Thanks for showcasing my castle here! This one's actually my first proper standard playthrough with raiders and stuff, so it took a lot of time because construction needs to be paused during raids and regenerating. The original village was not included in the screenshots (it was a huge mess). And reading the comments, yes it's inspired by the Red Keep from the Game of Thrones, albeit stunted in growth because of the height limit in the game. I'd love to share the actual save files of my future works! Just waiting for that save-breaking update before I start.
Oh Hello Exergy and welcome to my channel. Great of you to stop by and post this info. I am one of the biggest fans of your construction projects. Feel free to use the email in the discussion whenever you want to share your magnificent settlements with me and my viewers! The Starfort I featured in one of the earliest videos and everyone loved it! Keep it up and see you post Update #4 :)
@@perafilozof Will definitely check that out! I also forgot to mention that this castle has several underground levels, mostly kitchen, brewery, food storage, crypt, and more storage and stockpiles.
Thanks for the showcase Peter! You made my day. To answer your question about all the clay wall sections in the ground by the main entrance, I filled in a natural depression. I just wanted the ground out there to be nice and flat. (Can't wait until we get dirt tiles to use to fill in holes.) As far as everything else, the settlement just grew organically. I never had a plan other than wanting a bunch of individual buildings and make the settlement look like a thriving lived-in village. Oh, and I laughed hard when you showed a dozen of my settlers farming in full plate armor. I'm too lazy to change their clothes. Full plate for life! ..or until we get an easier less tedious way to manage what they're wearing.
Precisely. It's always cool to build and be able to see before and after. That is why I now keep saving to new saves so I can make some cool videos with overview of settlements as they grew.
@@perafilozof I have played a decent amount injoy a calming game after playing squad or something along the lines of it your content is always interesting and has helped me progress through the game
That is great to hear, thank you for the feedback. I have tried out Squad myself a few years back but it takes a lot of time and has no pause and I can no longer play like that because I have a small kid. One day I hope to return to multiplayer games.
These were amazing, the last one obviously takes inspiration from the Red Keep in Kings Landing if not an attempted recreation, its brilliant. I'm currently a 3rd of the way into building a Red Keep recreation myself, will definitely take inspiration on those flying buttresses! very clever and looks great!
Very cool fortress! :-o I didn't think about adding different materials inside of the walls as I feel they are getting hollow as soon as they are getting hit by trebuchets. Catapults are doing AoE damage at a radius of 3 meters afaik. And settlers can only repair what hasn't been fully destroyed.
Haha good one hansenhollla! And actually now they do put out heat so you can create underground fermentation rooms with temperature contorls based on torches like I showcased in my guide here : th-cam.com/play/PLRYGjguAn0CF9g2QAQz0qSRDZph6r8bUt.html
Very nice is the CPT Kent Gaming settlement, which has been done very well in terms of aesthetics and efficiency. The Pyramid is simply impressive, and I can say that it is something extraordinary. Flying Fox Castle is truly extraordinary. The Castle of Exergy remember me a Castle in Skyrim made by Mod. It's simply Amazing. Oh God it also looks a lot like King's Landing from a Song of Ice and Fire. So many beautiful settlements that inspire me to improve mine even more, even if it will never be at the level of these masterpieces.
Hi Mauro, these were definitely some of the best ever. But with the next content update I am sure even cooler settlements will be made by players. Thank you for the comment, I am glad you enjoyed the showcase.
@@perafilozof For the next Update, however, I am very worried, as some mechanics, in my opinion, will complicate the game and break it in general. For the seeds, I can say there is, the idea is not bad, it will force players to do more Micromanagment but if it is well managed by the AI I can say that it is an added value, even if from what I read, it is not going as well as mechanics. Another unpleasant mechanics that in my opinion did not have to be inserted in the least is the Refuel System, that is torches and braziers now have to be powered. I would have avoided this mechanic, the realism is fine, but so it is excessive, and also the AI is not sufficiently manageable, not to mention that it will increase even more what the various colonists will have to do, risking to break the game a lot. Not to mention that in the initial stages, the consumption of Stick and Wood is important to keep it at bay, and this mechanic risks complicating the initial stages too much with many micro tasks. Furthermore, the beauty of the settlements is also undermined by doing so. Also the EXP Decay is what scares me the most and that I find very senseless. Especially due to the fact that the fights are terrible and therefore already basic such a system ruins the game a lot. There are three things in the next update that they should go back to. The Crop system is to be reviewed, while the Fuel and the EXP system should be abolished. What do you think about it? I really want to have your opinion, in fact you are a Master in this game, and your point of view is of enormous value!
