

Forgive me Fahhhhhhther...
for I've been a bahhhhhhhhhd boy! (all captions welcome)


for I've been a bahhhhhhhhhd boy! (all captions welcome)
went from 600 to... *that* in 2 years btw...
Does anyone have any tips for managing many regions at once.
I’m currently at 3 settlements and am hating managing it all. I currently check each region every 15 days, but the multi micro managing kills the joy compared to just 1 region.
I’m having to check sending helmets to a region for the army, checking levels for when to turn back on out of region trade, checking berries for optimal harvesting, managing labor force etc.
After claiming all the territories but one,
In The final battle the baron has a huge army and i am not able to muster more than 6 units, retainer and i only can get 1 mercenary.
How to win?
Hey everyone, this post exists both to show off my town, and also to ask if anyone has had the same experience with orchards, where some of the trees grow large and look mature, and others stay small indefinetly. You'll see in the last image I posted what I mean. It's been much more than 3yrs in game, and this seems like a small bug to me. Doesn't change the gameplay but it's a bit of a shame since I wanted to see all the orchards around my city to be grown and mature looking. Anyone had the same?
Is the only option to import them?
Recently attacked an AI town because I really wanted to burn down the enemy village, but after defeating their army, i just ended up claiming their messy and unoptimized town.
Now im forced to tidy up the place and deal with their logistic hell hole
Looking for more games that scratch a similar itch. Stuff that leans into the management/sim side.
The Tropico series is an example of more of what I'm looking for.
The current ale system feels a bit one-sided. You put in all the work to establish the supply chain, but the only reward is a "checked box" for the house requirements.
In reality, the tavern was one of the biggest moneymakers for a medieval village. It’s a luxury service, and it should definitely contribute to the village economy. Thoughts?
Just an example, you have to crank up the difficulty for approval all the way to max in order to have any challenge and not just spam Tier 2 upgrade, but it locks you into an incredibly specific, ugly ass build order in the first months. Things are even worse if you include hard food spoilage. You have to lock yourself into an infuriating early game to have any challenge at all later on. I hate it.
I've been playing on a map against AI opponents for the first time and have finally managed to claim one of their settlements. As expected their settlement management was absolute chaos. Most of the region has been deforested, there's no stored firewood and very little food. Though, I will admit, they've stored up a LOT of regional wealth.
My question is: What does everyone else do when they take over an AI settlement?
My first impulse is to tear it all down and start fresh but I don't want to negatively affect the population too much if I can help it.
Don't know how to set up the town correctly, where to put things, how to sort things.
(it only took me 120 hours of playtime to notice the day/night option in the settings lol!! Love how the house windows glow in the dark!)
This is my 2nd region, I got it after defeating one of the AI lords. I even tidied up the place a bit and built a Manor on top of the cliff.
Whenever the enemy AI tries to challenge the region, ill always lock my crossbowmen inside the walls and wait for them come close, but they always seem to just sit around at the bottom of the region(by the corpse pits) and wait there. And if I dont get close, I lose the region, even though i have way more soldiers on the said region.
This happened 3x now.
Is this normal? Should i demolish my old Manor and move it closer? Can i build 2 fortified manors in one region?
So I was thinking a little more into the idea of individual settlements per region, and wondered if walls would be a viable way of marking out ‘city limits’ for each settlement…
Similarly to how Manors work, anything within the walls is mapped out as that individual settlement. Alternatively, maybe a specific administrative building could be able to do this by drawing out the limits? ‘Town Hall’ or some such or even the tax office (to give it some functionality).
As we know, you can technically wall a city using the castle planner, but this effectively disables your ability to continue managing your settlement, which is a bit of a bummer and probably my only major gripe with the game currently.
For me, the biggest thing missing from the game is the ability to clearly define multiple settlements per region (especially big regions with spread out resources!), and I think individual settlements would be a great way to allow larger regions / maps in the future (which I’d love to see…!)
I love this game so much. I was very inspired by Holland MI, and Monteriggioni Italy (especially how the streets center around and lead to their cathedral.) I use roads to plan and constrain certain areas, even if I remove those roads later (why some gardens curve well). I do lay lots of roads for the ‘main road’ to make it wide, always running in the same direction to make pathing work well. I did center this build along the ‘Kings Road’ default to the region map, and I think this really has helped with pathing for trade and item distribution. There are 6 markets placed throughout the region, and I use localized focus for the farm houses on each farming area. I have 10 farm houses to handle everything. Only 4 of those are equipped with oxen (one for each farming area), as I find a mix of just a few oxen and tons of farm hands work best.
My major farming plot has a dedicated granary that does not go to market, to handle taking care of the harvest so it’s not sitting in the fields and rotting.
I did not play with AI or the Baron, but I do enjoy the bandits and raiders, and haven’t claimed the whole map so I can still go out and fight from time to time lol!
My whole town is not walled in, just the front entrance.
Devs, to me this game is perfect as is lmao! Finish the development tree, maybe? Add multi player instead of the AI? And to me this is a ready to ship game. I love love love building sims, and I adore that each villager has their own life. I love being constrained to realistic travel times, farming mechanics, and village life. 1000/10.
For me the game has been very stable. It does get crazy having AI regions where they skyrocket to huge beehive populations lmao, and hog my CPU. Playing without the AI is more enjoyable for me.
I try to think like the villagers lol, and give them lots of space for pathing without being too chaotic. I connect roads to destinations, and markets to the suburbs they’re meant to go to. I group production areas together (generally). I’ve never had problems with distribution or trade, but I place multiple store houses and trade points and granaries all over where traffic naturally goes, and I think this helps.
Hope all my rambling helps lol! I’m happy to help or answer questions. I took a million pics of this town, I’m so happy with it, but Reddit only let me upload 20 lol!!!
This is my second full play through and finished town. I’m not sure what else I can do without expanding to another region, which I don’t want to do. Most houses are upgraded to lvl 4, the ones that aren’t are due to aesthetics lol! I love just sitting back and letting it run at this point!
I’ll be going for an even more challenging region next, perhaps on the divided map. 🤩
After finishing the game and hitting 100% achievements, I’ve done some "vibing" math across multiple starts and scenarios. My conclusion? A region with high Fertility is objectively the best start in the game. Here is why I think it’s the undisputed meta:
The Ale Crisis: Level 3 & 4 houses are ridiculously dependent on Barley. Importing Barley , Malt or Beer is slow, expensive, and often buggy. If you have Fertile Soil, you can actually satisfy your town's inner alcoholics without going bankrupt.
Self-Sufficiency: With rich soil, you aren't just getting Ale; you’re getting massive Food variety and the resources for Clothes (Flax). ( best is to cycle 3 different cultures)
Export Power: While Rich Iron, Rich stone or salt is great, the export value and reliability of high-yield farming usually outweigh the effort of setting up deep mines early on.
Low Barrier to Entry: Honestly, a region with nothing but Fertile Soil and some wood is enough to hit the highest town level on any difficulty setting.
I feel like second place is maybe Rich Salt, but even then, it’s not a close race.
Maybe I’m missing some "OP strategy" elsewhere, but after maxing out towns in every zone, Fertile Soil feels like the easiest and strongest way to play. Am I stupid or i miss something ?
Change my mind.
I really hope so..it's quite calm again and I wish they give us a good bday present