Another quick tip that I'm not sure how many people know this is that the policies can be removed or changed at will, unlike the development points, which can't be changed once chosen.
@@A.Steptoe Say for example you already have garbage fertility, taking the hunting one becomes a no brainer but if you do have decent fertility it can still be useful early on but not if you couldn't turn it off.
@@A.Steptoe Maybe I misunderstood, I thought you were asking why you'd bother picking either policy right now. Doubling the speed at which wild animals respawn, which is the policy highlighted at 18:36 , is great for low fertility regions or early game towns because otherwise you might struggle to maintain that second food type and enough clothing to support level 2 plots.
The development tree definitely needs some rebalancing. Also I think 'sheepbreeding' and the berries one should be awarded when you invest two or three points in that branch, because otherwise they feel a bit of a waste, since they lead to nothing better unlike the rest of options.
I've tried charcoal, unfortunately I'm not sure if it's intended or a bug but I could only have 1 charcoal in reserve outside of the buildings, no matter how many kilns i had and my buildings all full of refuel storage.
seems to be just the same for chickens and goats, i got 10 of each but i feel like i barly get any eggs and leather from them. vegtables and apple gardens are so much better!^^
I've seen a lot of folks saying that they like the trapping upgrade. Have any of you guys looked to see what happens with the hunters once you get this upgrade? Any assigned hunters not actively hunting a deer or distracted by like praying or water will suddenly pick a random spot on the map and slowly make their way there. This spot could be anywhere in your region, which could cover a TON of ground and wastes a massive amount of potential work time. The worst part is that the hunters have to go BACK to wherever they set the trap. A double half map or more trip for 1 meat is not my idea of a good time. I suggest against this entire section of the development tree as it will shoot much of one's early game work time down the drain for a minimal gain. The other two points that unlock after trapping are rather good, but it just kills my soul a little bit watching the dumbass hunters wander all around seemingly aimlessly. Just my thoughts, cheers.
It depends on how long / big the field (burgage plot) is. The bigger, the more apples you get. I heard someone saying you get 1 apple per tree. You can basically zoom in and count the trees on the field. You can't only get 6 apples per orchard like you said.
@@sebastiancorban yes. The two issues is the plots storage filling up and that you only have the month of september to harvest. But a t3 double plot gives you 4 families to harvest and a storage of 225. And if you're lucky the storehouse and traders come help get a few off their hands in time.
Once this development point is unlocked, one needs to build an upgrade on any mining pits that they wish to have the no drain effect on any given mines. Keep in mind that at least 3 pits can be built upon the clay and iron mines too to really make use of this! I have yet to see if more than 3 can fit on one, couldn't get it to be more with my testing so far! :)
if a region has two rich deposits it will be bad for farming
a region with only one the other one is fertility
Another quick tip that I'm not sure how many people know this is that the policies can be removed or changed at will, unlike the development points, which can't be changed once chosen.
Wasn't aware of that, very helpful. I was just going to avoid using them because I thought it was also one and done.
@@Vipre- I'm not sure why, unless you are rather talented, you'd pick either of them just now. I will wait until it develops further me thinks :)
@@A.Steptoe Say for example you already have garbage fertility, taking the hunting one becomes a no brainer but if you do have decent fertility it can still be useful early on but not if you couldn't turn it off.
@@Vipre- Yesss. I was on about the policies though? Maybe i need to mull over what you said a little more....i am rather old lol
@@A.Steptoe Maybe I misunderstood, I thought you were asking why you'd bother picking either policy right now.
Doubling the speed at which wild animals respawn, which is the policy highlighted at 18:36 , is great for low fertility regions or early game towns because otherwise you might struggle to maintain that second food type and enough clothing to support level 2 plots.
1:05 bro said its a berry good skill to get 😂
The development tree definitely needs some rebalancing. Also I think 'sheepbreeding' and the berries one should be awarded when you invest two or three points in that branch, because otherwise they feel a bit of a waste, since they lead to nothing better unlike the rest of options.
I like what you're saying here, kinda like a specialization reward. Probably need a min of 4 points invested to unlock.
@@samh.6788 The sheep stuff can get out of control, as they breed. At least thats my experience :)
@@A.Steptoe I can imagine, I haven't tested it yet, but my main save I have 10,000 apples that I can't get rid of.
One word. Charcoal.
I've tried charcoal, unfortunately I'm not sure if it's intended or a bug but I could only have 1 charcoal in reserve outside of the buildings, no matter how many kilns i had and my buildings all full of refuel storage.
Disable firewood in your storehouses.@@XxMrDinksxX
one large dual plot garden is deff the way to go over meat . ive tried it like 5 different ways , once u get oolicy unlocked then go for the meat one.
Not a big fan of honey , May work for small village but large etc honey just doest go far enough.
seems to be just the same for chickens and goats, i got 10 of each but i feel like i barly get any eggs and leather from them.
vegtables and apple gardens are so much better!^^
I've seen a lot of folks saying that they like the trapping upgrade. Have any of you guys looked to see what happens with the hunters once you get this upgrade? Any assigned hunters not actively hunting a deer or distracted by like praying or water will suddenly pick a random spot on the map and slowly make their way there. This spot could be anywhere in your region, which could cover a TON of ground and wastes a massive amount of potential work time. The worst part is that the hunters have to go BACK to wherever they set the trap. A double half map or more trip for 1 meat is not my idea of a good time.
I suggest against this entire section of the development tree as it will shoot much of one's early game work time down the drain for a minimal gain. The other two points that unlock after trapping are rather good, but it just kills my soul a little bit watching the dumbass hunters wander all around seemingly aimlessly. Just my thoughts, cheers.
Wonder if any mods will allow for extra development points
I think it’s like 6 apples per year per orchard and only 3 per year for 3 years when it’s growing so not too crazy if you have like 40-50 people
It depends on how long / big the field (burgage plot) is. The bigger, the more apples you get. I heard someone saying you get 1 apple per tree. You can basically zoom in and count the trees on the field. You can't only get 6 apples per orchard like you said.
@@sebastiancorban yes. The two issues is the plots storage filling up and that you only have the month of september to harvest. But a t3 double plot gives you 4 families to harvest and a storage of 225. And if you're lucky the storehouse and traders come help get a few off their hands in time.
@jimmygranqvist7684 yeah, I always build double houses plots, I think it's more efficient.
@@jimmygranqvist7684 November too no?
Does Deep Mining apply to stone collectors or is it clay and iron only?
Clay and Iron only
@@benjaminclement8437 Thanks. Given we only get 6 points that really helps me know what to avoid.
How do you get to 6 points?
Get your Village all the way to large town.
You basically only get one for your run.
Unless your sandboxing it.
@@ExploringMilitaryHistoryGamingWait, how do you sandbox this game?
In the opening options, you can change the victory options to have none (or something like that)
i got deep mine and used it on iron mine (with crown on it), and it ran out lol is it bugged?
It will show it runs out, but the mine will still keep producing iron.
@@jj-ff8ec it will still show it ran out but will continue to work as though there was still iron present making it infinite.
Once this development point is unlocked, one needs to build an upgrade on any mining pits that they wish to have the no drain effect on any given mines. Keep in mind that at least 3 pits can be built upon the clay and iron mines too to really make use of this! I have yet to see if more than 3 can fit on one, couldn't get it to be more with my testing so far! :)
Traps feel like the most consistent point. Trade is probably second best imo