@@mauromigliavacca1263 hello Mauro. I will give my full thoughts in the next video, but I will say a few things here: Seeds are making everything harder but in a good and manageable way. EXP decay is only inside a single skill level. So it doesn't seem too problematic as settlers should be specialized anyway. The EXP cap is a hard one, but since settlers will be starting to die it doesn't matter. You can skill them up to super settlers anyway. The fuel system will make everything more realistic but also take away some beauty. Again more real, because not much in medieval times was nice. Players will have to adapt their playstiles from lavish into hardship and to be honest that is where a medieval game should be going. We all just got used to being pampered by unrealistic mechanics. On the other hand a mode for people to build and crate in peace and with little maintenance would be a good alternative. Basically, the game is moving towards what it should be, but we grew attached to what it was never going to be. It's going to be a hard one this update. As I said much more info and thoughts in my next video on the Update #3.
@@perafilozof I'll tell you, I agree in part with your thinking, but when I say in part, of course I say it in a very quiet way, because actually you are right about the original mechanics of the game. In fact, it must develop in a realistic way, in fact my perplexity about the crops is the AI, which in fact is still too deficient and poorly managed. I don't know if it weighs more on the calculation of the RAM, or on the Processor itself, in any case to give the idea a good idea they should first optimize a bit on that side, but I admit that the crops are very interesting. The cap of the EXP, even there, you have to see how they want to develop it, in any case, for the fights they should first be improved, before inserting such a mechanic. For aging I more than agree, in fact even if I don't have old colonists yet in my game, I admit that that is a must, a colony of immortals is strange XD The Fuel System, on the other hand, unfortunately arouses many perplexities in me. As you rightly said the game was supposed to be one way, but obviously at an early stage of Pre Access, there are some mechanics that don't work. Now the developers in my opinion, could have a golden opportunity in their hands. That is, torches and candles maybe avoid putting a refuel system on them, while for braziers that generate direct heat, yes, and they could make two versions, a purely aesthetic one that does not generate heat but does not consume resources (unrealistic I know, but not one bad idea) and a practice that generates heat but must be replenished. They are just ideas of course, but if they want to go for realism, a fundamental element is missing. The water. Both in terms of city wells, real water such as rivers and the need to drink and irrigate crops. That is a mechanic that is missing a lot, like of course decorative elements such as fountains or the like. The game has enormous potential if well managed, I hope the developers can find a compromise. Sometimes the compromise helps create truly unique games. But for the rest I'm happy, even honey and mead can't wait to make them. The most absurd thing is that with the new mechanics, I made a calculation, yes I have to eliminate a lot of decorative braziers, but the Rochabar fortress will remain very manageable. So these new mechanics raise a lot of questions in me. I can't wait to see your explanatory video to better understand what we have in front of us. Now for me you are an authority in this game!
Thank you for the vote of confidence. I mostly like to thinker with the mechanics, far less so with the astetics but I am making a effort in my latest builds and videos. I think that no matter what end up in the final build of Update 3 a lot will change in future patches. Some for balance sake some because of player outcry. Indeed water is a big piece that is missing and it probably going to come in at something like content update 10.
All these castles are works of art I like the first one with the underground tunnels leading to all the towers amazing defenses on that one and the pyramid now that's really some work there but they're all good too bad I couldn't put working something like this in a game with all my work and responsibilities and with my family besides I like to work with my hands when I make things like Legos and tabletop miniatures and sometimes i got time for some games but not very much sometimes but it's always good to see someone else's work of art to and get some good ideas
Hi don I am glad you enjoyed that showcased. Indeed lot's of these designs take sooo much time. We all have to choose what to spend it on. But this way you get to see these castles and at least get ideas for when you, and me, find the time to build such ourselves.
