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Ein Übersetzungsproblem melden
T2 Forager just becomes a "garden house" and they don't do anything else. When I noticed this, I nuked all Foragers and spammed T2's near my city and called it a day.
I agree that it would be useful to still be able to forage while maintaining a garden of something specific. it is strange that do nothing most of the year. Not sure if you can change what they grow in the garden in step with the seasons and what would normally become available in each season. But that would require a lot of micromanagement to optimise.
The description indicates that apparently that the region impacts how well different things grow in the garden, but there does not appear to be any visible stat to indicate what yield you will get for growing the different things.
The T2 forager garden thing was a cute idea but very under-cooked. Needs work.
Something else they could possibly do is keep houses stocked, similar to a market. If they do it over time, rather than all at once, it would help keep houses stocked with 'foraged' items to supplement the main supply from the markets. That might improve the utilisation of the gardener and encourage you to mix them into the living areas of your town. Since, if they no longer have a forage area, their is no use in putting them in undeveloped areas. Once you move them into town, where is the sensible place to put them?
An alternative might be to have them interact with the garden 'decorations' rather than have their own garden. So they start 'foraging' from the gardens that you place in your town (within a forage radius), then you can set which items the forager grows in the different gardens. Different sized gardens would determine how much yield you get out of them and maybe how many different things you might plant in them.
Just some ideas.
Also, just from playing around, I found you can set deer, boars and wolves to none in the custom settings, so supposedly there are no animals on your map. On a Idyllic Valley map my upgraded hunters (set to maximum of four traps) will produce more meat per year than if they had deer to hunt. LOL
My solution: I LOVE the customizations. I set forage items to a very high level, and the foragers clean up without my having to upgrade them to T2. I found that upgrading to T2, with the custom forageables set high, caused the foragers to gather far less than they did at T1 just foraging. And my prolific T1 foragers also provided a lot more variety in the foraged foods. Nice, actually, to be able to tweak things with the customizations. At least, that's my two cents.
Thanks Zantai. It appears to report their time as idle, though, in the state breakdown. If the forager is actually spending all year tending to their garden, shouldn't it report as 'working'?
And if the yield is based on the map type that could probable be made clearer (thanks to ladicken for doing the play testing). It would also be good to have an estimated yield, though.
A better way, as some indicated, is that the garden becomes a 2x2 or 3x3 plot next to the Tier2 hut, with the productivity determined by both the conditions. Basically, it's like the chicken coop. This would retain the ability to forage a wider area for a variety of products (what I love about it), with an upgraded capacity AND offer a drawback to placing 10 of them near your city center (low yields for the garden).