533Because humans are a race of low IQ criminals. You shouldn't try to understand their preferences.
>>2319863just break off the trade agreement and wait a bit for the penalty to wear off before you declare war
I need more Race mods. Tard wrangling multicultural fantasy city is the most fun to be had here. Too bad that so many race mods are a blatant furshit
Newfag here. I'm on my first game right now. How do I deal with mines on the other side of the map? Right now I've got a small 'mining dorm' thing going on near my gem mine so my subjects don't need to commute. I added a couple service buildings and a small warehouse for rations. How would I deal with transporting the gems efficiently back to my main city? I currently just have a hauler thing next to my gem vault in the main city.
>>2321514Are haulers better than regular warehouse workers? I just use warehouse custom orders to bring stuff from mining outposts
>>2321528They have more carrying capacity than ware house workers
>>2313644Is it good yet?
>>2321535nope, haulers and warehouse workers have the same capacity
>>2321540yeah.
Are there any mods or options to disable latrine noises? I hate building those damn things because all I hear is my subjects taking shits
>>2322126>actually playing with the game audio and not just listening to music or watching some video while you playyikes
I tried to play the green elves but they kept seething about not having round buildings so i just switched to the dwarfchads so i can build my autistic square grid city
>>2322126https://steamcommunity.com/sharedfiles/filedetails/?id=3310835869
>>2322172I like the sounds of industry, sue me.>>2322193thanks anon, now my subjects will mo longer be streetshitters
>play in a cold map>all people keep dying if i send them a tiny bit away from the hearthebin
>>2321514first of all, don't. unless you're garthimi, there's always going to be a better use for labor than mining. haulers are equivalent to regular warehouse workers. if you're moving hundreds a day, get loaders/unloaders.
>>2322247Do your people have clothing?
>>2322269I still don't get mining much desu. Did they remove the density value for mining resources? All the info online says to only put mines on dense deposits, but I can't find that value anywhere.
>>2322540yeah that is long gone
>>2321514Slave labor.
>>2322556Usually how it goes. >time for a new start I’m going to be a multi-ethnic hub like Rome and being Roman is what everyone wants to beTime passes >they LIKE farming/mining/whatever and it’s just economical to enslave them anyway >as long as it’s not MY people who are slaves it’ll be fine>they’re getting uppity, better publicly crucify a bunch of them
>>2322567>it’s just economical to enslave them anyway>they’re getting uppity, better publicly crucify a bunch of them Truly Roman
I can't get my food stores above the single digits, no one is starving and I somehow managed to sustain this to a population of 500. How do I manage to produce an actual surplus?
>>2323123More grain and more bakeries
>>2323123Food surplus is a bit of a meme imo. So much of it rots away before use.
>>2323123You don't. Well if you genuinely have just barely enough food just build more farms and bakeries, but all ready to eat foodstuffs are 100% spoil rate so you can't really build it up. You can store grain since it doesn't spoil as much and make rations if you want those days of food.
>>2323129>>2323130>>2323150ThanksIs there a rule of thumb for grain fields x bakeries.Something like: Grain field size x by y, needs bakery with x workers to efficiently produce bread.
>>2323179You can see the daily inputs/outputs for both.
How does this game get the vibe totally perfect, the things you are doing fit the feeling of this game perfectly. It's rare you see a product with such a strong vision between the gameplay and the style.
>unlock first of their name title>start with way more people and base innovationdamn, this is powerful
You get blocked by distribution way more than supply when trying to max out daily food servings. This is also how I find out that the transporter's daily load is way smaller than what the efficiency report tells you. You effectively get half or less, this is with all my unloaders ready to receive (since the food stalls and warehouses are consuming everything quickly).The distribution side almost matches the supply side's laborers.
How do I build bridges?
>>2323396You build roads over water
>>2323179Depends on racial proficiencies and nobility, dondorian farmers will need far more grain farms than bakeries compared to humans for example>>2323349You have to account for travel time as well. Ideally you have warehouses on the edge of town that connect to highways and pull only from neighboring warehouses to minimize travel time
I reached a population of 490, I made a lot of denari trading furniture. Around 40k, surprised at how easy that was.I am kinda lost on what to do now though.I build a laboratory, unsure about what to research.Immigration sort of died down, I am starting to lack workforce.The choice is either to expand south, and start mining and build up a military.Or to remain for now, and focus on meeting the needs of the current population.My population consists primarily of Cretonians, with the other races only being in the single digits.Any advice on how to expand safely?