I hope you will enjoy these and be inspired to make such castles and settlements yourself! Feel free to ask about any details I will look them up for you.
Last Monday's developer notes indicated that they're stopping underground farming by preventing anything growing under a roof in the next update. They're also adding the requirement that stewards fuel all braziers and lights. A lot of the current ones best designs you've featured have many many such objects. Not sure how viable they'll be in future because of settler time/fuel requirements. I've already begun limiting my torch and brazier placements until I see just how much time stewards will take to load up wood and sticks and get around to fuelling everything once the next update drops.
Hello Place_There and thank you for that comment. Indeed so. I have been making an overview video of the third update and those are some of my main points. Will post it in a day or two!
@@perafilozof One possible semi-cheat for the underground farming is to have one roof tile missing during the growing season, making it an outdoor space. Cover the hole at the start of winter after the crops have ripened. Settlers may then be able to harvest indoors where they're protected from cold snaps and then remove the tile again once the harvest is done for the next growing season.
Hi, I am glad to hear that and have another fan of it on my channel. You can enjoy many more showcases like this one on my playlist, while I also have Let's play episodes and a lot of guides and tutorials. th-cam.com/play/PLRYGjguAn0CEcr8sSQ8zzMuc3GARDnIX5.html
The details and planning on some of these castles is frankly, incredible. But they do seem to either be over designed, or to have had no enemies or to have taken a long long time to create. None of these are bad things, but I would prefer to see some realistic settlements that have grown organically. Not everyone in Medieval times lived in castles, in fact most peasants didn't.
@@perafilozof But we still never see the earlier villages. Oh and with the latest updates, these monsterous large castles are going to take a helluva time to fuel all the lights, and underground farms are out... etc. Fun hey?
@@Jules_Diplopia Very true. While making my next video about the update 3 I showed an example of how many torches and other objects people have which will require refueling.
@@Jules_Diplopia in the next update saves will be incompatible again. But we know these things might happen since it's an early access game. Besides, half of the fun is the journey right ? 😜
You are welcome Lord Helmet! Wait until you see the next few episodes! The sizes of the settlements I will be showcasing next is just insane and only matched by the amount of details they have.
Wow how many hours or even months to build all of these..and yeah its so labor intensive to design..wow..i find pity for the stewards in this settlement..since there are a lot to refuel in the update now
Indeed Yurei Raida, some of these are work of months. But some players are much faster than others. And it also depends with how many resources you start with. Have you been playing the game long? BTW you can see all my showcases in this playlist: th-cam.com/play/PLRYGjguAn0CEcr8sSQ8zzMuc3GARDnIX5.html
@@perafilozof i have played about 2yrs ago and have been following your guides..i just returned playing last week with the massive update..damn..i hate that barley has no seeds..lighting needs fuel and that relocating piles has been added to the construction specialization
@@yureiraida Yeah, it has gotten harder and players were used to it being a chil game about building. But it is actually a survival game. So it was a rude awaking for a lot of people.
@@perafilozof true true..it has improved in some aspects and have flopped in some too..lol .i have been an avid fan of your going medieval guides and now im watching them all while playing my settlement
@@yureiraida Thank you for that feedback, I am glad to know you are enjoying them. I would love to have some extra free time to go back to the the game myself.
Thanks for showcasing my castle here! This one's actually my first proper standard playthrough with raiders and stuff, so it took a lot of time because construction needs to be paused during raids and regenerating. The original village was not included in the screenshots (it was a huge mess).
And reading the comments, yes it's inspired by the Red Keep from the Game of Thrones, albeit stunted in growth because of the height limit in the game.
I'd love to share the actual save files of my future works! Just waiting for that save-breaking update before I start.
Oh Hello Exergy and welcome to my channel. Great of you to stop by and post this info. I am one of the biggest fans of your construction projects.
Feel free to use the email in the discussion whenever you want to share your magnificent settlements with me and my viewers! The Starfort I featured in one of the earliest videos and everyone loved it!
Keep it up and see you post Update #4 :)
@@perafilozof Will definitely check that out! I also forgot to mention that this castle has several underground levels, mostly kitchen, brewery, food storage, crypt, and more storage and stockpiles.
