Medieval Dynasty

Medieval Dynasty

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Dennis May 25, 2021 @ 8:16am
Worker % on jobs
Read a few guides, but didn't see this discussed. Has anyone figured out how the % on jobs works for your villagers? I get the basics. Divide 100% of the time into jobs. But how does it work in 'off season' or if a Barn Worker runs out of Flax?

If a Blacksmith has 50% Stone Axes and 50% Forge Copper Bars, but is out of Copper Ore - Is he/she idle that 50% or do they just skip it and go back to the other doable jobs?

Gatherer - Do I need to juggle the % every summer to specifically add berries because if I leave it at 20% Berries all year - they sit idle for 20% of the time in the other 3 seasons?
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Showing 1-15 of 16 comments
Fel May 25, 2021 @ 9:13am 
If they don't have the capability to do the job, the percentage is treated the same as if it wasn't put in anything, so idle.
This is why gatherers in particular are such a pain to deal with (especially without a way to empty a percentage quickly or put one to a certain value quickly with an input field or something like that).
Dennis May 25, 2021 @ 11:14am 
ooof - yeah. EA - hopefully this is just a placeholder mechanic then. With 1/2 my workforce taking unannounced leave, no more gatherers for me then.

And I guess you've got to min/max the farmers to put them to work in the off seasons in the barn. Yeah, I was hoping for less work, not more checklists at season change.
Fel May 25, 2021 @ 1:54pm 
For the barn workers, I put them on 20% for each of the threshing and it seems to be working pretty well.
They don't finish one type right away (because there is quite a bit of each) so all of them are being worked on through the whole year.

I try to avoid barn workers doing things that could lead to seeds not being available for planting like flour and animal feed so it works out pretty well.

Of course you might have to adjust depending on the balance you get from your fields but since they get faster as they gain levels you usually don't have to bother with them to much.

It's only the gatherers where it really matters, because they are the only ones other than farmers that do different things depending on the season (and farmers don't work off a percentage).
richardmgoldsmith May 26, 2021 @ 7:06am 
Unfulfilled job time is idle time, as far as I can identify. it is just that it auto-restarts the moment the resource or tool shortage is relieved.
Dennis May 26, 2021 @ 8:12am 
I'd be okay with giving some minor mood boost for idle time to reduce the pain of loss of production and keep me from feeling like I need to min/max the % for seasonal workers.

I'm a little surprised they broke the Barn into two types of workers. Seems like it would flow much smoother to just make Farmers, who do Barn Work when the Fields are done that season.
Fel May 26, 2021 @ 8:17am 
The main reason they are separate jobs is because farmers work very differently from any other jobs in the game.
They don't have percentages, they don't receive any bonus from their levels, they can work in several fields as long as they are within a reasonable distance of the barn and they have to physically do their job (including walking and work animations), all of that is different from the other jobs your villagers can do.
Dennis May 26, 2021 @ 9:36am 
Not a coder, so possible egg on face here.....

It would still be treated as two diff jobs. Like if I switched a Blacksmith to a Crafter. Just have a trigger check that when Field work is not possible, Farmers switch to Barn work. There is obviously code for them to look to see what needs done so they don't all do the same thing.
Edmund Greyfox May 26, 2021 @ 9:56am 
One of the things i'd like to see is a way to set it so that they complete something and then stop making them. Just as an example, you want your smith to finish off the copper hammer they are working on now, but not make any more because you've moved into the bronze age. It gets hard to try and watch their progression on a task so that you can set it at 0 just at the right moment so that they don't draw materials and start a new one.

As for the farm workers, i too would like to see my field workers doing something during winter beside stand around, but i'm really not sure how that could be coded without totally changing how barns work. The problem with the trigger check NCE suggested is that they would need to run that check almost constantly to make sure we hadn't just added a new field, changed what we wanted planted, etc. It's probably doable, but it might create other issues.
Last edited by Edmund Greyfox; May 26, 2021 @ 9:57am
Fel May 26, 2021 @ 10:19am 
It would also need to change them back to farm worker when there is work, but then you have different problems.
What if you only wanted a portion of the workers asigned to the barn to work the fields (because more is not necessarily better depending on how you set your fields) while leaving the others to do the barn work as usual?
Also, what would happen if you added a new field after they switched for the season, should the barn be constantly checking or only during season changes and once all field workers are idle without missing fertilizer or seeds?

It's often pretty easy to figure out how it "could/should" work to satisfy our specific case but there are nearly always going to be issues for different people if things changed the way you want it to, and that's the hard part that the devs have to figure out.
How to make it flexible enough to give the tools to people that want specific setup while trying to make it as easy as possible to set up in the general cases.

Not that there is anything wrong with making suggestions based on how you want things to work of course.
Dennis May 26, 2021 @ 12:06pm 
Again- Not a coder - so I am basing it off what I see in game. The checks I'm talking about are already happening. Farmers somehow know when to Fertilize, hoe, harvest etc. They know when they are no current duties and if one appears they disperse from the Water Cooler (Barn Chest) and spring to work.

I'm just saying that instead of Water Cooler mode, they switch to Barn Workers until a Farmer job triggers them back to the fields. Otherwise the Manager in me is cringing at all the micro I would need to do to be efficient. At the moment the solution is to just throw extra bodies at it or do it all myself. Which feels like exactly what the game is not designed to push.

It feels weird to be playing a production type game that lacks so many controls we are used to in 2021. Not being able to set a max # of items to have in stock. Needing to change a workers duties based on the season. I really need to tell a worker not to spend 20% of his time not picking berries in the winter? It should just go down the list to the next available job.

And yeah - Not demanding. just discussing my opinion :)
Jinkeljeier May 28, 2021 @ 5:37am 
yes the ui to assign and supervise production is realy clunky, eypecially now we have so many different things to do (which is nice!) i hope they plan a big review of that!
Jeza May 29, 2021 @ 9:31am 
In my opinion, except for field workers every other job should be a "produce this item so there are never less than x and until there are at most y in stock"
Add a priority, meaning you can sort them from most important to less important, if there is more than 1 item under the threshold they start producing the one that has the highest priority first then start on the second once the first is over the threshold.
Maybe even add a yes/no checkbox to say if all workers should work on the same item to have it faster or if they should split if there are more than 1 items missing.
richardmgoldsmith May 29, 2021 @ 9:46am 
I think too much automation would leave nothing left to do.
Fel May 29, 2021 @ 9:51am 
Maybe at least a "leave at least X of the ingredients untouched" would be pretty nice.
This is mainly for grains since they work as seeds and food ingredients (for both animals and humans).
As a result you can't safely leave your villagers to do stuff with them without regularly checking, especially since they will use more and more as they level up.

The amount could even be automatically calculated based on the fields that are set for growing those, meaning that those that want to min-max by changing what fields grow each season would still need to be aware of the seeds.
Philtre May 29, 2021 @ 10:11am 
Originally posted by Fel:
Maybe at least a "leave at least X of the ingredients untouched" would be pretty nice.
This is mainly for grains since they work as seeds and food ingredients (for both animals and humans).
As a result you can't safely leave your villagers to do stuff with them without regularly checking, especially since they will use more and more as they level up.

I agree this would be nice. As it is, I put a portion of grain into another storage the barn workers won't touch after every harvest, and put it back in the barn during planting season, which is a bit cumbersome.
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Date Posted: May 25, 2021 @ 8:16am
Posts: 16