Your resources are measured absolutely. You produce X number of resources and then consume Y number. The amount you can use is X - Y.
The amount of resource that each building demands will change in the future, depending on technology and infrastructure. Getting iron or widespread use of bronze is going to make things ridiculously more productive.
So do we know in absolute terms how many buildings we have at the moment aside from the megastructures or constructions at our settlements like walls and Temples?
As while it doesn't show on any of our stats that we have farms and clay pits, I am assuming we do actually have them right?
I'm just guessing that at this point we just don't have enough sophistication to know in totality how many of each and where they are located, right?
Climate rolls can positively or negatively effect your Staples. Generally the type of ecological crisis will determine which resource producing buildings (i.e. farms, hunting camps, etc.) are affected. You then lose a percentage of the total value of Staples produced by those buildings depending on the severity of the crisis. This means, incidentally, that the larger you are, the more vulnerable you become to ecological disruption. Since you produce ~65 Staples across all sources, this means that even a 10% overall hit to production is going to hurt. When you have 200 Staples produced, it's going to hurt even more. Maintaining some surplus of Staples is good, just in case.
Good to know, kind of figured that would be the case here. Looks like we should probably be working on increasing our soft caps and Staples surplus, as while the weather hasn't turned on us recently, all it takes is one bad roll.
Incidentally, how much of our current Staples surplus is being used to feed the Mountain Clans?
No. 20-21-22: turn 22 would be the earliest if you finished a Temple this turn.
The speed of settlement construction is dependent on how many resources you have at surplus. Having a lot means that settlements will be founded in fewer turns.
So, say we do rush build and complete the Temple this turn, with said completion taking place during one of the sub-turns, as we are said to "have" the building among all three of our current settlements, would that count towards the construction of the new settlement that we will need for the Northlands?
Such as if we finish the building the Temple this turn, and the time it takes the new Northlands settlement to be constructed is 3 turns, would that mean that because the new settlement is still under construction, that the Temple would still be locked in and added to the new Northlands settlement as it is being finished?
Similarly, if we say took and used the debtors we will get from Arrow Lake to rush build a free Hill in the Fingers during say sub-turn 20.1, and it finishes in 20.2, will the same lock in timer still be in effect: 20-21-22?
A Deficit outside parenthesis means that everyone is short on that type of resources. A (Deficit) means that access to resources are spotty. The amount of resources necessary are there, but people are being forced to go without sporadically due to problems with distribution. If you're building a wall with (Deficit) of Materials, it means that work has to stop and start because you'll be working only to suddenly not receive bricks for six months.
How does this apply to our current situation with craftworks then? As we have a tiny outer surplus but a tiny inner deficit?
How big of deficits do we need to have in say materials, which we have right now, before it starts affecting things like the number of actions needed to complete something?
Copper is going to dramatically reduce your Craftworks cost in general once you get widespread access to it. Bronze and, especially, iron are going to be turbo charging things.
Would it be enough to outright say turn a tiny surplus into a moderate one due to the tools having more endurance and longevity?
The trails are tied to a location as a consequence of the current system, but I simply put it where it's most beneficial to you automatically.
Ahh, okay, good to know. We don't have to min-max that much then.
I don't think there's synergy any more. Think about making a kiln; yes, it will help you make bricks, but it doesn't help you make bricks at the same time as you building a wall simultaneously.
So we no longer need to worry about chaining actions together to achieve any narrative synergy?
That makes sense though.
I track resources on a settlement level and on the whole. As long as your settlements don't have a deficit of something beyond a hidden threshold controlled by technology and infrastructure, it isn't an issue. Unless it's Staples. You never want to do that with Staples.
Gotcha, starvation bad.
I'm curious though, will those hidden thresholds for resources apply to us say if we choose to focus explicitly on a certain settlement, like say the Fingers?
As since this decision is coming from the top down, I am assuming that any deficit said settlement would have in producing materials to say construct a Temple or Hill would be taken from the other settlements right?
