Until I get some iron, I just make wooden, stone, or rough tools, but I only make what I need immediately, because I don't want to waste iron ore. Early on, I only staff the log vendor when I need to fill it up. I tend to prefer the RK medieval blacksmith that sits on a corner. I typically make a little "neighborhood" with a log vendor, firewood producer, fuel refiner, small iron smelter, and one of the blacksmiths. What I do is start with firewood and later on transition to charcoal. And if you also send your laborers out to gather wild foods once or twice a year, the food situation will be sorted and you can focus on other things. You can immediately place a rice paddy and a dock chicken breeder, which will give you grain and protein right off the bat. IMO if you're still getting used to megamod it's worth using the Appalachian Forest starting condition. The first thing you should know is that there isn't a single right way to play. So do Trade Livestock (raise them in a pasture, but instead of getting meat, you get an animal that can be used for trade). Once you find all of the Domesticated Animals and build a Stable to make more, DA make great trade items. Survival Coats are great if you need to get rid of feathers. Once you have people, Perfume is good, so is Ale and Wine. Selling Reeds (from a Reed Farm placed on a river or even a stream) or Duck Meat from a Hunting Blind work for me. Then there's Furniture (later you may need it for Housewares). Stone or wood statues from the Statue Carver are good (I eventually buy Marble or Jade for him). I start with trade items that don't require a chain (and several workers). There's an awful lot of stuff in this game that can be used for trade. Furnace Fuel can be made from Firewood or Charcoal. Since I'm most familiar with CC these are the buildings you need: an Iron Smelter (or Small Iron Smelter) which needsĀ Furnace Fuel fromĀ a Fuel Refinery/Small Fuel Refinery. To make Iron Tools, you need to convert Iron Ore into Iron.
You can make Rough Tools from Iron Ore and Logs.