>>15288131
ignore everyone else but me - I played this game so much that i can't enjoy it anymore because 'solving' towns is too easy and rigid.
1:fishing huts give weak productivity per worker but let you capture food from an otherwise unusable terrain region and naturally have short trips from houses.
2:never build housing that outpaces the capacity of food provided just by hunting cabins and gatherers huts. they provide so much food and resources tradeable for iron/stone/whatever that they should be your primary focus for development.
3:array all of your tracts of productive land in the negative space between your marketplaces, with crops, trading depots and industry, pastures, or forestry in each quadrant around a market. feeding produce to storage barns straight to markets makes your workers waste less time hauling materials around on their job, so they produce more food / products in each season. you've probably already noticed that putting storage barns directly adjacent fishing docks give you a free ~100 fish per season per dock.
4:nobody ever tells you this, but hunting cabins only hunt one "deer" per cabin per season, so building two cabins next to each other at half staffing produces twice as much venison per season. deer don't care whether land is forested or not, but don't like buildings and like spawning on rivers.
5:finally, you want old growth forests in your hunter-hunter-gatherer-forester-woodcutter complexes because they maximise the produce collected by gatherers, so always have 1 forester on planting in each gatherer radius when you're setting them. you can switch them to cutting plus planting later if you set appropriate log limits.
pics are getting "one with nature" and "uneducated" in a single continuous save.