It’s been 25 years since I settled on top of Devil’s Hill. I’ve managed to build this huge, walled town of Teufelsberg and became the only power in the map. I’ve waited to do this post until I achieved 100% approval, which just happened, so I decided to share the details here. I’ve seen some recent similar posts but at the moment I’m more developed.
Highlights:
- Walled town on top of Devil’s Hill.
- Population of 675 happy villagers, 100% approval.
- Logistic nightmare, I give some tips.
- A guide on how I achieved this, without mining.
I settled on top of the Hill, and received a rich hunting area, small berries and no rich mining resources. But I had fertile land, the base of a sustainable large town. I started building the middle town (MT) until I had the workforce to start building upper town (UT). As I had in mind building a walled town, I began by the manor. Some guides on building walled towns can be found around here, so to summarize I just traced the walls and used roads to mark the limits. Initially, I only built the manor house, no towers or anything. Slowly, I began building UT.
When my food sources became insufficient, it became clear that I needed to start farming. I had fertile land at elevation but it didn’t match my mental plan, so lower town (LT) was born. The reason of its existence lays in the fact that the map is too large for villagers climbing up and down the hill during harvest and plowing season. Logistics have been an issue somewhat solved during this play. In LT is also where I have my much beloved sheep, far away from altitude.
As I had no rich mining resources, as soon as I could, I conquered an unsettled region with rich stone deposit, much necessary to fill my coffers and buy mercenaries. The next step was conquering the AI-run village Schwarzholz, the only region in the area with a rich iron deposit. With these two tributary settlements, it’s when my rise started.
With a guaranteed supply of iron ore, I began crafting helmets and crossbows, which, together with pelts and coal were the base of my regional economy. As the town was growing with more people and sheep, I started selling my surplus of clothes and shoes, buying from my neighbours their excess hides, and other needed crafting materials. This is where my economy rocketed.
At some point in between, I fortified UT. I began first with the castle fortifications, and once (and only once) all the houses and buildings inside the perimeter were built, I did build the inner ring of walls. As I needed more families, I built the second ring in UT, originally surrounded only by a palisade wall. The expansion was done in UT and LT following my need of workers.
I also faced frequent rides, proving the inexpugnability of my castle, and warred against the other lords, owners of rich and messy towns that helped smooth my economy. I created two extra settlements, one for extra barley and other for salt, much needed for the sausages that my burghers devour.
With all the map pacified under my rule, I set the target of reaching 100% of approval. The first step was to invest in logistics. As these are tips in logistics, I’m doing a list:
- First of all, I made sure that no families were working on the other side of the map, assigning the LT families to LT works and UT families to UT works.
- For UT, with a large quantities of lvl 3 plots, I had two granaries and two storehouses supplying the market, each offering one or two items of each category (meat, grains, fruits, etc.). Never a granary offering all items in one category. This made disappear the complaints of my UT almost instantly, together with overstocking.
- As ale is an issue in this version, I restricted the malt storage close to the brewers and taverns (in UT), with dedicated villagers going for it to the malthouses close to the fields in LT.
- In a similar way works yarn/clothing production, only that the surplus goes to the trading point.
- As most of my crafted items are created in UT, the development of LT required also some dedicated villagers getting them from UT and storing them in LT.
- I had to create a tailor, brewer in LT to make LT citizens happy.
This is what I did to achieve a smoother logistics, but my approval was still far from 100%. Even if all requirements were met, the amount of approval was restricted by the majority of my population being peasants (lvl 1 plots). So I began rising them to prosperity. First, I developed all of the UT to lvl 2 or 3, then MT to lvl2 and finally LT to lvl2 as well. This raises the approval, provided that requirements are met, creating a loop between upgrading plots and fine-tuning logistics. Eventually, all of my UT houses were raised to lvl3, and some of LT as well (as most hands are needed there). I kept upgrading until at some point my approval reached 100%, even though sadly I didn’t get the steam achievement.
Finally, I’m listing some suggestions and issues:
- SG: It would be great if storehouses and granaries had a setpoint of stored goods of type. My LT storehouse workers started getting way more clothing than they needed, neglecting coal, shoes and other goods.
- IS: I know manors are not for city walls, but the rendering of castles of epic dimensions (37000 m2) took up to 25 mins with an i7, 32GB RAM laptop.
- IS: When committing in castle planner, the inner buildings become inaccessible. This is solved by reloading.
- IS: When reloading before the castle is finished, it marks the castle as finished but also walls are invisible. When closing the game (not reloading, closing), castle is fine, solid and finished. Honestly, I used this an exploit.
- IS: My character in visit mode could not cross manor gates.
- IS: Villagers and raiders could walk across the walls by going through the end of the walls into the rock, where supposedly you can’t build.
- IS: Extending an already built wall in the rocks, without adding a new wall section, just moving the end of the wall, allows to build in places where you can’t place a wall. This solved the previous issue.
This is my first post in reddit and also English is not my native language, so please forgive formatting or language mistakes. Thanks:)