I had no doubt of that. Just no screenshots :)
Very cool.
Thanks for the showcase Peter! You made my day.
To answer your question about all the clay wall sections in the ground by the main entrance, I filled in a natural depression. I just wanted the ground out there to be nice and flat. (Can't wait until we get dirt tiles to use to fill in holes.) As far as everything else, the settlement just grew organically. I never had a plan other than wanting a bunch of individual buildings and make the settlement look like a thriving lived-in village.
Oh, and I laughed hard when you showed a dozen of my settlers farming in full plate armor. I'm too lazy to change their clothes. Full plate for life! ..or until we get an easier less tedious way to manage what they're wearing.
Hi, it was my pleasure. It's a beautiful and indeed very organic looking settlement. Thank you for answering and for sending in the save file!
Ahh the reason i subscribed to captain kent was that going medieval gameplay he did! It was magical to watch everything go up from scratch :)
Precisely. It's always cool to build and be able to see before and after. That is why I now keep saving to new saves so I can make some cool videos with overview of settlements as they grew.
on the walls that is actually realistic to they would put random materials in the walls to add support in the case of siege engines
Hello Joshua and welcome to my channel. Thank you for the comment, I must admit I didn't think about it that way. Have you played the game much?
@@perafilozof I have played a decent amount injoy a calming game after playing squad or something along the lines of it your content is always interesting and has helped me progress through the game
That is great to hear, thank you for the feedback. I have tried out Squad myself a few years back but it takes a lot of time and has no pause and I can no longer play like that because I have a small kid. One day I hope to return to multiplayer games.
These were amazing, the last one obviously takes inspiration from the Red Keep in Kings Landing if not an attempted recreation, its brilliant. I'm currently a 3rd of the way into building a Red Keep recreation myself, will definitely take inspiration on those flying buttresses! very clever and looks great!
Hello Daniel Kelly and welcome to my channel. I am glad you found inspiration in this video. I hope to see your build in such a video in the future!
Very cool fortress! :-o
I didn't think about adding different materials inside of the walls as I feel they are getting hollow as soon as they are getting hit by trebuchets. Catapults are doing AoE damage at a radius of 3 meters afaik. And settlers can only repair what hasn't been fully destroyed.
Ah, see that is a good point. Thank you for the comment Luftwolf, I am glad you enjoyed that!
I would love to be able to walk around in those builds in first person
Who wouldn't ! Very good idea for a future feature Ram! Thank you for the comment!
If braziers actually put out heat outside, these settlements would be on fire lol
Haha good one hansenhollla! And actually now they do put out heat so you can create underground fermentation rooms with temperature contorls based on torches like I showcased in my guide here : th-cam.com/play/PLRYGjguAn0CF9g2QAQz0qSRDZph6r8bUt.html
Very nice is the CPT Kent Gaming settlement, which has been done very well in terms of aesthetics and efficiency. The Pyramid is simply impressive, and I can say that it is something extraordinary. Flying Fox Castle is truly extraordinary. The Castle of Exergy remember me a Castle in Skyrim made by Mod. It's simply Amazing. Oh God it also looks a lot like King's Landing from a Song of Ice and Fire. So many beautiful settlements that inspire me to improve mine even more, even if it will never be at the level of these masterpieces.
Hi Mauro, these were definitely some of the best ever. But with the next content update I am sure even cooler settlements will be made by players. Thank you for the comment, I am glad you enjoyed the showcase.
@@perafilozof For the next Update, however, I am very worried, as some mechanics, in my opinion, will complicate the game and break it in general. For the seeds, I can say there is, the idea is not bad, it will force players to do more Micromanagment but if it is well managed by the AI I can say that it is an added value, even if from what I read, it is not going as well as mechanics. Another unpleasant mechanics that in my opinion did not have to be inserted in the least is the Refuel System, that is torches and braziers now have to be powered. I would have avoided this mechanic, the realism is fine, but so it is excessive, and also the AI is not sufficiently manageable, not to mention that it will increase even more what the various colonists will have to do, risking to break the game a lot. Not to mention that in the initial stages, the consumption of Stick and Wood is important to keep it at bay, and this mechanic risks complicating the initial stages too much with many micro tasks. Furthermore, the beauty of the settlements is also undermined by doing so. Also the EXP Decay is what scares me the most and that I find very senseless. Especially due to the fact that the fights are terrible and therefore already basic such a system ruins the game a lot. There are three things in the next update that they should go back to. The Crop system is to be reviewed, while the Fuel and the EXP system should be abolished. What do you think about it? I really want to have your opinion, in fact you are a Master in this game, and your point of view is of enormous value!
