![]() So no selling 100 knives to every vendor I see. the stuff I sell to vendors has to be meaningful. This makes the blueprints I unlock actually meaningful. But no to that shiny bandit's axe, planks, food items, etc. So yes to seeds, saplings, manure, logs, ore, exotic presents etc. i only allow myself loot from sacks and abandoned camps etc when it's raw materials or stuff you can't craft ingame. That means for seeds and saplings i fully rely on what I find in sacks or abandoned camps. I don't buy anything from vendors, with the only exception the toys when needed for the heir quest that i can't craft myself. typical medieval views as that only my men do the dangerous/hard work (hunting, mining, logging) After that the village will grow naturally over generations when the children grow up After that no more hiring with exception of the special npc's and maybe one extra person if I end up with one single special npc. once she is pregnant, I'm allowed to hire one farmhand to help out. start with just me for a while until I find a suitable wife. By my calculations when I allow them all available foods (raw food excluded) i'll be around 750%, maybe lower as I'll probably do the same thing for alcoholic beverages once I unlock the tavern ![]() When that happens I turn the inhabitants needs 1 tick (10%) down. Once a season I allow myself to make a batch of 2 new foods for them and enable them in the settings. inhabitants needs 1000% at the start with all foods not allowed. xp, technology and dynasty rep gain 50% Right now I'm completely happy with my settings and self-imposed rules, so I think this is the playthrough I'm gonna stick with. I also want something to do when i'm switching to the heir and not have a fully built-out village already way before that time. Every time I had a new idea on making it harder, I started over. I tend to start over with games a lot, even more so with games like this. Ah! Say no more, I'm an expert in starting over! :-)įor me I also really enjoy the struggle at the start. ![]()
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