ASKA
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Ai Villager guide
By casa06885
This guide will help players learn how to manage there villagers.
You will learn how to:

-set up schedules to allow the villagers to be happy and productive.

-restrict storage access in workstations and warehouse

-create production chains

-manage builders

-Effective ways to ensure villagers survive
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Villager Scheduling
To start managing villagers getting a working schedule is the best way to get them to act instead of idling. Depending how you manage your schedules and who you schedule; you will either get an effective ai or an encumber-some ai. There are three parts to schedules: Work, Leisure and Sleep.



Work: This is the time that they complete tasks either at a workstation or as a builder

Leisure: During this period the villager will attempt to find food to eat, water to drink, runestone to relax, and gear to equip.

Sleep: Affects the rest of the villager

Depending on how long the villager has to move in each of these time frames will depend on how many tasks they complete. It also affects there happiness when they can or cannot accomplish enough tasks during leisure and rest time. Happiness then affects how well they complete task during work times



This is the default schedule you villagers come with. I'll just say it this schedule will always result in a dumb ai. There is too much work and not enough leisure. This is done to make sure your ai doesn't just sit there when the spawn in. To effectively change this we have to make different schedules. to do this we go into a villager stats and choose the hourglass. Now change work, leisure and sleep time as you see fit. Click apply to make it active. Now the middle section has 3 options to create, load or delete. We are going to create a schedule save based on the current active schedule above.



As you can see you can make as many schedules as you want either for specific work stations or for times.



In this image you can see the effects of three separate schedules working together. Ensuring the villagers have time for leisure that doesn't conflict with the other schedules. Work time over laps to allow task to be handed of between change overs. Sleep times reduce villagers moving in and out housing.

Managing the time frame for Sleep to Leisure to Work is crucial in allowing the ai to transition between all task.



In the end your villagers will start to become happier. This will increase there effectiveness. Reduce the effects of negative buffs. Making negative attributes less of a hindrance to the villager.
Restricting AI
This is the most demanding part on the ai for villagers. The more they have access to the more they have to cycle through to find what they want. The more they can take out and drop. That then stops other villager ai from knowing its there. Whether they look at workstation storage or warehouse storage. Allowing all villager ai to access all storage causes confusion. By limiting the villager ai access; you limit the time between finding what they need and acting. It also stops them from taking items they do not need and keeping it in there inventory.

To restrict the ai properly you have to open the workstation or warehouse



after choosing said work station. find and open the whitelist/blacklist section marked by a single helmet



Inside there will be a box on the right with a green check mark. Click it off and a list of every villager will appear. They will all be marked as added and any new villager entering after making changes will be marked as added. Now go through and remove any villager you do not want to have access to the workstation or warehouse storage.

Now, your villagers have less to process and less to withdraw. Your villagers will have more inventory space. Your items will now remain where the right ai can find it. After some time you will notice your villagers acting smarter and dropping less items on the ground.
Create Production Chains
In this section you learn how to create a production chain by using the previously learned scheduling and whitelist/blacklist methods. Combining these two will further improve your village production; allowing you to increase you villager count. I'll be using an example of my food production chain.

In my example of a food production chain I show you the fishery, farm, gather hut, hunter, two warehouses and the cooking house. There schedules along with there storage restrictions.




To start in all of you food workstations make sure that only the workers for that work station are white listed along with the warehouse that will hold your raw food. Now you may ask why not put raw food, water and cooked food in the same warehouse. Simple splitting up the workload makes your ai focus on specific work stations in this case i have 5 farms, 4 fisheries, 1 hunter house, 1 gathering hut. This means my 2 villagers at my warehouse has to visit 11 workstations. This seems like a lot but in rotation and time they manage. Putting the Cooked food in its own warehouse that everyone can access makes your cooking house more productive. The Water bin is a good idea, but when your raw food warehouse worker tries to gather water while carrying items they tend to drop them at well. Next make sure your raw food storage can only be accessed by its workers and cooking houses. Now that your food workstations can only be access by those working there and the raw food warehouse you can move onto your cooking house and do the same. Leave the cooked food warehouse open to all ai since they will only go there for food.