@@mauromigliavacca1263 hello Mauro. I will give my full thoughts in the next video, but I will say a few things here: Seeds are making everything harder but in a good and manageable way. EXP decay is only inside a single skill level. So it doesn't seem too problematic as settlers should be specialized anyway. The EXP cap is a hard one, but since settlers will be starting to die it doesn't matter. You can skill them up to super settlers anyway. The fuel system will make everything more realistic but also take away some beauty. Again more real, because not much in medieval times was nice. Players will have to adapt their playstiles from lavish into hardship and to be honest that is where a medieval game should be going. We all just got used to being pampered by unrealistic mechanics. On the other hand a mode for people to build and crate in peace and with little maintenance would be a good alternative.
Basically, the game is moving towards what it should be, but we grew attached to what it was never going to be. It's going to be a hard one this update.
As I said much more info and thoughts in my next video on the Update #3.
@@perafilozof I'll tell you, I agree in part with your thinking, but when I say in part, of course I say it in a very quiet way, because actually you are right about the original mechanics of the game. In fact, it must develop in a realistic way, in fact my perplexity about the crops is the AI, which in fact is still too deficient and poorly managed. I don't know if it weighs more on the calculation of the RAM, or on the Processor itself, in any case to give the idea a good idea they should first optimize a bit on that side, but I admit that the crops are very interesting.
The cap of the EXP, even there, you have to see how they want to develop it, in any case, for the fights they should first be improved, before inserting such a mechanic.
For aging I more than agree, in fact even if I don't have old colonists yet in my game, I admit that that is a must, a colony of immortals is strange XD
The Fuel System, on the other hand, unfortunately arouses many perplexities in me. As you rightly said the game was supposed to be one way, but obviously at an early stage of Pre Access, there are some mechanics that don't work. Now the developers in my opinion, could have a golden opportunity in their hands. That is, torches and candles maybe avoid putting a refuel system on them, while for braziers that generate direct heat, yes, and they could make two versions, a purely aesthetic one that does not generate heat but does not consume resources (unrealistic I know, but not one bad idea) and a practice that generates heat but must be replenished.
They are just ideas of course, but if they want to go for realism, a fundamental element is missing. The water. Both in terms of city wells, real water such as rivers and the need to drink and irrigate crops. That is a mechanic that is missing a lot, like of course decorative elements such as fountains or the like.
The game has enormous potential if well managed, I hope the developers can find a compromise. Sometimes the compromise helps create truly unique games.
But for the rest I'm happy, even honey and mead can't wait to make them.
The most absurd thing is that with the new mechanics, I made a calculation, yes I have to eliminate a lot of decorative braziers, but the Rochabar fortress will remain very manageable. So these new mechanics raise a lot of questions in me.
I can't wait to see your explanatory video to better understand what we have in front of us. Now for me you are an authority in this game!
Thank you for the vote of confidence. I mostly like to thinker with the mechanics, far less so with the astetics but I am making a effort in my latest builds and videos.
I think that no matter what end up in the final build of Update 3 a lot will change in future patches. Some for balance sake some because of player outcry.
Indeed water is a big piece that is missing and it probably going to come in at something like content update 10.
Got to love the architecture this game allows for.
Hi K Fed, very true. And peoples imaginations bring these to life.
All these castles are works of art I like the first one with the underground tunnels leading to all the towers amazing defenses on that one and the pyramid now that's really some work there but they're all good too bad I couldn't put working something like this in a game with all my work and responsibilities and with my family besides I like to work with my hands when I make things like Legos and tabletop miniatures and sometimes i got time for some games but not very much sometimes but it's always good to see someone else's work of art to and get some good ideas
Hi don I am glad you enjoyed that showcased. Indeed lot's of these designs take sooo much time. We all have to choose what to spend it on. But this way you get to see these castles and at least get ideas for when you, and me, find the time to build such ourselves.
