Topic: Slow start (poor hamlet & basic outpost)
hessenfarmer |
Posted at: 2020-06-10, 17:41
After the change provided in my last post, it should be possible to solve it without dismantling the wood hardener. You just need to ensure that the one tool necessary for further work (i don't want to spoil this here) is already requested when the metal works start their production. (as said in the tooltip in poor hamlet there is no superfluous ware included, any wrong use of a starting ressource will lead to fail this) There is no luck in getting the right tool, nor a chance to manipulate the order of tools produced by any in game action. That is why I made the last change to this ensuring the right tool is produced before an additional aax is produced if it is requested by the economy (it simply is first in the order of checking).
I think somebody invented a workaround but this was so complicated, that I can't remeber it. But as said this is should not be necessary anymore. Top Quote |
Denethor |
Posted at: 2020-06-10, 17:45
I don't think that's necessary since there is another starting mode somewhere between "normal" start and the bare minimum with some more ressources to start with. I don't know how it is called though. I think the interesting point about this special starting condition is to start right from the bare minimum - if you change anything at this point it will loose most of its charm. Top Quote |
hessenfarmer |
Posted at: 2020-06-10, 20:33
Correct. "poor hamlet" is the bare minimum, while basic outpost is more the less a doubled poor hamlet with more tolerance for errors (e.g. the workers are in the starting conditions instead of just iron for tools) Top Quote |
stdh |
Posted at: 2020-06-13, 13:58
When I was testing the bare minimum start condition, I carefully avoided the production of any tool except the one I needed next. So I didn't make new buildings except the next one in the Right Order. The trick I used for the barbarian woodcutter was to make sure that there's never a lumberjack's hut and a wood hardener connected to the main economy at the same time. I did have both buildings, but I switched the lumberjack between them by disconnecting the roads, expelling the worker and 'catching' him with roads around (but not connected to) the building. Was that the complicated workaround that you're thinking of, hessenfarmer? Top Quote |
hessenfarmer |
Posted at: 2020-06-13, 19:03
the method you described is exactly the complicated workaround that was discussed on github. However this was only necessary due to the order of tools to be produced in barbarian metal works and not in empire toolsmithy for example. thats why I changed the order of tools to make this consistent with empire Top Quote |
aDiscoverer |
Posted at: 2022-10-29, 13:43
Thanks for fixing the order of building tools for barbarians (long ago).
I agree to above, the reordering is barely enough. An iron is still wasted, which I would like to use for the geologist. All other tribes have resources to have one. For me it looks the minimal conditions of "poor hamlet" for all tribes are not equally minimal in other ways as well. For empire I had a worker for both buildings which shared a worker initially, I had a geologist and still had one ore left after building a mine. For frisian there is no tool on stock for a forester, which all other tribes do. Top Quote |
aDiscoverer |
Posted at: 2022-10-29, 14:13
I am a bit surprised what happens when ordering a worker. This is not what I expect to happen. If I ware a real (tribe) leader, I would tell my team to not follow my commands in this way. (Something like: When my command was long ago, they should confirm before finally starting it.) It has totally unexpected effects for me especially when ... - I send a geologist too much to explore a site. So one is ordered at a warehouse. This order is saved until I have a tool smithy, which might be much later. He will not go anywhere because the site is explored since. I will probably not remember that I clicked once too much long ago. - I start building a thing too much. So a builder is ordered at a warehouse. I have no possibility to cancel my order, not even with destroying the size. In case the builder is created much later, I will not remember when I did the order by mistake. So which save game should I reload when playing "poor hamlet"? - Workers transported by ship seem to be unseen for orders. So in case a worker is already on the way in a ship while the construction site is finished, a new one is ordered. And the building does not accept another worker than a new one. Destroying a connecting road does not order the worker waiting at the port to come. I have no possibility to terminate the employment of a worker which is not yet here. - It happened that I had an additional blacksmith sitting in my warehouse. I did never have any building requiring a blacksmith except the one which produced the hammer for the black smith. So why was one produced? There are too many possibilities to trigger something unexpected. And because I can not see the list of orders it is difficult to find out why something happened.
I really enjoy playing "poor hamlet" and "discovery", but sometimes I have to try too many times because of some non obvious events. Top Quote |