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If i think about gathering, you can get x berries a day and you wouldn´t bother gathering 1/4 berry and you can´t start chopping trees unless you have a complete axe (or Chuck Norris).
I´m not saying that there is no room for improvements, nor that everything makes 100% sense (including my post itself), but it doesn´t feel out of place for me.
I've been working in a factory for over 40 years and the daily production quota is based on numbers, not percentages.
Each task that requires a tool will tell you in brackets next to the task how much durability the tool needs to have for a single instance of that action to occur. Eg Your Lumberjack(s) collecting one log will use 2 points of an axe.
The number collected per day that you set by the % sliders will give you the multiplier to find out how many points of the tool will be used per day. Eg 66 logs will be 132 points of an axe used by your lumberjack per day.
Each axe has a maximum durability points and also the current amounts of points depending upon % quality remaining. Eg Bronze axe at 100% will state 450/450. The building which uses the tool will tell you how many points are left on the tool it currently is using eg Axe 250/450.
Therefore you can calculate how many days it will take before the tool will be used up completely and they will need to have get another one from the resource storage.
Worked example from my current game:
Woodshed with two workers.
Log (2 durability per item) - set at 66 logs per day = 132 points of an axe
Sticks = no tool required
Firewood (1 durability per item) - set at 25.08 = 25.08 points of an axe
Plank (1 durability per item) - set at 17.16 = 17.16 points of an axe
Therefore my Woodshed per day will use 174.24 points of an axe.
I'm supplying them with bronze axes. A bronze axe has maximum of 450 points.
Therefore 450 / 174.24 = 2.5826 days. So my Woodshed will need a new axe every 2.5826 days.
In my smithy that means I need to produce a bronze axe at the rate of 0.3872 per day (100%durability / 2.5826 days = 38.72% of an axe per day minimum.)
To ensure that the axe is produced when needed I would conservatively set the % slider for making bronze axes so the game makes 0.39 of an axe per day.
Cause right now i set every option only to 2% and let it run that way over the whole Year is an absolutely inefficent system.
And i am not willing to Look in there every 3 other days to change the Sliders only because some Mushrooms are out of season now.
A system like in the game Clanfolk would be really nice for a set maximum amount in Storage and priority of Items when under set amount.
Seriously though, it's a horrid system, just rip off banished if you can't think of a better one.
Add to this mix that the numbers change whenever your NPCs' skills increase until they hit 10.
It's no wonder that some people resort to spreadsheets when fiddling with the numbers. lol Seriously, I admire anyone who has the patience to work the numbers like that, especially sans spreadsheet since it's a lot of numbers to jumble across all work buildings. Alas, I am not one, so I resort to the "well that didn't work" method.