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SPOILER ON

Here's my food farming (use that left-to-right or right-to-left XD)

Wheat-Farm-Mill-Bakery
--Road-
--0/2 vertical spaces
Wheat-Farm-Mill-Bakery-INN
--Road-
--0/2 vertical spaces
Wheat-Farm-Mill-Bakery
--Road-
--0/2 vertical spaces

I usually put each farm 3 squares far from other farms. (3 including the road line!). 15-20 squares of Wheat are enough for each farm, and keep them most packed possible to Farm entrance to reduce farmer travel (Just count squares, diagonals included, to find out the nearest free square spot!)

3 farms are enough for a very large number of serfs/workers(says 70 in total, I just didn't spent much time to see ho many people I can feed effectively). there are also few more tricks I found usefull:

-The first Storehouse is usually what I use to store Stone/Wood, I found very usefull to prevent storing Food in that storehouse (click on Loaves icon to setup a red triangle) this has many advantages: Serfs do less travel, they just move loaves from bakery to Inn and this help to speed up other things, and keeping storehouse less trafficated, prevent traffic-jams in its entrance.I want it giving aways stone/wood very fast. )

-To speed up a bit the start you can just prevent delivering of food to Inn untill first units starts to be hungry. Then you must remember to allow delivery of food! (Instead of filling the Inn the serfs will just continue to building roads/buildlings)

-In middle-late game surplus food is allowed only in a special storehouse wich mostly recevies Wine (that's because Wine is a bad food, it heals workers/serfs just a bit, while soldiers are fully healed indipendently of wich food types they receive). Feeding armies with wine is economic, and having a storehouse right outside your city, prevent your serfs to stuck production when they feed armies. Each serf will just take food from nearest storehouse, but if only 1 storehouse have food, serfs will just take food from that storehouse, and note that you can use this trick to remove from roads workless serfs that prevent other units from moving (feeding army is just using traffic lightsXD)

-I usually need 2/3 Inns in most games. Every unit will go to eat in nearest Inn, the nearest the Inn, the greatest is the working time for that unit (double penality when food production is far from Inns! because food producer need to eat too! ) not necessarily all Inn requires to be near a food producer(that will just save some serf time), but all food producers needs to be near a Inn(increase food production).

SPOILER OFF

Does anyone know the exact ratio of Farms/SuineFarms/Tannery/Sausages?
Post edited April 02, 2013 by DarioGOII
avatar
DarioGOII: Does anyone know the exact ratio of Farms/SuineFarms/Tannery/Sausages?
I'm one of the developers of the KaM Remake (http://www.kamremake.com/), and we measured all production rates of buildings, which should be very close to the original game because we use the same animations. Here are the ones relevant to your question:

Corn: 1.15 per minute
Pigs/skins: 0.46666 (consumes 4 corn for each pig and skin produced, so requires 1.86666 corn per minute)
Sausages: 4.25 per minute (consumes 1 pig for each 3 sausages produced, so requires 1.416666 pigs per minute)
Leather: 2.7 per minute (consumes 1 skin for each 2 leather produced, so requires 1.35 skins per minute)

So, each swinefarm requires 1.6 farms, each butcher requires 3.0 swinefarms, and each tannery requires 2.9 swinefarms.

Therefore a good ratio might be: 1 butcher, 1 tannery, 3 swinefarms, 5 farms :)
This might be obvious, but it was a pain especially in the very first map:

Have a staging area in front of the barracks. It is horrible when you need to get troops to the frontline fast, and they clog up all the city center, getting nowhere.

Another really simple is: learn to position your troops. If you keep right mouse button clicked, you can choose the facing of your units. That combined with the charge ability some units have makes combat much more pleasant.

Archers are fantastic in defense, but hard to use when attacking.

Those are my points based on a few hours of gameplay. I have little input on the management side.
***this game is different from usual rts. it favor good tactic placement than good number of units. with only a handful of units, you can slaughter entire army again and again. try lure enemy into tight spot where you position your army. bowmen position about 3 tile behind your melee. melee unit if possible not miltia (because so quick to die) are position at front. separate the melee group into individual unit to fit the tight spot entrance. make sure there is no gap so the entrance is completely closed by your melee. you can also build buildings to create such tight spot position at the corner part and lure enemy there. separate unit fight better and have high chance of not dying quickly. even just 4 melee is enough to block entire army and survive with enough luck as long as the entrace is compeletely closed and these 4 melee are backed up by many bowman to help kill the enemy melee quickly. if not done quickly or if too few backup bowman, these 4 melee will fall. don't wait too long in your base building, enemy get mass numbers as the game progress. try micro play with this tactic to reduce enemy numbers again and again in single player campaign. this is espesially important when you fight multiple enemy bases in campaign missions. use your initial force to wipe enemy bases (vital buildings) with tactic if you can while building your base until there is at least just one base if you want to play late. watch youtube video for lossless of KAM.

to win quickly over enemy, target storehouses, schoolhouses, and barracks. their troops can be let die starvation quickly if you target their inn too. at some mission, at some side of their base, some troops won't chase you if you don't aprroach or attack building near them. you can destroy tower at other side and attack their vital building and inn to make them die of starvation.

military building (weapon production and armor production) need 2x measure of needed goods for steady supply because according to file pdf manual KAM, it is said 1 weapon production need 2 sawmill to create steady weapon tools. i try this and this work well. all timber get absorbed by weapon armor production. i can't even stock timber for more building if i don't build 1 additional set of 1 sawmil 2 woodcutter.

