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Amevian edition
0.70 is live
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I am new to the game and it seems that many things have changed in the game, so old guides sometimes adds to my confusion. Question is: i am trying to increase my auroch pasture efficiency before i expand.
I am talpi, 350 pop, and temperate (i think) forest.
in a 45x45 pasture my auroch only yields 21.2 meat and leather. I've seen youtuve vids with people having up to 30-35 early game. I bought some tech and innovation, so i went from 17-to 21.2.
My base rate is 0.560. Is this perhaps why my production is to terrible? if so, how to increase it
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>>2313801
Clay and Leather take way too many workers.
At least grain to bread/piva is a supper effective use of labor.
No way in fuck I am dedicated hundreds upon hundreds of workers to the clay pits or the auroach pastures. Just tax that shit
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>almost died due to not paying attention to maintenance costs
Half the city looked post apoc, I think a race riot happend too but most of my rooms broke. SOMEHOW no one starved to death and they didn't mass emigrate and I noticed in time to fix it.
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>Bunch of my subjects are unhappy
>Sire! a RACEWAR has started on mainstreet!
>Call in the levy to surpress them
>After some blood spills down mainstreet everyone is back to being happy again
Perhaps violence is the answer after all.
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Did I break my fresh water display? There's this abrupt dark area even though the culvert has access to water. There is fresh water again further downstream..
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How do you actually conquer other provinces?
I've got 300 guys at 90% training with full plate armour and falcata that I sent to attack the neighbouring insects. They've now been besieging the insects for 3 years and nothing has happened so far. The tooltips are very bare bones, so I find it a bit difficult to understand how this actually works.
How does the siege progress increase and is there anything I can do to make it go faster? Do I have too few men compared to the defenders? Do I need to get into machinery to build catapults? Does the defending city run out of food at some point?
I built some embassies to improve my support in the region, not sure if that matters.
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>>2314818
I made some (12) catapults for my army.
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>>2314844
Local support is at 100, the defending garrison reads as 0 strength, defenses reads as 0.00, have been sieging 4 years. How long do I have to wait?
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>>2314856
>>2314858
Thank you, your support for Amevian expansion will be remembered.
I figured you'd get some sort of alert about the siege, and perhaps an "assault" button on the army display.
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I don't really get the empire management aspect of the game.
I've conquered 3 insect cities, each time the population has collapsed from a couple of thousand to a couple of hundred. When I conquer the towns the garthimi get absolutely nuked in terms of population, even if I shift to humidifiers, while the doors are thrown open for foreign species. Am I supposed to let everyone in and create a europeanoid utopia? Block everything but my own species for a pure-scaled lizard empire? Create insect ghettos for farming tax and tribute? Would it be a bad idea to let insects or humans live in my empire if I plan to use them as slaves in my home city?
And how do you get tribute, does it magically appear in your warehouses?
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>>2315249
it's a very weird system, and i haven't been able to figure this out completely, but i also have a lot of garthimi in the regions around me in my current game. when i mouse over their growth after conquering a region it says they're collapsing because of "species biome". seems like no matter what i do i have to let it collapse completely and then rebuild. tribute gets delivered with trade caravans just like imports
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>>2315249
The population of an AI-controlled territory is arbitrary. Is it still most likely guided by the same two things that will limit population capacity when you control the region: the size of the territory and the average moisture level of that land.
"Species Biome" is basically a proportion controller for how much of the population pie each species gets to take up when they compete for capacity. You'll notice each region has a 'terrain' display which is a mix of ocean, fresh water, mountain, forest, and open land. Under that is the population makeup (the little species face sprites). You can observe there what percentage benefit each species gets from the terrain that makes up that province. These are hard rules for your controlled regions, assuming you aren't genociding people. One funny thing about these terrain rules I have noticed is that although Garthimi like mountain terrain the best, they are never the species with the highest population modifier, every other species is more 'suited' for living on any given terrain than they are.
Anyway, the AI seems to ignore species biomes for its own regions' population makeups. Sometimes things will look proportionate, sometimes a species with 150% modifer will have thousands more pops than a species with 180% modifer, and sometimes regions will lack any members of a certain species. Perhaps these actually simulate the controls you have over your own populations, that being persecute, exile, and massacre. There are monospecies states, and states that include some species but not others.
I've found the easiest way to run regions is with a mono-species capital, as you can allow them to take up the entire region capacity. In general I would massacre every species that is not significantly represented in my capital's population. The loyalty modifiers suck to manage. People get pissed about population and noble representation, religious differences, other species in general, and taxes.