With all your villagers restricted to only there work area, we work on there schedules. Your warehouses should work around the same time as your workstations so that way when they put items in storage the warehouse ai will go and pick up the item and move it.



In these images you'll see that the work time overlaps. This ensures that there is always someone producing food. In the case of the cooking house they have two work shifts the same as the cooked food warehouse. This makes sure that the cooking house doesn't stop producing due full storage.

Your food production chain is now complete and your villager ai will act properly. (except for bugs)
Manage Builders
Builders are not like other villagers. They have no workstation, but they will still access every other workstation and warehouse storage. This can cause issues between other ai. They could take out the fiber from your workshop that was meant to make rope. This can cause you workshop to not make an ax your woodworker needs. This stops your woodworker from chopping trees and gathering logs/sticks. This then stops your builder from completing a construction site. Now your Builder is standing idle asking why can't i find any resources. To resolve this you simply need to restrict there access to any workstation. If they can only access warehouses your ai at workstations will have what they need without interference. Now you need to manage your warehouses' storage. Specializing your warehouses based on the workstation or production chain there connected to. Example a wood production chain. Only the wood house, workshop with carpenter and builder would have access to the warehouse. Which would only have bins for items those workstations produce. This is one of the best layouts for a warehouse. It helps gather large amounts of resources for future projects.

As for scheduling its best to separate the builders between multiple work times. This way they have less impact on your production. Scheduling impacts your builders the most. They take what you produce and resources you use to produce it. So if your constructing many buildings they will negatively impact your production chains.
Effective ways to ensure Villager survival
Now that your villagers only do what they are assigned and have enough time to do what they need to survive. You can look at how you design your village. There are many ways to make your village(s). You can create small ones some distance from each other connected by markets. You can make a single large village with small outposts for basic resources and food. There all viable ways of playing ASKA. What you need to do to help your villagers to survives matters more on how efficient they move to and from there tasks. During with it's all about how you manage your heat sources.

First lets talk about roads. Not only do they allow you to run using less stamina, the ai will also prioritize walking on them to get where they want. This is the start of forming a village. To help keep the ai in check the fence is a great method or restricting there movement inside the village. Furthermore while your ai is traveling along roads they will use less water allowing them to go longer without drinking the small amount of water they can carry.



Next we'll talk about leisure time for villagers. They need to get what they need at this time. So the faster they can get what they need the sooner they can go to the rune stones. This is where they sit till there leisure time is up. While sitting at the rune stones they will gain buffs that increase there happiness, the longer they sit there the longer it lasts. When the ai sleeps they also gain happiness not through buffs. There sleep meter increases allowing them to work harder.



Let's understand the building placement. Just like how it takes time to go from how to workstation. Those workstations provide a positive or negative effect on housing. This can be offset by building gardens and such. You can also increase it by placing positive buildings next to housing. Now that is not to say you shouldn't put negative workstations near housing.

Finally, I will talk about winter. Many players dread this season. In my opinion its not so awful. With your ai restrictions and scheduling; they'll have the time to warm up if needed. Now you should make sure you put your campfires in the center of work stations and rune stones. Doing this will allow the campfire to passively keep your ai warm withing its heating radius. Next best thing is to switch from using firewood to using coal. Coal adds more fuel than firewood, while also allowing the ai to carry more. As well you can produce 100 coal for 40 firewood. This is why restricting ai from pulling resources has a great impact on the game. Another thing to remember is the fire inside your housing. If the ai is close enough to it they will go inside to warm up.
Conclusion
I understand that this game is still in early access and future updates may eliminate the need or make them easier to complete. This guide is to help players become more positive in there perspective. The game still has its bugs, some of the content seems clunky, while we can only hope that they will fix real issues. The current ai can still be improved, but its design being challenging to use and manage makes it unique and worth learning and using. In the future I may come back and update this guide to reflect the changes in the ai process.
Support
This being my first guide published. I really love ASKA, the future improvements it can provide. I have seen many games take terrible turns due to player complaints about systems that were to difficult for them to use or master. I would really love to see what they can provide without the negative feedback about systems that are working as intended(minus actual bugs).

