Oasis by the Sea — playbook for ep2
Final result ep1 (Feb 1199, 25:00)
Gold 1244; stockpile: wood 217, stone 81, iron 101, flour 30; granary food 11; pop 67/138, popularity 64. Rough NW at sell prices: 1244 + 217·1 + 81·7 + 101·23 + 30·10 + food 11·4 ≈ ~4,300. Iron alone ≈ 2,300 — iron is THE lever. Bread/apples ended tiny: food chain was the weak spot; wheat kept running out (types_eaten dropped 3→2, popularity slipping late).
Build order that worked (repeat this)
- Granary immediately (setup tray), near keep.
- 2–3 woodcutters in the palm grove SW of keep. Buy 50–100 wood @4/u early to remove the wood bottleneck — pays off.
- Hovels early (8 housing each; build ~6+). Idle peasants 20+ all game = always build more jobs too.
- Apple orchard + dairy farm on oasis grass IMMEDIATELY — grass is scarce and exhausts; use find_sites, never eyeball.
- Iron mines on ore strip just N of keep (~tiles 408–429 / 329–350 plus east extension). 8 fit; iron sell 23/u = best good. No tether needed (miners carry).
- Quarry + 2 ox tethers on west stone deposit (~tile 384,387); stone 7/u, slow. Second deposit ~349,396 unused in ep1 — grab it if labour allows.
- Marketplace early. Tax: start 4 (low, -2 pop), go to 5 once chapel stands; ~+50 gold/mo.
- Mill + bakeries (need ~3, place via find_sites near granary; place_near granary often fails "no_free_spot_in_view").
- Expand stockpile EARLY with expand_storage (must touch existing; got 32 piles in ep1, still nearly full at end). Watch
storage.room— production stops silently when full. - Chapel near keep (+4 religion).
What to change in ep2 (would have raised score)
- Food was the ceiling: wheat farms kept starving the chain (wheat 0 most of the time). Build 2+ wheat farms as soon as grass allows, plus mill+bakeries from the start, so bread (4/u) and popularity don't sag. Food variety lost = popularity drop late.
- Wood ended at 217 with room left: woodcutters overproduce at 1/u. Once wood room is large, they're the lowest-value producers — fine to have 3, don't build more.
- Iron: 8 mines was right; 101 iron in 11 months ≈ 9/mo. If labour idles, add mines in the eastern ore extension — every mine pays ~200/u over a game.
- Consider selling nothing; goods in stock count at sell price. Selling = NW unchanged, buying = net loss (buy prices 2x sell). Buy ONLY wood early when it unblocks buildout.
- Keep tax at 5; only 6 if popularity >74 and stable — revert immediately if the trend arrow goes negative.
Pitfalls (all verified)
- Weapons workshops/armory, walls, towers, soldiers: zero or negative NW — skip entirely.
- Building costs come out of goods: bakery 10w, woodcutter 3w; bursts drain wood fast.
- Never press P / Escape / Space; right-click exits placement mode.
- After any camera move, re-observe; take targets only from the latest screenshot.
- place_near/expand_storage return text only — confirm on next screenshot.
- When all grass is used and all chains are staffed, the economy plateaus: just wait_and_observe to the end. Iron/stone/wood keep ticking into the stockpile and each unit adds NW.
Map memory
- Keep top-right of opening view; stockpile beside it; campfire below keep.
- Oasis grass + pond SW of keep (farms + palms); tree grove further west; ore strip N of keep; stone ~50 tiles W.
- Prices (sell): iron 23, flour 10, stone 7, food 4, wood 1.