I hope you will enjoy these and be inspired to make such castles and settlements yourself! Feel free to ask about any details I will look them up for you.
Last Monday's developer notes indicated that they're stopping underground farming by preventing anything growing under a roof in the next update. They're also adding the requirement that stewards fuel all braziers and lights. A lot of the current ones best designs you've featured have many many such objects. Not sure how viable they'll be in future because of settler time/fuel requirements. I've already begun limiting my torch and brazier placements until I see just how much time stewards will take to load up wood and sticks and get around to fuelling everything once the next update drops.
Hello Place_There and thank you for that comment. Indeed so. I have been making an overview video of the third update and those are some of my main points. Will post it in a day or two!
@@perafilozof One possible semi-cheat for the underground farming is to have one roof tile missing during the growing season, making it an outdoor space. Cover the hole at the start of winter after the crops have ripened. Settlers may then be able to harvest indoors where they're protected from cold snaps and then remove the tile again once the harvest is done for the next growing season.
Interesting idea! I will test it out!
This game is so fire I wish it was more popular... It doesn't really matter as long as they keep working on it forever 😭
Hi, I am glad to hear that and have another fan of it on my channel. You can enjoy many more showcases like this one on my playlist, while I also have Let's play episodes and a lot of guides and tutorials. th-cam.com/play/PLRYGjguAn0CEcr8sSQ8zzMuc3GARDnIX5.html
The details and planning on some of these castles is frankly, incredible. But they do seem to either be over designed, or to have had no enemies or to have taken a long long time to create. None of these are bad things, but I would prefer to see some realistic settlements that have grown organically. Not everyone in Medieval times lived in castles, in fact most peasants didn't.
The first one by Captain Kent Gaming is organic. The rest I can't be sure off.
@@perafilozof But we still never see the earlier villages. Oh and with the latest updates, these monsterous large castles are going to take a helluva time to fuel all the lights, and underground farms are out... etc. Fun hey?
@@Jules_Diplopia Very true. While making my next video about the update 3 I showed an example of how many torches and other objects people have which will require refueling.
@@Jules_Diplopia in the next update saves will be incompatible again. But we know these things might happen since it's an early access game. Besides, half of the fun is the journey right ? 😜
Hi, there will be a separate game version for us to play old saves on.
Love this build, thanks for sharing!!!!
You are welcome Lord Helmet! Wait until you see the next few episodes! The sizes of the settlements I will be showcasing next is just insane and only matched by the amount of details they have.
Wow how many hours or even months to build all of these..and yeah its so labor intensive to design..wow..i find pity for the stewards in this settlement..since there are a lot to refuel in the update now
Indeed Yurei Raida, some of these are work of months. But some players are much faster than others. And it also depends with how many resources you start with. Have you been playing the game long? BTW you can see all my showcases in this playlist: th-cam.com/play/PLRYGjguAn0CEcr8sSQ8zzMuc3GARDnIX5.html
@@perafilozof i have played about 2yrs ago and have been following your guides..i just returned playing last week with the massive update..damn..i hate that barley has no seeds..lighting needs fuel and that relocating piles has been added to the construction specialization
@@yureiraida Yeah, it has gotten harder and players were used to it being a chil game about building. But it is actually a survival game. So it was a rude awaking for a lot of people.
@@perafilozof true true..it has improved in some aspects and have flopped in some too..lol .i have been an avid fan of your going medieval guides and now im watching them all while playing my settlement
@@yureiraida Thank you for that feedback, I am glad to know you are enjoying them. I would love to have some extra free time to go back to the the game myself.
Literally millions of stone was used
Quite so :) I hope to get Exergy's save file and tour it for a future video.
2:22 how do you get that look with the slotted walls?
I believe you click on the object and an icon in the menu to change its shape.
DAYUM
my settlement isnt quite ready yet, but i think you guys are going to like it :p
Can't wait RedFish! Thank you for telling us about it!
PLEASE have the game optimized on release, I beg of you OWLCAT!
It's best to pester the Devs about this on their discord channel :)