That begin said there is much more content that I can create guides on to help players of all levels. If you wish to see more information and guides on subjects in ASKA please leave a like and a positive comment. I hope this guide has helped change players perspective on the current state of the game.
28 Comments
AphrodyteGal 5 Oct @ 11:31pm 
The blacklist is really meant to prevent them from taking from a location for personal use. From what I have witnessed on my villagers, the warehouse worker who is blacklisted from the metal worker will still pick up items from there to stock at the warehouse they are assigned to. In my case I have my gatherer, hunter and cook blacklisted from everyone. I have the warehouse with the things needed for the cook (all raw vegetables and even cooked meats) blacklisted from everyone but the cooks and the cooks are blacklisted from everyone and I have a warehouse for all cooked food that is the only place where villagers can take food from. The cooked food is still stocked to the warehouse worker even though they are blacklisted from the cook.
Kevlar 28 Sep @ 9:28pm 
He does 1/2/3 to indicate shifts so he has 100% coverage. This is important so that there is always someone on guard/watch.

Assuming you do 8 hour work days, 24 hours is split into 3 shifts. 2 of which will include daylight hours (dayshifts) and one will be a pure nightshift.
Luc 28 Sep @ 1:52pm 
Instead of 1st, 2nd, 3rd.
~ Rename Schedule to AM, PM, Others
~ Morning, Night, Others

NPC Names
~ Rename NPC to their strengths
~ Makes it easier to Assign and Re-Assign

Leisure
~ 4 Total should be fine
~ Needs to Account Travel time (Specially Watch Tower)
Superlogico 26 Sep @ 9:24am 
Thanks! Im starting again but now I will apply your guide.
casa06885  [author] 12 Sep @ 10:37am 
I did create a different starter guide for how to start out a new game. Though it didn't get much attention with all the other guides that provide intermediate knowledge of the games mechanics. Mine was more for not being overwhelmed by the massive amount of tasks to accomplish. It was to help new players learn how to set small goals and milestones. This way they could feel less rushed and more relaxed during game play. Understanding building a large community takes time and patience. Work on one goal at a time then move onto the next. Your villagers should be your relief from doing certain tasks. Like woodcutting, once you have villagers doing it, you should only come back to see if they have problems. Then fix those problems.
Blackthorne 12 Sep @ 5:21am 
Jessian Kaanneo, The secret is to screen them. This game is like a competition of efficiency and management. You make do with what you have and try to acquire good things to optimize. But screening is essential, and it's good to maintain the guy's profession to take advantage of the level. But in the beginning, it's really improvised. Take turns collecting and cutting wood until you find the ideal occupants for these positions and protect them. You're not going to put a craftsman in the militia; it's the hardest to find. Farmers come in droves.
Jessian Kaanneo 11 Sep @ 11:22am 
could you slightly amend the guide to show this using just 1 set of each and with 5 villagers for new players joining the game like myself. I have not got 5 cook houses running.. lol. dam bears.
Unchained Ninja 24 Aug @ 11:03am 
Excellent guide, very helpful! I'm at day 240 and now going to improve my schedules and restricting who can access what. Thank you!
crimsonfancy 14 Aug @ 7:24pm 
I up-voted, made favorite, even awarded. Very good info and I much appreciate your time.

I just want to help and mean no insult or offense.
Some may find it easier to read if you replace in many instances - their for there.

/cheers to you for taking the time to help me with ASKA.🍻
casa06885  [author] 11 Aug @ 4:40pm 
the high and nid are priorities for input. As for the pins if, your ai is trying to gather materials used by many different villagers, the ai will start to compete in a first come first serve. This is why specializing warehouses for production chains and limiting whitelists comes in handy. Say you need nails. You can turn off the white list for your ai that use nails, besides the builders. This will allow your builders to complete there projects, instead of moving on to a new one. Management sometimes requires meticulousness. Many different factors can influence your villagers access to the resources. This will help your alleviate the headache to figuring out where the issue persists.