Medieval Dynasty

Medieval Dynasty

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Worker Tools - Frequency of replacement
So I've been trying to find, how often do workers need their tools replaced? Or do they only need a new tool when switching jobs?
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Showing 1-12 of 12 comments
Sairi (Jen) May 5, 2021 @ 8:38pm 
Tools are appointed to buildings, not workers and how long they last only depends on your settings and the durability of a tool
Cinereous Monk May 5, 2021 @ 8:53pm 
Been a while since I've played, just noticed the tool HP in the management window. Thanks a ton Sairi :steamhappy:
TheOriginalZippo Feb 6, 2022 @ 6:27am 
Hi all, I know it's been a while since this post was active, but I had a similar question and wanted to churn out a little more detail.

I am trying to figure out roughly how many tools me entire village needs per day so that I can work out if 1 Smithy II can do it or if I need more (I know in future I will very much need more). But working on how.

I have found a post about farming, and this post specifies that you can work out what they need from the management screen, but how do I break that down further.

For example right now I have 1 of my Hunting Lodge II on 45% meat which for me is 86.62 meat per day. Now the meat tool tip in the Hunters Lodge does tell me that meat x1 = 2 knife durability. Does that mean my hunters need 173.24 knife durability just for the meat gathering each day?
subwaybananas Feb 6, 2022 @ 7:23am 
Originally posted by TheOriginalZippo:
[...]
For example right now I have 1 of my Hunting Lodge II on 45% meat which for me is 86.62 meat per day. Now the meat tool tip in the Hunters Lodge does tell me that meat x1 = 2 knife durability. Does that mean my hunters need 173.24 knife durability just for the meat gathering each day?
Yes, that´s exact what it mean.
TheOriginalZippo Feb 6, 2022 @ 9:26am 
Wonderful thank you subwaybananas
Actual Malice Feb 6, 2022 @ 4:35pm 
Originally posted by Sairi (Jen):
Tools are appointed to buildings, not workers and how long they last only depends on your settings and the durability of a tool

I had read that settings for tool durability and the like applied only to the player and not to other workers, unless the perk specified that it applied to villagers (Inspiring Speech -- faster production by villagers, e.g.). But as with so much advice out there, I have no idea if this is correct. Are you saying that tool durability, faster crafting, and similar perks apply to villagers as well? Would be very much interested in your answer, because it would change my whole approach to the skill trees.
Philtre Feb 6, 2022 @ 4:39pm 
Originally posted by Actual Malice:
Are you saying that tool durability, faster crafting, and similar perks apply to villagers as well?

No, the game settings for those things don't affect workers. The poster means the work intensity settings for the different tasks in the individual production buildings (different tasks require different amounts of tool durability).
Actual Malice Feb 6, 2022 @ 9:30pm 
Originally posted by Philtre:
Originally posted by Actual Malice:
Are you saying that tool durability, faster crafting, and similar perks apply to villagers as well?

No, the game settings for those things don't affect workers. The poster means the work intensity settings for the different tasks in the individual production buildings (different tasks require different amounts of tool durability).

But is that just accepted wisdom? I don't even know how you or I would test if the perks affect the durability of tools when used by workers. The dev I was responding to was responding to the OP's query regarding tools used by workers. The dev said "how long they last only depends on your settings and the durability of a tool," without any qualification that the dev was only referring to tools when used by the player. In context, it would seem anomalous to refer to settings if they had nothing to do with workers' tools.

But it was unclear and I was just trying to get a dev to verify whether the perks do/do not affect the workers' tool durability, their crafting speed, etc.
Last edited by Actual Malice; Feb 6, 2022 @ 9:31pm
subwaybananas Feb 7, 2022 @ 3:14am 
Its easy to test it out: Just note the durability of the building tool (you can see it in the building management tab, first page of the building), and calculate how many it would need per day. After the day you can check it.

All perks who affect your villager are with clear describition. They are all in the diplomanty tree. They are:
T2 Emphathy,
T3 Inspiring speech
good host
T4 Castellan

All other don´t affect your villagers. No increased harvest amount, no lower tool consumtion and so on.

The "settings" mean the building settings, how many they produce per day. The amount of production multipli with tool consumtion per work is the total durability use. And the material of tools set the durability. With this numbers you can calculate how many tools your villager need.
Last edited by subwaybananas; Feb 7, 2022 @ 3:18am
JarutheDamaja Feb 7, 2022 @ 10:13am 
One thing to note though, durablity points seems to not carry over to the new tools.
For example if you have uneven values that you can get when producing logs and planks in the woodshed. If the axe in the woodshed has 2 durability left, but for the next log you need 3 durability, it will discard the 2 durability and draw 3 from the new axe which then is at 97 durabilitey (From total of 100 from a new stone axe) insted at 99.
Actual Malice Feb 8, 2022 @ 8:53am 
Thank you for the well-considered responses (nice catch, btw, JarutheDamaja).

Subwaybananas is, of course, correct in that it could be tested, although I don't know that it would be easy. Noting the durability before and after a season of tool use would be easy. But the test would have to be duplicated at some later point after gaining the relevant perk and all the variables would have to be controlled (e.g., same number of workers with exactly the same skill level, the exact same size of field with the same amount of the same crop over the same period, and no change to the perks that do specifically apply to workers). It could be done, but I'm not volunteering.

My only point is that this has a whiff of "accepted wisdom," without really being tested, and I have become suspicious of such supposed certainties in this game, with so much wrong that's out there (worker distance to worksite makes no difference as far as I can tell, e.g., but you see it everywhere). It could well be true, probably is, because there is logic to distinguishing between perks that specifically apply to workers and the vast majority that don't refer to workers at all.

But there would be logic to assuming all the perks do apply to workers, too. Otherwise, you don't have to be very far into the game until you offload any number of tasks onto your workers -- and big chunks of your skill trees would become irrelevant, because you are not the one doing the task. At least 25 perks in the various skill trees dealing with faster crafting, tool durability and the like do not specifically mention workers. That's a whole lot of dead branches.

When people say things they assume to be true, because they heard somebody else say it, it can be worth questioning. Or you can just keep ten of all the required tools in your Resource Shed and replenish as necessary. :)
subwaybananas Feb 8, 2022 @ 11:07am 
Its up to you, to believe it or not, if you don´t want test it self. Its several times confirmed by devs. Here are a few players in the community they take a deeper look on the mechanics and and nothing over hundreds (or thousands) of hours of play suggests otherwise.
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Date Posted: May 5, 2021 @ 8:32pm
Posts: 12