Basic strategy guide based on game release on December 5, 2021
Overall Game Concept
Be very cautious in how and when you expand. You have to make sure you have the resources in your economy or in your store house to support the expansion, or your villeins will suffer and your community will quickly fall apart.
Getting Started
Farming
An additional note on livestock: you will want to build a fenced in pen for these animals BEFORE you option to include them on your farm. At this time, there is no in game method for getting them in the pen if the pen is built after they are added. If the pen exists before, and the feeder is in the pen, the farmer will bring the newly obtained animal to the feeder and it will stay in the pen. To do otherwise, will risk the animals eating from your growing plots. Sheep and wool are critical for tailors, but should not be a focus until you have 1 or 2 additional farm families.
The balance challenge for your farmers will be to produce enough food to feed your villeins through the year vs making money. For this reason, for the first few years I force 50% tax on my farmers, to prevent them from selling off too much of their product and starving the colony through the winter. You will use your storehouse to save a good chunk of the yearly harvest for feeding your peeps in the winter and early spring.
Build 1-2 barrels, 1 silo, 1-2 flailing spots and 2-3 ground storage near your growing plots. Having a storefront near will also make it easy for your villeins to sell their produce. You eventual goal should be to set up your colony to be able to purchase their food directly from your farmers, with you as the “storehouse” to only save food for winter and early spring. It will take a few years for this to get set up enough were you can safely back off on the taxes and allow the inner economy to take over.
Fishing
Foraging
Households
In the early game, you will support your villeins with all the building materials. Use grants to do this or set up to sell to your villeins for free. MAKE SURE you do not set to sell to caravans for free. Set up the households first, before you set up the production plots (Farm, fishery, forager). At this point in the development of this game, there is no apparent advantage to roofs or floors, so do this construction only when you colony is well established. Later in the development, this may have a greater impact on happiness or warmth.
I always build a cooking table, cauldron, fireplace, shelves, chest, well and barrel in each household.
Public Space, Marketplace
Warehouse
Inn and Caravan Marketplace
Always use your warehouse and lord to build both of these and try to have this done by the early fall of the first year. Shoot for the larger size inn, 15×15 or above. 14-20 beds are good, as you will attract caravans and new citizens. Each visitor will pay for the use of the beds and food, so this is money that is directly injected into your economy and is very critical.
Caravans will buy and sell with your citizens, also injecting money and goods into your economy. 2-4 storefronts and 4-6 caravan storage units will suffice. As of the date that this guide is being written, there are no penalties for missing walls, roofs or flooring here, but I suspect this game mechanic will be changed at some point in time. I make my caravan markets open air for this reason.
Be cautious about selling warehouse items to caravans, as these are lost sales between your villeins and the caravans. You citizens need to make money to buy and sell things within your community. Too much government interaction here will cause money problems for your citizens at a later time. Sell from your warehouse with moderation and foresight about the downstream implications of the sale. If you sell 100 fish to the caravan, and your fisher family can not sell what they have, they will run into money problems later on. Think of the caravan as a money/product stream to both the Lord AND the Villeins, and must be shared.
2nd+Tier Manufacturing
The exception here is miners and masons. If you have a stockpile of stone, you can jump start your mason with stones you find lying around and what you have in surplus at your warehouse. Be cautious of using up all your surplus, as items such as cauldron and well require raw stone.
Notes about production and efficiency
I also try to use my Lord and their family to do as much building as possible, to take this burden off the villeins, and allow them to focus on producing goods. ANY PLOT THAT IS NOT OWNED BY A FAMILY, WILL BE BUILT BY THE LORD, USING GOODS FROM THE WAREHOUSE. Use this to your advantage and allow the lord to build households, and other buildings before you grant them to families. Be cautious of the items you have in storage, so you do not run out in the case of an emergency. I try to build households slightly before I take on new families, so they can move right in and be productive. This is also true for production buildings (mason, bakery, windmill, ect.).
Once a family owns a plot, and you are looking to upgrade, think in terms of stimulating the economy. Instead of granting the materials, give them some money and have them buy the materials from your other families. This is also a consideration for later in the game. You will want your families buying food directly from farmers and only use your Warehouse for necessary winter storage. Adjust your tax rate down to optimize this balance.