Ancient Cities v0.2.10.0 Agriculture & Environment

Food is chosen based on preference (fresh food first, then fruit, vegetables, roots…) ,distance to the store and other considerations.

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Straw extraction in the threshing process is planned and will be implemented shortly.

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My farming work groups never actually seems to get any members I guess because the farming skill is very rare in my colony?
farming gets done by communal tasks (which is actually fine, at least currently, I have them on high priority so my entire colony tills and plants the fields)

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I seem to have a max colony size of 67 before colony collapse begins and I can’t produce and store enough food to last until the next planting season as I can’t possibly plant enough in time to feed that many, with that many mouths to feed and there’s not enough of anything to gather hunt or farm to fill in the gap. That’s on zero rationing though.

At this point I also can’t collect enough reeds or straw to maintain the housing that I have.

Anyone managed to get above that?

Got my 5 years survival achievement though.

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Frist of all, if you are playing an old save on a new patch, migrate immediately as some of the changes in the patch will not be in effect on old saves untill you migrate. Such as Straw.

You do not need farming skills to till, plant or harvest.
If you adjust priorities in Farming groups to always be max, then lower all others to default, or 1 tick below max, the farmers group will always be filled when tilling, planting or harvest season starts.
Remember that when the farms do not need any work, your farmer group members will join other groups that has tasks to do and a spot available. This is working as intended so empty farmer groups in for example December is correct. If there is no available spot for them anywhere else they will stay in the farmer groups but go do communal tasks and chores.
You can also increase the group task priorities in the policies to make sure groups have priority over the communal tasks by moving slider to the left.
If you do not have any farmer groups, all farmland is then by default; communal tasks, meaning it will be tended to by tribe.
So, if you wish the tribe to focus more on the tilling, planting and harvesting, you can during these seasons, adjust your communal task policy to favour communal tasks above group tasks, by moving the slider to the right. I would go max.

It sounds like your tribe have bitten over more than they can chew of work-force tasks versus income.
There is a balance that needs to be met in order for things to go smooth, and this is smt we as players must adjust for every new tribe and locality as they are all different. Also as the years go by.

If you cannot keep tribe afloat at population 67, no mats and not enough food after just 5 years with farming, then smt has gone very awry with your tribe balance.
I first of all recommend labour age to be as max as your tribe leader allows you.
Do not mess too much with workhours outside tilling, planting and harvest season; as in , change it to 1 notch to the right from default at those seasons, then lower it again before anyones health is suffering.

I also recommed that you take “drastic” measures to correct the lack of balance by adjusting all groups.
As an emergenct solution to get tribe quickly back on the feet try this:

1: pending season: make 1 group , max vacancies and prioritiy that focuses on 1 foodtype, if autmn pick nuts, if summer pick rosehips.
For spring and winter max out your fishermen, and increase hunters to 8, if you have animals left in your locality that is, otherwise, create a 2nd fisherman group with 8 people in it
2: make 4 more gather groups:
1 group for straw only, 10 people
1 group for reed only 10 people
1 group for fibre, 2 people
1 group for sticks 2 people
Put all these group max priority and place all others 1 notch lower.
Let them massharvest till the food is in large amounts, at least 6 sleeps for entire tribe.
Nothing else is important for a while so leave other groups as they are even if empty.

Pause everything that needs repairs and do 1 hut at the time as enough mats come in, this can take some time if your entire building amount is in disrepair.
Dismantle any huts that are above the count of heads in tribe as you are effectively throwing mats out of the window. There is no need to make more huts than your actual population count.

This might be down to logistics as well, as the further away you have to send your workforce for same amount of income as 5 years ago; the more workforce is needed to achieve same amounts, due to loss of workhours to walking. Hence as time goes by, this should be adjusted bit by bit as you see income is too low for the workforce.
You should however with right balance, never have too little food in your tribe.
Food is always first, always always, so, let people go without huts for a while as you are working on the right balance, then you can build huts, 1 by 1, and also adjust balance as you see things are starting to go awry. If things keep going wrong, stop what youre doing, and figure out where the bottleneck is, then adjust accordingly and keep going.