>>2323971Put your people to more profitable work. Study the market and figure out what would be good to sell. You might need to unlock said profitable work with research.Make up for workforce shortages by importing all the necessary shit that costs less than your exports. After 500 population the need for law and health increases exponentially, so you'll need to free up people (and research) for that. Unlock more services and their upgrades and get them set up too.And obviously you always want as much military and research as you can get away with. They're an eternal sink. Go conquer shit when you get nobles, the stuff you get is insane.
>>2323971You should ideally have innovation for stage, upgraded lavatory, food stall, and market. Upgraded services give a substantial fulfillment boost that will start up your immigration again. Hearths and wells can also be built in abundance as they don't need workers and higher access = more fulfillment
>>2323998Do I need an import dock for every resource I import? I didn't see an option to import multiple goods with one stall.>>2324236Thanks, the research tree is quite overwhelming. I could not figure out what to focus on
>>2324314>Do I need an import dock for every resource I importTrade imports only deliver to import depots.Tribute from colonies will first deliver to import depots, then deliver to all available storage, then dump shit onto your throne room if it can't find any more storage.
>>2324346Not quite the answer I am looking for. When I look at the import dock, I can only select on resource to import automatically. Am I overlooking something? Is it better to order in bulk?
>>2324314>Do I need an import dock for every resource I import?Yes.
>>2323998>>2324236Well, I reached a population of 750 before things started collapsing. Starvation took place, I could not get my storage of food above 1.Then they started beating each other, not sure if I can come back from this.
>>2324693If you are extremely import/tribute dependent and you're out of treasury, it's kind of hard to bounce back. In either case, you'll need to adjust your priorities so critical jobs get filled first. Then you just watch your city slowly bounce back without much additional intervention.
>>2324693Did you not use nobles?
tihs game ever on sale? looks fun
>>2325231Only when a big youtuber promotes it.The demo for this game is actually the full game, just a version or two earlier.
>>2325173I was trying to fix my food situation didn't even get to looking at what they do
>>2325243NTA but nobles are a force multiplier on industries, they give a 2.00 production bonus per employee of the industry (diminishing returns over 50 but you can later promote them to cover more) and make small production industries like masonries much more labor efficient. They also function for food production industries like farms, pastures, and orchards
holy shit this game is good. I picked up the demo about a week ago and i've become a crackheadI kind of get how logistics work for industry, farming, etc. But I don't really get how logistics works for janitors, markets, food stalls. In an efficient city how do you supply these? General purpose warehouses scattered across the city with tons of workers fetching everything sounds very inefficient. Is there another way?
Was taking a look at this game and I'm curious, can you get invested in and 'raise up' individual units in this game or is it pretty much purely a macro level game? I like it when you build up an 'A team' of giga units that can handle shit.
>>2327029I use sub warehouses that only pull from main ones, once they're stocked you usually only need deliverymen to cover the daily food consumption. There are techs for carrying capacity if you want to make them more efficient>>2327299There aren't hero units like in some total wars but you can have elite squads with max training and full equipment allotment
>>2327299you can promote like .1% of your citizens to nobles which can give a wide array of huge bonuses
>>2327029Janitors don't need that many supplies daily. You can supply multiple janitor buildings with a single auxiliary maintenance warehouse. It's food that needs hundreds of transporters, counting the stall workers.
>>2327440>Jannies do it for free
so, Tilapi are all female uh? the hatchery is a must for their civs I guess
>just learned houses dont require maintenanceAmevian Chad's, we win again
>>2327029Start using unloading stations. Place them next to your general purpose warehouses, and loading stations on your resource production/import depots.
I've been playing for a bit now, but I can never get a stable population once I reach 1k. My food situation is always on the edge of famine. How do I git gud?
>>2328616You've got nobles, innovation, and imports as ways to shore up food production, invest heavily into a single food source for the best efficiency
>>2328616What race and food type?If you're growing grain, don't bake all of it into bread, only bake as needed because bread rots a lot faster.Don't trust food days as a metric because having a lot of food is wasteful for your workforce. You're doing fine as long as you aren't outright starving.