1 weapon production need 2 timber, 1 sawmill produce 2 timber (2 sawmill = 4 timber). for steady supply, it need 2 sawmill (2x needed goods rules). same with 1 armor production need 1 timber for wooden shield and 1 leather for leather armor. 1 tannary produce 2 leather. it need 1/2 sawmill and 1/2 tannary. for steady supply, it need 1 sawmill (2 timber) and 1 tannary (2 leather). therefore 2x needed goods rules.

tannary set (5 farm 3 swine 1 butcher 1 tannary). 1 swine consume 1,6 farm. making this also help food problem with enough sausages. stable take a very slow time to produce horse because one horse need 4 corn. make ware distribution of horse to 5 max and beside, don't rely too much on horse too. main army shall be archer and axe fighter.

in base you have to have at least 1 weapon production and 2 armor production. later you have to have 2 weapon produc and 3 armor produc (this way you can create 1 axe fighter and 1 bowman at same time). optimally that mean your base must have these:
1 wood weapon produc (2 sawmill) (later make 2) (1 dedicated for axe, 1 for lance or longbow)
1 wood armor produc (dedicated for wooden shield 1 sawmill)
1 wood armor produc (dedicated for leather armor 1 tannary) (later make 2 wood armor produc for leather armor and therefore add 1 more tannary set)
4 sawmill (1 more sawmill for stocking timber) (later make 6 sawmill after have 2 weapon produc)
8 woodcutter (because 1 sawmill can efficiently work 2 woodcutter) (later make 12 after 6 sawmill)
1 tannary (later make 2)
3 swinepig farm (because 1 tannary can efficiently work skin from 3 swine farm) (later make 6)
1 butcher (because 1 butcher also can efficiently work saucage from 3 swine farm) (later make 2)
5 farm (3 swinepig need 5 farm) (later make 10)
1 farm (for loaves. 1 only is enough because later for food problem, you will make lot of sausages and civilian prefer that. military also easy only need 1 wine too fill them)
1 mill
1 bakery
2 farm (for 1 horse stable) (you can make 4 farm for faster horse when you have build everything needed)
1 wine (useful for feeding army. army only take one of whatever type of food to fill hunger. not good for civilian though)
1 stable (don't rely too much on horse, very slow produc, lots of corn, need 4 farm best, build later only)
1 fishing
2 quarry is actually enough
2 schoolhouse
1 barrack is enough
2 storehouses is enough (to prevent traffic at one single spot, you can set the main storehouse to block delivery for timber, tree trunk, and stone for a while, let second storehouse do the job)
2 inns is enough (to prevent traffic when feeding army or civilian and your area is far enough from first inn)
1 goldmines (later make 2 after basic economy finish and are about to focus on training soldier)
1 coalmines (for turning gold ore into gold) (later make 2 after there are 2 goldmine)

no mandatory need for iron. make some if you want later. iron soldiers required long process of many buildings and very costly of precious coal which is limited and also needed to make gold too)(it will take 6 coalmines if you want play iron soldiers for 2 goldmine, 2 iron mines, 1 iron weapon, 1 iron armor. having to keep 6 mines operated is tedious process and consume coal at faster rate. best to not use iron if possible. better use limited coal for making gold. even wood soldier can kill iron soldier with right position and numbers.

coalmines can extract one more tile around the mine. plan building carefully if you want extract all the limited precious coal that exist in the spot.
Post edited April 11, 2020 by Daniel_Cruez
by default when game start, build 8 laborers and 8 serfs (for every building that require you to train a worker aside from recruit, you also train one more additional serfs). it's because serf will keep working (transporting goods, delivering, supply troops with foods, etc. laborer maximum 8 is enough according to manual file because you only need them when build building and road. once compeleted, they will keep idle until you build something. you can add 2 more laborer later so it's 10 max laborers.

in kam remake, farm need 16 field (you can make 18 max), wine need 10 field (you can make 12 max)

make good use of fertile land (green soil). tree and farm/wine fields cannot built on non-fertile land (this include concrete, snowy, and coal land). especially when building lot of woodcutter. the woodcutter can plant trees in cramped space so it does not matter if you build tightly/cramply

make sure you have good road access. build roads to connect every two buildings to avoid traffic. every building must have road to at least two direction (left-right or top-bottom). make two tiles of roads around every storehouses because it will be main spot of traffic.