If you cannot get out of this pickle I can help you further by watching your stream on Discord and see how you are managing your tribe as you go along.
I can then guide you where I see it might be needed. I can also help you get your tribe back on its feet.
Just let me know :slight_smile:

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You need to dismantle your pelt huts in order for the tribe to bring the leather with them when you migrate.

I am assuming you have assigned the farmlands to these groups ?
If not, then thats why they are not getting filled :smiley:

Maybe,

I just let the communal tasks do the job of tilling etc

I haven’t loaded my save for a couple of days I’ll give all your suggestions a go when I get a chance and see how I get on rescuing my colony! There is a discord for the game? I had no idea lol

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Hi everyone !

My 1st game since a long time (almost a year I think), still a long way to go to a finished game but last improvments are good, especially hunting and knowledge.

Some suggestions after 5h playing :

  • Architecture knowledge is soooooo long to get (too much for me) and after building like 10 basic tents and playing 5h, I haven’t enabled new tents yet.

  • Baskets (for food storage) should be movable, instead of destroying it and build a new one.

  • Same impression for unlocking pit storage, it’s really long and 5h playing + 1 migration was not enough.

  • I’m annoyed every time I want to build something : the game slows the selected speed when entering the building menu (ok its fine) but then doesn’t put back my speed game selection after validating the construction. I have to tap “2” or “3” button everytime, its annoying.

  • I feel the night is still too long, even with the “skip” button ON. This skip night button should be more effective and allows to skip night time in like 2s IRL.

  • I really like a feature you had before and you seemed to remove : Having the ability to chose which tree would be cut. Now it’s “random” … I liked this game for these small details we could impact on, especially when you build a village and want it to be aesthetic, then the lumber guy comes and cut the only tree near the fireplace ahah … Sad.

  • I’m still struggling with tasks priorities between assigned groups and the community : I wanted to build a fireplace and a tent away from the group just after a migration, and 6 months ingame after and putting these building at highest priority, it is still not build yet … I have all resources needed.
    This feels annoying but you might have an explanation of how the groups behaves if a task is far from the “center” of the colony.

Thanks for your hard work and good luck !

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Ok so I’ve managed to get up to 100 people before a starvation wave wiped out 30 (for some reason cropping got messed up two seasons in a row… everyone was just standing around doing very little and / or wasting huge resources trying to plan the same spots over and over again.

my next main observation - threshing is really time inefficient. I have 4 fields of wheat and three threshers and I don’t get through everything i’ve harvested before it detorioates. I’ve no problem with when it eventually deteriorates it last until just before the next planting season. However I can’t build more threshers to ensure this gets completed (I can’t really sustain three for much longer) because of the amount of pelt that is required. Something is off with the balance of pelt, to grain and the speed of processing here. If the idea is one thresher per field - the current pelt requirement is too high. If the idea is not so many threshers - the processing time is too high.

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Yeah the Devs are working on a hotfix for a lil bug that is causing some re-planting and re-tilling, so that will be sorted very shortly.

Wheat is like I have stated before, at least in my videos, dont remember if I have stated it here, not economical for the workforce versus income, but we love bread so we wantz it :slight_smile:
It is same as today :slight_smile:
The Devs might tweak a lil bit extra to make it more economical, and perhaps also the thresher efficiency, crossing fingers :smiley:

yeh, on that front Radishes are OP and for some reason delicious to my guys despite in reality being the worst vegetable in existence :wink:

I’m guessing the devs hate Peas as much as I hate radishes because for some reason my people can’t get enough of radishes and won’t touch pulses until they are starving and there is literally nothing left lol

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My people love Bread! :smiley: dont forget food preferences are individual :smiley:

I can totally relate to loving bread, especially fresh straight out of the oven (it never touches storage)

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Yeah same here hahaha :smiley:

If it wasn’t for the tiling bug with farming I could probably walk away and just let the game play itself for an hour now right now, not sure how many more people I can feed as I haven’t really worked out amount of food required per person but I appear to have an infinite supply of radishes

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Careful with that, yield is affected by the weather so you might have a bad yield if temp is too far off what the Beets thrive with :open_mouth: :smiley:

Tilling bug in action! they never finish these fields

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Looks familiar :stuck_out_tongue: :grin:

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