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Tag: Market

[Building] Farm

After building our Townhall and being able to upgrade, for example, our Residences, it is a good time to provide better food for our settlers. No settler likes to eat only berries and fish the whole time and upgraded residences give us access to better recipes. Preparing these much tastier dishes provides our workers with more stamina.

Building a Farm is a good way to supply our Residences with several new ingredients.

At Village-Level, 4 farmers will plant corn. The Farm has twice as many workers in each Tier compared to most other buildings, as it needs a good amount of farmers to prepare the ground, plant the seeds and harvest the grown plants. Choosing the right location for the Farm is important cause wild boars like corn as well.

At Town-Level, another 2 workers join and wheat is unlocked. Wheat needs to be further processed in the Windmill to flour, which is then used by the Bakery.

City-Level not only brings another 2 farmers, but also the option to plant and harvest vegetables. If there are rabbits nearby, we may need hunters to protect our farmland or the rabbit population may explode.

If we have several Farms, we can decide for each of them which goods we want to produce. This allows for a larger variety of recipes prepared by our residents.

All three goods are not only ingredients for dishes but are also used as fodder for our animals by the Ranch.

If used as ingredients, the goods from the Farm are sold at the Grocery Market Stand.

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Community Vote – Market Stall Icon

Hello everyone,

after our article about the Market Stalls we received some feedback regarding the “bear trap” symbol which is used on the sign of the Wild Game Stall.

We found the argument worth considering and based on this community feedback we asked our UI team to design a few alternatives to this icon.

Below you can find and vote for all 4 options available. And don’t hesitate to let us know what you think about the design in the comments!

We’re looking forward to hear your opinions on this topic!

*Please keep in mind the final design might still change and this is only a vote for the direction the icon design should go in.

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[Building] Market Stalls

Since we focused on the Residences in the last blog, let us now look at the Market Stalls where our residents get all the ingredients for their tasty dishes.

There are several different Market Stalls, each for multiple different goods of a category, and in contrast to other buildings, they cannot be upgraded. Each of them is manned by a trader, who takes care of offering the ingredients to residents, while carriers take care of supplying the market stall with goods from the various production buildings.

In total there are 6 different market stalls:

The Forager’s Stall which is for Berries, Herbs & Mushrooms
The Fishmonger’s distributes all the different fish
The Wild Game Stall focuses on meat from the Hunter.
While the Butcher’s Stall is responsible for meat from the animal farms
The Baker’s Stall distributes Bread from the bakery as well as eggs from the animal farm
And at the Grocery our residents can get Corn & Vegetables from the farm

We don’t need to always build all Market Stalls in each settlement since we usually won’t have all food production buildings in the same area.

While fish is a good food source for our settlement near the sea or a lake, our other settlements further inland probably better focus on different ingredients and different recipes. This directly plays into the whole transportation topic because, as you might imagine, the best place to construct Market Stalls is close to residences to reduce transport times. Building multiple different market stalls close to each other also helps the residents to buy different ingredients at one place… and suddenly you have marketplaces using your preferred placement layouts in central key locations.

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[Dev] Food & Stamina System

If you follow our social channels you might have already learned about our new “Stamina and Food System”. If not, why not come and follow us on Facebook & Twitter for more info like that in the future.

Even though we covered the basics we want to dive deeper into the matter and give as much details as possible. Where do we start?

The beginning:
When we build a new settlement, we begin with the most basic buildings.

With “What you see is what you get” we learned that we see everything in the world. We see multiple forests, berries, and if we pay close attention even fish near the coast.

We started our outpost by building several woodcutter, gatherer and fisher huts. The last two buildings usually make up our basic food supply.

This will only fulfill their own needs and our woodcutters will get hungry and stop working, because they need cooked meals. It is easily visible for us: The worker sits in front of the building, waiting for food.

We need to place some houses.

Houses:

In the new The settlers the primary use of houses is to make sure to cook and deliver meals to ensure that all of our workers are fed and have full stamina.

By building some houses, we have created a “small” food production chain. The fisher will catch delicious fish and the residents can pick up this fish from the fisher hut directly. The residents will go back to their houses and start cooking a tasty meal. The cooking process is under way if you see white smoke from the chimney.

This whole process takes a bit of time, but once the cooking is done our residents will deliver the meal to different work places.

If the worker has no stamina left, they wait in front of their building. Once the residents delivers the food, they will make their way to their own little designated eating place, consume the meal, regain stamina and go back to work. In case they are still out in the field working hard, they will find the hot meal when they are coming back.

But what happens if the fisher and the gatherer get hungry themselves and do not receive any cooked meals at the moment? The fisher, the gatherer and also the hunter will eat their own collected or caught food (anyone up for sushi or carpaccio?) to ensure that they can keep working. However, since the food has not been turned into a tasty meal by a resident, it only deliver half the stamina.

Market stalls:

As we are always on the lookout to make our economy more efficient. It is time to talk about market stalls.

Market stalls are places where specific food is stored and available for the residents to collect. We will have different market stalls in the game. This will make it easier for us to plan and organize. It would not make any sense to have a fish market stall where no fish is around. Of course, we could still place it, but remember what we have learned in the transportation blog: The distance might be too long for our carriers and it could create traffic jams or bottlenecks.

We placed a market stall for our fish and for our forest products, in this case berries. Our carriers will make sure that the goods from the fisher and gatherer are transported to those stalls. This makes the walking distances for our residents shorter and they can supply food faster for our hard working craftsmen.

Mid / Late game:

How does it look when we advance further in the game?

The more we progress with our settlement the more buildings we unlock. We can also upgrade them and this includes houses. We will explain details about the upgrade system in a later blog post.

The first step would be to provide more and different food to our workers. One classic production chain consists of wheat farm, windmill and bakery. We want to use those wide and nice grasslands to have an efficient bread production, by placing enough farms.

Farms can also harvest corn and since our bread production works perfectly, we will need new market stalls, for bread and corn.

We now can provide our residents with different food, but the real deal would be to provide them with better food. Upgrading the houses will make this possible. Better houses will unlock more advanced recipes to create delicious meals that deliver more stamina, which means the citizens will need to supply each craftsmen less often. As a result, the residents can supply meals to more craftsmen.

Make sure to have houses close to major production chains as residents will not travel endlessly, to either get their ingredients or to deliver the meal to a work place.

If you think that you need food only to provide your workers with meals and keep your stamina up, this is far from it. Food will have other usages too, but we will talk about it in another dev blog.

That was our introduction to the new “Stamina and Food System”. What do you think? Do you like the change? Can you already imagine a nice and bustling marketplace with houses around? Feel free to share your thoughts in the comments below.

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