Medieval Dynasty

Medieval Dynasty

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MythN7 Apr 5, 2021 @ 8:18am
Question about Total Work Intensity?
If you have this set to less than 100%, does the ones you have set act like its at 100% or does this mean you only are employing them part time?

Also, if you have it set to 100% but only 10% of the work assigned has tools or resources does that act like its at 100%?
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Showing 1-10 of 10 comments
subwaybananas Apr 5, 2021 @ 8:38am 
if you only set 10% from 100% for work they can do (with the availible ressource/tools) they only work the 10%. Thats it. The other 90% are wasted.

for example: If your worker make at 100% 10 Stones per hour, you set it to 40% and let the last 60% free, every full hour you get 4 Stones. Nothing more, nothing less
If there are only enough tools for lets say 7 full produce stones, they work 2 hours, first one the get the full 4 Stones, next hours 3 and than stop working.

You can see how many progress they do every hour in the worktime at management tab, by assign the %. If they start the work on something, they consume the tool/ressource for the next step.
Last edited by subwaybananas; Apr 5, 2021 @ 8:39am
richardmgoldsmith Apr 5, 2021 @ 11:28am 
you can use less than 100% total to control over-production requiring excessive tool making. its all about balance.
MythN7 Apr 5, 2021 @ 8:14pm 
ok, i was asking in the cases where you you know you dont have resources for some of the tasks making half there job un do able, so was hoping they would do the remaining vialbe tasks at full effort type of thing.

Like how i you assign cooking, i had put like 10% accross 10 food types cause of the flux of incoming regents.

Or farming, some seeds are not avail in some seasons, so telling them to work on some all types of seeds has this down time issue wihtout micro manage.
MythN7 Apr 6, 2021 @ 11:12am 
just today, thought of a few other things on this.
To make it easier and less micro mangage. could you add the following?
1: a tick box in each of the buildings where you set the ratios to have it so that if any of them cannot be performed the worker will focus his full work shift on the remaining possible tasks.
this tick box would still let players assign various buildings to have limited income while others would be non stop.

2: add to the hud where you show if someone is out of food wood or home another popup icon type.

villager cannot perfrom job icon, so we dont have to go into 3+ menu deep interface just to see if they are idle.
richardmgoldsmith Apr 9, 2021 @ 11:15am 
Originally posted by MythN7:
ok, i was asking in the cases where you you know you dont have resources for some of the tasks making half there job un do able, so was hoping they would do the remaining vialbe tasks at full effort type of thing. ...
Any time allocated to tasks with no resources to start them becomes unused time. (time off for the NPC). The idea is for active and dynamic management of the settings. If you managed to balance everything perfectly, you would just run out of storage, then things go wrong because the tools cannot get to NPC's needing them.
MythN7 Apr 9, 2021 @ 11:39am 
Originally posted by richardmgoldsmith:
Originally posted by MythN7:
ok, i was asking in the cases where you you know you dont have resources for some of the tasks making half there job un do able, so was hoping they would do the remaining vialbe tasks at full effort type of thing. ...
Any time allocated to tasks with no resources to start them becomes unused time. (time off for the NPC). The idea is for active and dynamic management of the settings. If you managed to balance everything perfectly, you would just run out of storage, then things go wrong because the tools cannot get to NPC's needing them.
what about the cases for things like gathering, and farming, where you have tasks assigned that are out of season?
so, you then have to manually go into your gathers menu for example and tell them no mushrooms in 3 of the seasons, and no berries in 3 of the seasons unless you want them to get un ripe ones im thinking?

i just think having the ability per building to toggle this as do other assigned task as if its higher percent if you are idle is not a bad thing.

it can really help in come cases of reducing tons of micro management.

I can see your points so thats why i say a toggle, so you can say, yea only get this much per day, or you can on the other hand say, hey, no slacking cause your knife is dull.
HunterSilver Apr 9, 2021 @ 11:47am 
Originally posted by MythN7:
what about the cases for things like gathering, and farming, where you have tasks assigned that are out of season?
so, you then have to manually go into your gathers menu for example and tell them no mushrooms in 3 of the seasons, and no berries in 3 of the seasons unless you want them to get un ripe ones im thinking?

i just think having the ability per building to toggle this as do other assigned task as if its higher percent if you are idle is not a bad thing.

it can really help in come cases of reducing tons of micro management.

I can see your points so thats why i say a toggle, so you can say, yea only get this much per day, or you can on the other hand say, hey, no slacking cause your knife is dull.
Yes, for gathering you would need to manually shift from mushrooms in spring to berries in summer, then mushrooms again in fall, and finally shift them to something else in winter. This is why there's value in shifting them over to other tasks that don't require any player input, such as hunting, despite requiring more labor, tech, tools, and buildings to produce the same amount of nutrition.

In general, at the moment, going higher on the tech tree generally takes less player input but requires more villager labor, land, and tool usage for a similar output.
richardmgoldsmith Apr 9, 2021 @ 12:27pm 
You can always set your gatherer to 50-50 mushrooms / berries and settle for 50% yield if that's enough.
Werric Apr 9, 2021 @ 8:00pm 
When setting up your production of goods always start from the basics. So if you have an innkeeper cooking roast meat don't assign them to cook 10/hr without checking that your hunter can provide that much. For your hunter to provide the meat they will need a knife. It's no good getting them to harvest 10meat/hr if they need 3 knives a day and your smith is only producing 2 and so it goes on down the line. (not actual numbers just examples)

As long as my people are producing enough to support the production needed to keep the village running and somewhat profitable then I'm perfectly happy for them to have assigned work for only part of their total capability.

As people have said it is all a big balancing act. Once you get it set how you like it you can pretty much ignore it until something changes. A baby boom can wreak havoc with your production for example.
richardmgoldsmith Apr 10, 2021 @ 5:36am 
I like that you can forever be tuning it.
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Date Posted: Apr 5, 2021 @ 8:18am
Posts: 10