Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Viking City BuilderEventsRaw materials part II - Devlog #17
Community

Raw materials part II - Devlog #17

Viking City Builder · published 2 Dec 2022, 15:00 UTC

All eventsPlayers around this dateRead on Steam

Watch on YouTube
Greetings fellow Vikings!

This time we’re going to look again at the resources of the Viking era. Last time we covered the basics of gathering, processing, and creating the final goods from the natural riches of the land and sea. Now, we'll focus on the end-line of production chains, which is the creation and use of high-quality items and luxury goods.

What exactly are luxury goods? Well, those are items whose possession increases the villagers' happiness or health parameters, while lowering the village's safety, since they raise the prosperity in the settlement, making it more likely to be attacked. They aren’t necessary for survival, but having them will surely increase your status and will make your settlers more satisfied.

As an example, we can use simple combs made from bones, to increase the villager's health. This may be more useful once bone tools are replaced by iron tools made in the Smithy, so the player could swap the production in the Bone Carver from tools to combs.

Jewelry to raise his or her happiness level and providing your settlers with warm shoes, leather belts, and sacks will surely make them more satisfied as long as those items last.



Luxury goods are categorized just as standard products. From simple personal items like combs, shoes, and belts, up to pottery and expensive jewelry which requires rare materials such as amber and a drop of silver currency to be made.

Just like other crafted and used items, luxury goods will get worn down during usage and eventually will break. All the granted bonuses (and hazards) towards village parameters are gone, once the luxury stuff is broken.

Besides parameters-related luxury objects, there are also advanced products that include high-quality food, clothes, and military gear. Those high-end crafts are effective in their functionality, providing more calories, extended durability, and combat statistics than their simpler counterparts.

As an example of high-end goods, we can take high-quality clothes, which give our settlers bigger bonuses and last longer, but require more work to be done.

When looking at advanced military gear, we are getting increasing combat properties for additional costs in basic resources or in adding a fancy type of steel to the craft.

Lastly, for some more interesting food recipes, we will look at the example of a popular mead. This well-known beverage will require water, tinder, and honey that is produced by the Beekeeper.

The value of those goods makes them also a great trading asset. When converted into silver or other on more needed resources on the diplomacy and trading route.

Thanks for your attention! We hope you also liked this kind of material. Let us know what you think and don't forget to join our Discord!

Skål!

More from Viking City Builder

Other announcements

All events
Community26 May 2023Choose your gjalfrmarr! - Devlog #23Greetings, brave Vikings! After the last series of exciting devlogs, in which we presented various aspects of the game's development processes, it's time for more discoveries. Today, we’d like to present you with material that will reveal the secrets of ancient crafts, focusing on shipbuilding and the fascinating types of ships that the Vikings used. Ready? Therefore, we invite you to read! The…Community28 Apr 2023Nanite technology in Viking City Builder - Devlog #22Greetings, Vikings! We have incredible news to share with you - we're taking our game's graphics to the next level with the introduction of a revolutionary technology developed by Epic Games called Nanite . In our latest devlog, we'll explore the capabilities of this incredible technology, how it works, and why we're using it in our game, Viking City Builder. Nanite is an advanced virtualized g…Community31 Mar 2023Seasons - Devlog #21Vikings! Welcome once again to the world of Viking City Builder, where the seasons ebb and flow just like in the real world. As winter gives way to spring, the landscape transforms, offering new opportunities and challenges for your Viking settlement. Read our latest devlog where we’re showing show you the impact of changing seasons on gameplay, as you navigate positive and negative modificatio…