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>>2316295
if you're literally just fresh out of the tutorial then you should know that a lot of mechanics are gated behind your population, which you can see if you click on your throne.
to increase your population (via immigration, via breeding is practical much later), you need to increase their fulfillment in a billion different ways. building/populating markets/stalls/stages/speakers/hearths/wells, etc. planting cotton, turning it into cloth, and turning it into clothes is a big important one the tutorial doesn't cover. and then you can increase each citizen's rations of clothes/food/drink.
fyi, giving furniture is a noob trap; don't touch it until you run out of other ways to increase fulfillment.
so focus on exploring the different ways to increase fulfillment. the tutorial doesn't even let you build shrines, for example, but each shrine has a different effect on the people it attracts, which you can find by exploring the UI.
there are two tech currencies; innovation and knowledge. you get a flat amount of both as your population tier increases, and later can invest population into increasing them directly.
your early tech investments are gonna be (depending on race; make sure it's something that will actually give them fulfillment first); graveyards, stages, paved roads, guards and slavery/stocks/execution or maybe globdien/auruch ranches.
later on, healthcare->medicine->psychology is also incredibly important.
you can refund tech investments, so if you feel like you have an excess amount you can spend it on more food production etc. just be careful about taking it off.
for your first non-tutorial city, a good first goal is to focus on getting to the point where you produce so many foodstuffs, clothes & furniture you have to export the excess. get used to the UI for import/export depots. if you get to 650 pop, ask again about nobilities, they're super important.
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shit's like "oh, my people would like it if i had a bunch of rations stored away, but don't really give a shit about excess vegetables/fruit. i'll make a rationmaker. oh, the rationmaker is way more efficient if i import a tiny amount of herbs (or forage). that also boots their food days metric if i remember to disallow them from eating rations (which is fine, because it's not one of their preferred meals. wait, what the fuck is 'roundness'? okay, they want a stage, but don't give a shit about fighting pits, so i can skip that one. my food stalls are only at 35%? oh, i need to upgrade them with a tech, and make sure there are enough food stall employees."
fyi; the resources janitors need are the resources used to make buildings. so if you upgrade a building with pottery, you now need a steady stream of pottery to keep it operational. not having stocked janitors is a great way to look away for one minute and come back to a completely destroyed city.
and no, you don't have enough food.
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>>2316259
I've played for 250 hours and haven't fought a single battle yet - raiders piss off when I give them stuff, foreign states never follow up on their threats, and all the cities I've conquered starve to death without fighting back
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>>2316259
i enjoy the battles, and yes, they work essentially like total war.
i do not enjoy my "colleagues" with pacifist trait making insane demands i literally can't meet, then hating me for refusing, then making more demands because they hate me, then declaring war and attacking me with a 5k army while calling in 3 other factions, all within a day
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>economy based on importing raw material then exporting heavily refined goods
>majority of economy is focused on military dominance
>diverse specialized workforce but 2nd class citizens are into ghettos
this game is just USA simulator, the only reason I still have slaves is because income tax isn't a thing
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I hate the retarded storage system so much and having to manage each crate, just make warehouses give you a total storage capacity for everything instead of this dumb shit.
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>>2317366
In all all colony builder games first thing you do with a new warehouse is forbid all and then manually pick what you want stored there and limits so it doesn't get clogged by one resource anyway. The only drawback is you can't easily have an overflow for the 2 spare mechanisms 13 cotton and an egg you got as gift.
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>>2317366
>my 31k capacity warehouse becomes filled with wood while my vegetables and fish rot on the ground and everyone has to commute to the farm just for food, let alone all the other basic essentials scattered around the map. i go bankrupt because my exporters can't work, so i lose access to the essential coal that is necessary for maintaining my industries.
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>>2315641
trade routes to multiple factions, proximity towards settlements that have good prospect in useful goods (coal, herbs, opium, etc). ocean & river travel is generally much faster than land, which has big implications for supplying an army later. insofar as the actual capital city map goes; it depends on your race. although most of them shouldn't mine shit themselves so it comes down to fresh water availability, balance of alluvium/rich soil, and the presence of trees.
>>2317638
bugs with their bug cows are OP, lizards do good with their lesser lizards too. don't forget to use rich soil.
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>>2318183
>I thought they were all female?
Consult the guide.
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>>2318183
Portraits and names appear to all be female and I'm not sure if tilapi males are ever explicitly mentioned but neither are Cretonian females (though those are actually confirmed to exist by word of dev). On the other hand there's no particular reason to believe they have some mono gender race thing going on or that they don't reproduce sexually. Dondorians don't and are all male because they spawn from rocks but that is mentioned in their description.
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>>2318620
>whats the actual point of all the other races when those two are all that you need to fuel your military industrial complex?
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imagine committing workers to jobs that yield less than 40 gold per product
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>>2313644
This game became a lot less interesting to me when I realized research and knowledge are measures of space, then realized the point of the game is to find the ideal percentage of land to allot to each building type.
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>>2319324
>then realized the point of the game is to find the ideal percentage of land to allot to each building type.
then you realize you dont even need 90% of buildings can just import everything while your pops work in smithies to crank out weapons and tools for you to sell
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>cobblestone road
>costs 1 stone
>50% durability 20% speed
>paved road
>costs 1 stone
>50% durability 10% speed
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>>2319884
The road logic is purposefully dumb for the sake of 'balance' and I'd rather install a mod to make it less annoying if it existed.
I already use 'Pretty Cobble' because the original Cobblestone looks so bad.
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>>2319884
It's for racial preferences, humans like the paved road over cobblestone so you want paved road for areas they work in and cobble everywhere else for faster movespeed (and therefore faster commutes/transport)
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Should I make only large building or I can freely mix match sizes?
