In the management menu, the current situation of your "kingdom" is displayed on the right, including food, fuel, reputation, population building ceiling and so on. The left side is divided into four major items: population, buildings, farmland and livestock.
1. population: it will list all the villagers you have recruited, such as whether there are enough houses, food and firewood (especially in winter), whether there are any resources missing at work, and so on. At the same time, you can point out the specific situation of each person, and then arrange the residence, work place and specific work. Working in the same place may be different, for example, barns will be divided into barnmen who thresh millet and farmers who farm land. New villagers can dispatch quickly here.
The mood of the villagers is mainly related to the quality of the house (size, material, paint), whether there are spouses and children, and whether there are suitable jobs. The current version is of little significance.
2. Architecture: We list all kinds of buildings by category, and we can observe their conditions, including the durability of buildings, the number of villagers accommodated, and the lack of working resources. Click in and there are four tables on the right, which are status, work arrangement, daily output and inventory (there are no two or three items in non-productive buildings), among which the most important thing for novices is work arrangement. Under this menu, we can see all the props that the building can produce. Of course, if the village science and technology, we can press F and X or mouse to adjust the production ratio of each post. For example, we can let the logging shed produce 100% logs, so that we can produce 20 logs, or 50% logs and 50% sticks, so that we can produce 10 logs and 30 sticks, or 50% logs, 35% sticks and 10.
It must be noted that many production and construction buildings need tools in addition to raw materials! With the improvement of the game, villagers can't work empty-handed like you. You must provide the villagers with enough tools to check the output. The blacksmith shop can handle the daily consumption of most tools in the middle and late stage, but it may have to be ground by itself in the early stage. Specifically, the blacksmith's shop needs a hammer, from the initial wooden hammer to the final hammer, the logging shed needs an axe, the shed needs a mine hoe to dig salt and lime, the mud needs a shovel, all the output of the mine needs a mine hoe, the hunting hut needs a knife (no bow and arrow), the fishing hut needs a harpoon, and the fish decomposition needs a knife. Farming is the most troublesome. Farmers need bags to fertilize and sow, hoes to cultivate land and sickles to harvest.
To make matters worse, these tools are consumables. For example, the logging shed will take notes when producing logs, and the axe is durable -5. That is to say, every time a log is produced, the HP of this axe is reduced by 5. At the beginning, there were three stone axes 100HP in the logging shed every day. Then the durability of this stone axe will become 85/ 100 after one day. After cutting 20 logs, the axe will disappear. Speaking of it, the consumption is less than that of the player himself. What the villagers really care about is tools. But this kind of consumption requires us to constantly provide tools. Whether you arrange enough blacksmiths or do it yourself, you must ensure that these villagers have tools available. By the way, although the later copper axe and iron axe cost more, their durability is n times higher. At present, it is often more economical to let villagers use advanced tools as much as possible.
In addition, the durability of buildings will decline every year, and buildings will be damaged after more than two years. The red icon of the damaged building will be prompted in the building list. You have to take your hammer, right-click to change the repair mode, and then knock the red part of the corresponding building into green, and it's ok. The hammer can also be changed to blasting mode and upgrading and demoting mode. When dismantling, the materials are partially recycled, and when upgrading, they are basically just painted, which has a general meaning. At most, villagers are in a better mood. Personally, I think that kind of paint is so disgusting that it feels like dung on the wall, so it is generally not applied.
3. Farmland: You can see all the land you have opened with a hammer Q here. After selecting a field, there are two menus on the right. The former shows the present situation, while the latter is the goal arranged for farmers. Here, you can set what crops are planted on the current farm and farmers will work. Of course, crops must be planted in the right season and tools must be given, otherwise people will not work.
There are 8 kinds of crops, 4 kinds of vegetables: beet (harvested in spring and autumn), Chinese cabbage (spring and summer, or summer and autumn), carrot (spring and autumn, winter and summer), onion (spring and summer), and 3 kinds of wheat: oat (spring and autumn), rye (autumn-spring) and wheat (spring and summer). Personally, I like the order of spring flax, summer cabbage and autumn rye, but sometimes I take the route of oat/wheat+rye (especially when animal feed is not enough). Seeds are bought at the beginning, and they are returned many times after harvest. For example, a cabbage can get more related talents by providing 2 cabbages and 2 cabbage seeds at harvest. Adhere to the high return on farming, and buy more chemical fertilizers for three years to expand hundreds or even thousands of plots. Whether it's tailoring, cooking or selling directly, you can make a lot of money. Since farming is calculated by season and villagers' needs are calculated by day, it is very important to make clear the number of days in each season from the beginning. Every season 10 day, the income of that kind of field will basically be eaten by the villagers. And one day a season, it matures quickly, but it is too late to plant, so generally speaking, 3~5 days a season is more appropriate. I am now three days, and a piece of land limited to 16* 16 is barely available for four farmers in a first-class warehouse. Farmers don't work in parallel, so only 1 person can do a process in the same plot, and it is impossible for two people to harvest. Therefore, the four villagers' harvesting-fertilization-ploughing-sowing flow operation is just right. If it is finally found that no one is sowing, it is necessary to find out what is wrong, such as the seeds not being put into storage. Is the crop season wrong? Crop settings have not changed?
By the way, there used to be a little Mi Chong who made the workers in the barn produce a lot of millet. Now one flax seed has been repaired by twenty or thirty. Considering the long time of farming, I personally suggest that villagers farm their own fields and grow their own millet.
Fruit trees are relatively simple, as long as you invest a lot of money in tree species and then harvest the fruits every autumn. Hops, as a special fruit tree, are harvested in summer. Then, except for a small amount of food formula, the fruit is mainly used for wine making. Use hand-made wine bottles to make all kinds of fruits into juice and then into wine. Hops need to be mixed with three kinds of wheat to brew beer. It needs beer bottles. Don't make mistakes.
4. Livestock: This belongs to the medium-term content, but it also introduces that when the breeding technology tree in the village reaches a certain point, it will unlock related buildings such as chicken houses, and all animals consume animal feed (just like all hunting produces meat+skin, there is no specific distinction). You can buy it from merchants in various villages or get it out of the barn by yourself with oats+rye+straw. There are eight kinds of domestic animals now: chickens lay eggs and give birth to feathers; Pigs produce fertilizer; Goose lays eggs; Sheep produce wool; Goats and cows produce milk; Riding donkeys and horses can speed up the movement and increase the load. Young animals have no output, and generally grow up after 1 year.