The real test of the game came in the second decade. These coming years will see your newfound community, struggle to keep pace with almost everything. Anything could go wrong, as I found out and tried my best to keep the whole thing alive.
As Devonport was built slightly inland due to the need to have logs and to hunt for food, I had to expand the town towards the river which was located around the south-west area. With that in mind, the first thing to be built was the Market. When stock with a Vendor (up to 12), the Market will be equipped with everything that your town is producing. And he/she will bring it right back to where the Market is located. The drawback? If you don’t have enough stockpiles of food or other resources, you would soon drain out your town supplies, just because they are at another Market.
A rule of thumb, at least 10000 of food before you start having a Market. Or that your expansion is way too far away from the main town, like mine was.
This is the Trading Post and they can only be built next to the water. I haven’t tried it out on lakes but just to be on the safe side, place them next to the river. You might be wondering why did I build so many in such a small place. The answer is simple, the more Trading Posts you have, the more traders will stop by.
The traders won’t necessarily bring what you want. You might be having Apple seeds, Cabbage seeds and they will still bring those to you, unless you choose not to. And when you want Coal/Steel/Stone, all you get are traders in food and seeds. There is no telling when the next trader will come along, nor will you know what he will be bringing.
The downside to having too many Trading Posts, you need to have a lot of stuffs to sell. Because the Traders will stop randomly. For any automatic trade, you will need them to stop by for the very first time, and set out the rules that you want. Yes, you heard me correctly, you can trade automatically, you can even request what type of goods that you want, and what will be traded for it.
The ones highlighted are the ones that you want. And as a guide, you should go for at least four food types so that your people are happy and healthy, due to the variety of food that they have.
The Town Hall is a godsend. It does nothing to the overall populace nor does it give any in-game advantage. But it is the single most useful building for any statistician. And before you scream bloody murder, hear me out. You really need it.
Make sure you have enough resources, especially stone and iron when you construct it and try to put it in a nice place, this is after all, your Town Hall, you can only build one. As you can see, it shows you how many homes you have, how many families and how educated are they. On top of those tabs, you can find out how much you are producing and using up. So make sure no negative numbers. You can look at graphs for a single year, 5 years, 10 years and so forth.
Notice — Nomads? Nomads are dirty, uneducated people that wants to join your group. And by allowing them in, you might be bringing diseases and their lack of education shows up in their daily chores. They do it slowly and unprofessionally.
I tried taking 10 of them at one point during my second decade when I had to make sure I have enough labourers to clear enough let to get enough resources to be able to build enough homes for my people. A mouthful of enough(s). It is a trade-off, on one hand you get workers especially if some disasters wreck havoc to your community, on the other hand, without them your community will die a slow and painful death. Touchwood, I haven’t had one yet.
Make sure you have at least 1-2 cemeteries for your community. Because your people will get angry at you when they don’t have a place to mourn or to remember the great deeds of their forefathers. I read somewhere that you don’t have to build enough cemeteries for everyone because at some point in time, they will rebury the new deaths on top of the old ones. Sicko.
Other than hunting and gathering food. You need to plant and herd your other food source. To ensure that you have enough to feed your people. If done properly, these will bring in around 700-900 food per year for each thing that you have.
I list down the size that you can grow/herd them, because that is the most efficient size, anything smaller and you won’t get enough food from your farmer/herdsman and anything larger, food will go to waste because you can’t harvest/slaughter them fast enough.
For crops, the best you can grow with are Beans, Cabbage, Corn and Pepper. Not to say that you can’t plant the other crops as you see fit, but if for the sake of ensuring that you don’t die of famine/hunger in the second decade, please plant those. Beans because they grow fast and Cabbages because they can withstand the cold weather much better.
Size: 7 x 8 or 14 x 4
As for herd animals, you get to choose between Chicken, Sheep and Cattle. Try to go for the latter two, as I’ve said, you need to ensure longevity of your community. Once you are stable, you can go for Chickens. The reason? Both Sheep and Cattle provide Wool and Leather, on top of their meat which you can turn into Coats. Some might scream bloody murder, since Chickens can give you Eggs. But selling a Coat, brings you a trade value of 15, whereas a basket of Eggs, give you a trade value of 2.
Cattle: 9 x 20 (for 1 herdsman) and 20 x 20 (if you have 2 herdsman)
Sheep: 12 x 16 (for 1) and 20 x 20 (for 2)
Chickens: 11 x 18 and 20 x 20
There are discussions on the benefits of both but to me, you need to decide for yourself. If you have the space and manpower, go for the bigger size, or you can double the single herdsman size and split it once the herds get bigger.
Last but not least, the Orchards. These give you a variety of fruits. Which you can then turn into Ale with the Brewery. So make sure you go for the same kind, or at most, two different types. Orchards might take a year or two before they mature so you must bear that in mind too.
I prefer Apple, so I plant them the most.
Size: 15 x 4
The second decade is an important point in deciding whether you have what it takes to run a town. Because you are so busy in expanding and finding homes for your people, and you need to juggle food production to match the new members of society and on top of that, generate a surplus to buy stuffs from the Traders, and boy, they aren’t cheap. A seed costs 2500 in trade value. That’s 625 firewood for 1 seed. And the prices increase the more you buy. I’m currently at 3125 per seed. Livestock, costs a lot too. But slightly lower than seeds, but then again, you can’t do much with just 1-2 heads.
Controlled expansion is what you will be looking for. If you can get by this decade, then you have what it takes to make sure your town develops into a city.