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Newfag here. I'm on my first game right now. How do I deal with mines on the other side of the map? Right now I've got a small 'mining dorm' thing going on near my gem mine so my subjects don't need to commute. I added a couple service buildings and a small warehouse for rations. How would I deal with transporting the gems efficiently back to my main city? I currently just have a hauler thing next to my gem vault in the main city.
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>>2321514
first of all, don't. unless you're garthimi, there's always going to be a better use for labor than mining. haulers are equivalent to regular warehouse workers. if you're moving hundreds a day, get loaders/unloaders.
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>>2322556
Usually how it goes.
>time for a new start I’m going to be a multi-ethnic hub like Rome and being Roman is what everyone wants to be
Time passes
>they LIKE farming/mining/whatever and it’s just economical to enslave them anyway
>as long as it’s not MY people who are slaves it’ll be fine
>they’re getting uppity, better publicly crucify a bunch of them
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>>2323123
You don't. Well if you genuinely have just barely enough food just build more farms and bakeries, but all ready to eat foodstuffs are 100% spoil rate so you can't really build it up. You can store grain since it doesn't spoil as much and make rations if you want those days of food.
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You get blocked by distribution way more than supply when trying to max out daily food servings. This is also how I find out that the transporter's daily load is way smaller than what the efficiency report tells you. You effectively get half or less, this is with all my unloaders ready to receive (since the food stalls and warehouses are consuming everything quickly).
The distribution side almost matches the supply side's laborers.
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>>2323179
Depends on racial proficiencies and nobility, dondorian farmers will need far more grain farms than bakeries compared to humans for example
>>2323349
You have to account for travel time as well. Ideally you have warehouses on the edge of town that connect to highways and pull only from neighboring warehouses to minimize travel time
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I reached a population of 490, I made a lot of denari trading furniture. Around 40k, surprised at how easy that was.
I am kinda lost on what to do now though.
I build a laboratory, unsure about what to research.
Immigration sort of died down, I am starting to lack workforce.
The choice is either to expand south, and start mining and build up a military.
Or to remain for now, and focus on meeting the needs of the current population.
My population consists primarily of Cretonians, with the other races only being in the single digits.
Any advice on how to expand safely?
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>>2323971
Put your people to more profitable work. Study the market and figure out what would be good to sell. You might need to unlock said profitable work with research.
Make up for workforce shortages by importing all the necessary shit that costs less than your exports. After 500 population the need for law and health increases exponentially, so you'll need to free up people (and research) for that. Unlock more services and their upgrades and get them set up too.
And obviously you always want as much military and research as you can get away with. They're an eternal sink. Go conquer shit when you get nobles, the stuff you get is insane.
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>>2323971
You should ideally have innovation for stage, upgraded lavatory, food stall, and market. Upgraded services give a substantial fulfillment boost that will start up your immigration again. Hearths and wells can also be built in abundance as they don't need workers and higher access = more fulfillment
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>>2324314
>Do I need an import dock for every resource I import
Trade imports only deliver to import depots.
Tribute from colonies will first deliver to import depots, then deliver to all available storage, then dump shit onto your throne room if it can't find any more storage.
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>>2324693
If you are extremely import/tribute dependent and you're out of treasury, it's kind of hard to bounce back. In either case, you'll need to adjust your priorities so critical jobs get filled first. Then you just watch your city slowly bounce back without much additional intervention.
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>>2325243
NTA but nobles are a force multiplier on industries, they give a 2.00 production bonus per employee of the industry (diminishing returns over 50 but you can later promote them to cover more) and make small production industries like masonries much more labor efficient. They also function for food production industries like farms, pastures, and orchards
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holy shit this game is good. I picked up the demo about a week ago and i've become a crackhead
I kind of get how logistics work for industry, farming, etc. But I don't really get how logistics works for janitors, markets, food stalls. In an efficient city how do you supply these?
General purpose warehouses scattered across the city with tons of workers fetching everything sounds very inefficient. Is there another way?
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Was taking a look at this game and I'm curious, can you get invested in and 'raise up' individual units in this game or is it pretty much purely a macro level game? I like it when you build up an 'A team' of giga units that can handle shit.
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>>2327029
I use sub warehouses that only pull from main ones, once they're stocked you usually only need deliverymen to cover the daily food consumption. There are techs for carrying capacity if you want to make them more efficient
>>2327299
There aren't hero units like in some total wars but you can have elite squads with max training and full equipment allotment
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>>2327029
Janitors don't need that many supplies daily. You can supply multiple janitor buildings with a single auxiliary maintenance warehouse. It's food that needs hundreds of transporters, counting the stall workers.
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>>2327029
Start using unloading stations. Place them next to your general purpose warehouses, and loading stations on your resource production/import depots.
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>>2328616
What race and food type?
If you're growing grain, don't bake all of it into bread, only bake as needed because bread rots a lot faster.
Don't trust food days as a metric because having a lot of food is wasteful for your workforce. You're doing fine as long as you aren't outright starving.
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>>2332129
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>>2332129