(cont) Granaries are especially inefficient, as basically the only resource they store that you'd ever want them to store (or transport elsewhere) is barley. All the others can and should be consumed in manufacturing on location.
Overall I enjoy the game, but the inability to toggle storing certain resources on/off in storage buildings (markets) makes it difficult to set up efficient production lines. Half or more of my inputs end up getting siphoned off into other regions where they'll never get used.
Recommendation: Put all of your starting stat points into Constitution. You'll struggle a bit in the early game, but once you unlock the gym you'll thank me.
Okay, I've read a few more comments. Apparently the problem is the walkthrough video making it look more complicated than it is. The grid is lined up the way it is because the first position is 1, not 0. That is why the columns (ones' position) are numbered 1 to 10, while the rows (the tens' position) are numbered 0-9. I didn't use the walkthrough and got it on the third try (should have been second but I let that little mark throw me off). I could understand the complaints if there was literally no logic to it, but come on. This is literally one of the two most common ways of numbering a grid.
I'm not really understanding what was so hard about the chalkboard? Unless the hints have improved since those comments were made? The only thing that requires any trial and error is determining whether it is 1-based or 0-based.
"godly pickaxe" "4.5k pow" Erm... how about you just advance normally and occasionally go back to farm gems on the highest level you can autokill in one hit.
(continued)
3) Skill. Each item gives a 0-3 bonus to different activities, but in addition to this, each character has 0-3 skill with different items. Find a character with 3 skill in items that give +3 bonus to a particular activity, give them four of those items, and then set them to work. Wala, resource problems solved. Well, okay, not quite, but that's what the next point is for.
4) Horses. Horses are the best tool for raiding, and decent for attacking, scouting, and repairing. Did I mention raiding? Capture a stables (or one of the cowboy or indian camps--stables in town are probably easier in the beginning), produce some horses. Give four horses to characters with 2-3 horse skill, send several to raid one of the camps/forts/mines nearby. Do this several times, and never have resource problems again.
Most of these comments demonstrate little understanding of the game. It's trivially easy:
1) Morale is dependent on goods you give your citizens, which you can adjust by clicking "Store" on the bottom. The more they consume per day, the happier they will be (and the faster you run out of resources). I never even needed to use the morale boosting structures.
2) Leaving characters. I never had a character leave, but I assume it has something to do with either overcrowding or unhappiness. Capture and repair houses to give your people somewhere to live, and adjust your rations in the store so you aren't losing morale.