Absolutely. Once you manage to hit the Palace Economy in the Bronze age, you will know more or less exactly.
I'm assuming there are more than just a few intervening economic systems that lie between our current one and the Palace Economy correct?
It depends on Arrow Lake, to be honest. When they're nearly starved out, they'll either surrender or try and break out in a pitched battle. You're not actually going to have to storm the walls.
Good, just wanted to make sure.
I'm guessing there will be some kind of morale roll or something to determine if they surrender or try for a breakout right?
If you fully assimilate the Northlands, you will get him as a Hero.
He is not an Intrigue Hero. You need more sophistication for that to be possible.
Gotcha, so not intrigue hero.
Is he a diplo/martial hybrid hero then?
More caravans will always be better. There is a Soft Cap, but until you hit that, more will continue to improve your situation.
Yes.
Do we need to know, in this instance, how many caravans we do have or are we not sophisticated enough to manage that and simply have to deal with abstracts?
They're actually in the Marketplace building chain. They're closer to a location where people gather to trade. There will be festivals held at them, but only because that's where lots of people gather.
So, how is a Trade Post related to the Trade Hub building listed under the Fingers in the settlement tab?
Using trade specifically as a weapon will require more sophistication. You need Bronze to really make trade warfare effective.
So, since we're the primary point of contact and trading partner with the Pearl Divers, could we not use salts trending status against other civilizations by limiting their access to it?
As in the 19.2 update it was alluded that we did that with salt to Arrow Lake, who we were at war with, would that not allow us to do something similar to others and give them stability damage?
I turned your existing trade relationships into a number of Trade Posts and Caravans and planted them where it best reflected how people traded with you.
So our trade status has just stayed like the previous status quo, we just now need to manage it differently?
Trade Caravans tend to consume more than they give, just on their own. You need a combination of Caravans and Posts in order to generate net stats.
Are trade posts buildings we need to specify where we put them, like with walls and kilns, or are they more like farms where we can build as many as we want until we hit a cap?
If you exceed a Soft Cap and then you improve your infrastructure, you buildings will begin producing their full amount.
Gotcha, so even if we say built a clay pit while hitting the soft cap, as soon as we increased said cap through new trails, it would produce the +5 instead of +2.
Kilns don't produce resources; they lower the cost of already existing buildings. They don't really intersect beyond Kilns allowing you to get more bang for your buck at a certain number of Materials buildings.
So, to give an example, say our existing clay pits were only producing at +2, producing the kilns wouldn't make the clay pits produce more, just hit at their soft cap and allow them to produce +3 due to being more efficient right?
The Northlander's winter campsite is located far to the northwest on a flat area of land that has few lakes and extremely thin forests. There's an enormous amount of game that moves constantly east-west across the entire range. The Northlanders don't really know what to tell you beyond that. There are people to the west and further north that the Northlands know about, but they've had relatively little contact with them
Oh joy, the dangers of the Canadian Steppe.
Your hunters feel some distant sense of familiarity in the region, but they're not sure what it is. They know, absolutely, it is a place they've never been before, but there's some hidden similarity to home.
I kind of want to explore there now.
To get to the winter camp, the Northlanders basically follow the river/lake network north-northwest until it ends. Their camp is spread widely outwards from that point. They have holy sites up there, but the Northlands are willing to adopt yours if they assimilate. They have no Natural Wonders.
Makes sense as we are assimilating them.
You have basically five locations you could settle the Northlands: the Cave of Stars, west along the Great River near where the River-Bend tribe used to reside, east in between you and the Pearl Divers, south at Arrow Lake's northernmost settlement, or at their current location in the summer camp.
Two questions.
Is the settlement area that is east near the Pearl Divers part of that fertile flood plain you mentioned?
And, when you mean south at Arrow Lake's northernmost settlement, do you mean we'd simply be taking it from Arrow Lake then?