The Settlers 7: Paths to a Kingdom: Difference between revisions

Jump to navigation Jump to search
m
Text replacement - " - " to " TEMPORARY-DASH-CHARACTER "
(Created page with "* Technologies get blocked off if someone else researches it before you. This includes tech that is past the initial ones, meaning that you can get fucked for second tier tech...")
 
m (Text replacement - " - " to " TEMPORARY-DASH-CHARACTER ")
Line 13: Line 13:
* Put constructors in regions with a lot of resources or land that you know you're gonna build a lot in. Building a constructor to make a fishing hut and hunting lodge one region over from your starting region? Not worth it. Putting a constructor in a giant region with 3 mines and space for 4 farms and a fishery? Yes. You can demolish it later if the region is a dead end in terms of being adjacent to other regions with resources.
* Put constructors in regions with a lot of resources or land that you know you're gonna build a lot in. Building a constructor to make a fishing hut and hunting lodge one region over from your starting region? Not worth it. Putting a constructor in a giant region with 3 mines and space for 4 farms and a fishery? Yes. You can demolish it later if the region is a dead end in terms of being adjacent to other regions with resources.


* You don't have to place buildings so that every workshop tile is available and used, nor do you have to use every workshop tile even if they are available - remember they cost 1 tool per workshop. Having a lodge be only two hunters for a medium forest is fine since they'll run out of animals anyway. Having a farm use only two slots for the grain farms is fine as well, since they need a buttload of space. Space management in general is a pretty big thing.
* You don't have to place buildings so that every workshop tile is available and used, nor do you have to use every workshop tile even if they are available TEMPORARY-DASH-CHARACTER remember they cost 1 tool per workshop. Having a lodge be only two hunters for a medium forest is fine since they'll run out of animals anyway. Having a farm use only two slots for the grain farms is fine as well, since they need a buttload of space. Space management in general is a pretty big thing.


* With that said, for mines and quarries you DO want to use all the slots since the faster you can pull out ore the sooner you can put one workshop on geologist duty for more sweet stones. In fact unless you need the ore RIGHT NOW it might be worth it to just start with two workshops on mining duty and one on geo duty.
* With that said, for mines and quarries you DO want to use all the slots since the faster you can pull out ore the sooner you can put one workshop on geologist duty for more sweet stones. In fact unless you need the ore RIGHT NOW it might be worth it to just start with two workshops on mining duty and one on geo duty.

Navigation menu