traffic is dangerous, it can block starving serfs from wanting to eat at inn. i have see my serf die because can't reach inn in time and die. traffic also slow delivery when you supply food to soldiers. make more inn when you venture far enough and have many soldiers. if there are multiple inn, all your troops won't have to stay on one inn spot. some can be send to other inn spot and can be feed quicker. make more storehouse too so serf don't get traffic at one single spot delivering or taking goods.

attack from behind can dealt critical damaage randomness. ambush done from behind is role of scout horseman after you lure their army. and once melee unit run too close to enemy range unit, they can massacre them with almost no lose. range cannot attack once too close. same troops that being put to fight together can end up with no loss from the tactic, terrain, and randomness. same with the position the troop are, bowman that face behind your troop won't automatically attack you until you attack them. so also beware of where your army facing position.

use ctrl 1 for axeman squad. split bowman into 2 squad for better firing position if you have too many bowman. ctrl 2 and 4 for bowman. ctrl 3 for lancer/1 more axeman squad too. ctrl 5 for scout horseman/small melee squad for killing lured enemy bownman. ctrl 6 for lone luring bowman.

it's best to not build too many soldiers before you decide to attack. it's tedious process to feed them. just build 30-40 is enough to defend base. 20 bowman and 10-20 melee (axe/lancer). when they are recruit, they will feed automatically. when create offensive army, don't over build too. not only they will be difficult to feed. they also hard to positioned in formation. about 30 bowman 30-40 melee (axe, lancer) and 10 horse to ambush enemy bowman from behind. this army is enough to battle large army unless the enemy is very very large and so many iron soldiers. also, build 1-2 lone bowman to lure enemy to your army.

if enemy have superior number, split a small melee squad and put it elsewhere. then, try lure enemy with main squad (usually with one bowman make one hit at their troops/tower, then go back to your army) and fight at tight entrance or cramped cliff so it will basically be 1vs1 between melee units once their melee approach you while from behind you kill them one by one with your archers. remember to separate individual melee troop so they fight survive better. enemy bowman will usually come later so after they close by, use the small melee squad you split earlier to close by and massacre their bowman.

great tips of ai behavior for reducing enemy number in their base. when enemy are very strong, make one more bowman. use first bowman to lure entire army to your defense position that has separate individual melee closing entrance at tight spot and lots of bowman. then while they chase, you can separate them by using your second bowman to attack one of their bowman that is farthest from their melee troop. their whole bowman will turn attention to second bowman while their melee still chase first bowman. lure their bowman away from their melee. you can then let their melee eliminated at the defense position while you close by with a squad of 6-10 melee to kill their bowman (they still chase second bowman blindly). this won't work if you attack one of their bowman while he is still too close to their melee. both melee and bowman will then together turn their attention to second bowman and forget the first bowman. well this take lot of practice. so save game before you try. really useful in single player campaign where there are mass army in enemy base with most have iron equipment.

use horse to lure a part of melee troop only (not all melee) one by one because attacking with bowman will attract almost entire army all at once (not only all melee but also their bowman). lure with a horseman can be done with some effort, you can try micro the movement so it avoid stone from watch tower too and after 5 hit, the tower will not be able to attack. if the base has no more army, run all your horseman inside the base to kill everyone before they can resupply the tower. your other troops can follow inside afterward safely.

don't understimate miltia. very effective because easy to create in large number. only require axe. that's why one of the two weapon production should prioritize axe. in case of emergency, you can create soldiers even as long you have only axes. merge them with axe fighter if you want a fast army immediately but lack resource/tools of armor. use them at least as meatshield to protect precious bowman. but for closing tight spot entrance, best not use them, they die quickly. best not create them until it's really emergency.
Post edited April 11, 2020 by Daniel_Cruez
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DarioGOII: Does anyone know the exact ratio of Farms/SuineFarms/Tannery/Sausages?
avatar
Lewin: I'm one of the developers of the KaM Remake (http://www.kamremake.com/), and we measured all production rates of buildings, which should be very close to the original game because we use the same animations. Here are the ones relevant to your question:

Corn: 1.15 per minute
Pigs/skins: 0.46666 (consumes 4 corn for each pig and skin produced, so requires 1.86666 corn per minute)
Sausages: 4.25 per minute (consumes 1 pig for each 3 sausages produced, so requires 1.416666 pigs per minute)
Leather: 2.7 per minute (consumes 1 skin for each 2 leather produced, so requires 1.35 skins per minute)

So, each swinefarm requires 1.6 farms, each butcher requires 3.0 swinefarms, and each tannery requires 2.9 swinefarms.

Therefore a good ratio might be: 1 butcher, 1 tannery, 3 swinefarms, 5 farms :)
(Off Subject)
Is there a way to help Yellow Team Allies build/expand ?
I seem to be having trouble with TSK14 ..