I completed this achievement in Early Access (0.8004), so if you're reading this in future patches, things may have changed. If you are playing in the period of me writing this guide, I hope it helps. To get this achievement, you need to reach a small town settlement without hunting, fishing, or gathering food that naturally spawns on the map.
Things to know before you start
- Limit your Population
Getting too large a population will risk loads of deaths from starvation, so limit yourself to 30-35 population by the end of this achievement.
- You're going to want to shuffle families around for work due to limited population.
- Choose your map carefully:
You can get the achievement in relaxing mode. Keep restarting the game until you have a fertile starting map that contains clay or iron rich deposits, because you're going to need them for trade.
/!\ Save the map once you find the one you like so you can keep starting fresh in case you fail.
- You will need 3 Settlement Development points:
The first one is for Trade Logistics. The second one is for Bee Keeping. The third one is for better deals. As soon as you get Trade Logistics, start an export trade for the deposits you have on the map and generate regional wealth.
/!\ Don't trade these resources as is. For example, if you have clay, make roof tiles and sell those. It will generate more wealth.
Early Game buildings, in that order:
- Get 1 extra hitching post and order 1 ox (it will speed up your work significantly)
- 1 logging cabin (place 1 family)
- 1 field for Wheat (set priority to high)
- 1 farming house next to the field (place 3 families and get them rushing the wheat field)
- 1 granary
- 1 storehouse
- 5 Burgage plots (have 1 vegetable garden and a chicken coop as extensions for now)
Once you have these buildings, wait until the field is sown (crop will be labeled as growing) and remove the families assigned to the farmhouse. Move one family to the storehouse, another to the granary, and build a woodcutter's lodge where you'll place the third family.
Next buildings:
- Windmill
- Communal oven
- Sawpit
- 5 more burgage plots: make 5 animal pens and order goats for 2 of them for now
/!\ You will only need 10 burgage plots total.
- Once you have a few hides from the goats, make a tannery to prep for clothing stall requirement
This is going to be a game of human chess. When your storage is full, you can have assigned families work elsewhere. When the field is ready for harvest, move 3 families into the farmhouse. Once it's done, get one family into the windmill. When they're done making flour, move that same family into the communal oven. I hope it makes sense. Basically never have a family in a building you currently don't need. You can't plow a field in winter, so the farmhouse can be empty and that family can be busy doing something else. If you don't have flour, nobody will make anything in the communal oven. Make all the flour then move the same family from the windmill to the oven. Once all the bread is produced, move the family elsewhere.
Your next goal is to get level 2 burgage plots, and for that you need timber and planks, as well as a church. When using the sawpit, make sure your logging camp has a family in it because you will run out of timber FAST. Make just enough planks to build a church and get ready for upgrading your burgage plots.
Level 2 burgage plots:
- Build a church: you do NOT need to place a family inside for it to count
- As soon as you upgrade your first plot to level 2, you get your first development point. Now you can build a trading post and start exporting whatever your chosen source is.
- The goal is to have all of the plots at level 2 so they can generate wealth. Make sure all your animal pens have goats once you have enough wealth.
Second settlement point:
- Start an apiary so you can have a second food source.
- Build 1 livestock trading post and buy 2 sheep (25 wealth each)
- Build 1 sheep pasture
- Build 1 sheep farm and place 1 family
- Build 1 weaver's workshop
- Once you have the 2 sheep, you can vacate the livestock trading post
- Next, upgrade your church to level 2 (you will need rooftiles)
Third settlement point:
- This comes from making some level 2 burgage plot extensions (at least that's what I've noticed, but I could be wrong)
- Use this point for better deals to have cheaper trades, which you will need for the final resources.
- Extension 1: Tailor (click advanced, pick gambisons)
- Extension 2: Cobbler
- Set your limit of production to something higher than your population.
Level 3 burgage plots:
- You only need 3 of those.
- You need 3 different sources of clothes, a supply of ale, and 2 sources of food to get your level 3 burgage plot.
- Make sure you have 12 rooftiles, 75 wealth, timber, plank, and stone
- You should have enough wealth now to trade for anything that's missing, but be careful to trade in exact numbers so you don't lose too much wealth.
- Ale: a small field of barley will be enough to get the ale. You can either use your initial field or go big and find an area that's fertile for barley. If you choose a new field, make a new farmhouse for it and use the previous strategy to rush it.
Making ale:
- Build a malthouse
-Build a tavern
- Upgrade one of your level 2 plots to brewery.
/!\ There is a bug in the granary: go into advanced and make sure the malt and ale are ticked off. The villagers won't take the ale or the malt to the right buildings otherwise.
Final stretch:
- Meet the food requirements with honey, vegetables, and meat that come from the garden, apiary, and animal pens.
- Meet the clothes requirements with hides from the goats and wool from the sheep pasture. Tannery processes hides and sends to tailor. Weaver's workshop processes wool and sends to tailor. Your tailor will produce clothes and your cobbler will produce shoes.
- Meet the ale requirement using your malthouse, brewery plot, and tavern.
- Let the clock run while watching for a plot to be eligible for upgrade. As soon as that happens, pause the game and find the 3 plots that can be done. Upgrade them and you're good to go!