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!
Thanks, Ari > On Sep 9, 2016, at 12:07 PM, dark <d...@xgam.org> wrote: > > Hi. > > 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. > > Hth. > > Beware the grue! > > Dark. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.