Dark, I've implemented your suggestions, and while Ive gotten a lot further
with my settlement before the yetty attack, I'm still having problems. I had 24
people, and 3 were knights, 3 were rangers, and I think I had a couple of
soldiers. You mentioned a war tent. I'm not quite sure how to get this in game.
Do I need it in order to attack the yetty? My armed forces seem to only be
attacking goblins. Man, those yetty are really nasty!
> On Sep 9, 2016, at 12:07 PM, dark <d...@xgam.org> wrote:
> My personal advice for the second mission,is start the mine and forge as soon
> as you can, since you need to be producing troops and knights take
> quantatively more time to produce (especially if you factor in the need for
> extra houses and population growth since Knights are knights perminantly.
> Basically the sooner you can start raiding the yetti, the more you can knock
> off their ability to do damage to you.
> So, at the start make a vegitable farm and use fishermen and hunters then
> create more houses.
> Start a mine and a forge as soon as you can, since mining is a slow process.
> You can get by with one smith and one miner and won't need a full time
> metalergiast for smelting since the smith will ddo that as their secondary
> job, but mining and making armour and weapons so the sooner you can begin the
> better, indeed I'd probably recommend building the mine before you build a
> wwheet farm, mill and a bakery to make bread, and certainly before thinking
> about wine.
> Butchers can also be useful early because they can get more meat and more
> twine from animal pelts, and then you can start your peasants weaving cloth
> which you can make ranger cloaks with, indeed aim to be producing knights and
> rangers together and you'll be more likely to have an effective fighting
> force along with your ordinary soldiers, andmaking ranger cloaks shouldn't be
> a problem given you need cloth for the war tent to go on raides anyway.
> Also as is usual in castaways, remember peasants are the life blood of your
> colony. I'd recommend at least half of your population be peasants, and if
> your regular crafts people can't work for some reason, set them to some
> temporary peasanting, eg, you only need to assign a doctor when people are
> actually injured, and there's no point creating a tailer if you don't have
> any cloth woven since they'll just be standing around.
> Also take good care of the secondary jobs, since you can often rely on one
> person to take care of the secondary task when not doing their primary one,
> eg as I said, you don't need a full time metalergist, and for a lot of the
> time you can rely on your carpenter to act as a lumber jack and should only
> assign another lumber jack oif you especially need more wood.
> Beware the grue!
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