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There's a current task scheduled for each farm (tilling, planting, tending, harvesting, weeding or something like that). At least some phases have a cap on how much progress can be made each day, no matter how many workers are assigned. The tasks are somewhat tied to season. Once the workers reach 100% of daily progress they go idle for the day and the overall task progress increases. If the day ends before they reach 100% daily progress the amount of overall progress is penalized. Once one task completes they move on to the next task (so tilling -> planting -> tending -> harvest).
Workload on the farm seems to represent how much of the day's working hours it takes to finish the day's tasks. So if they're at 50% workload and the work day is 12 hours, that means they finished up in 6 hours and piddled around the rest of the time. Workload caps at 100%, meaning they didn't finish up before the day ended.
So what you want is to assign just enough workers to stay below 100% workload, but not much lower than that. Going over is just wasting workers that could be doing something else.
I *think* you can seasonally micromanage this, since some tasks allow more progress and higher workloads than others. But I would not bother with that.
...so, building a farm... I've looked at the size I wanted, decided I didn't have the workers for it yet, so I built one half that size with the idea that I'd double it at a later time.
...so now it's later, and I'm ready to double. Is there any difference in end production between building another same-size farm right next door (doubling by adding a second same-size farm) vs doubling by adding to the existing farm (keeping it one farm, but doubling the area)?
The second way was what I was going to do, but it occurs to me that this will reset the progress of the current farm, and I think I'd lose the harvest for this year - so if there's no difference in the end, seems like it'd be a better idea to just add a second farm instead of expanding the first. Do I have that right, or am I missing something?
This would question if it's possible to reach 100% qorkload with a single worker (at 1.00 race efficency) at a farm higher than designed by one worker, because it seems so, but if that is, planning farms qith the working indicator seems to be a bit useless.
If the worker is at 100% workload adding to the existing farm makes sense, othrwise it seems not to care much, aause from yes entirely rebuilding the farm. Thw most dangerous part at thw bwginning could be the lack of initial ressources to finish the farm. Unlike livestock, which can start producing at only one of x may livestock, a farm need to be finished before starting to work.
So when you already ran out of veggies and extend a farm you may end up with a farm in the building process at 49/98 veggies not starting production at all. Then you need to find wild veggies or import them. Or in best case if you have another veggie farm need to wait for it's harvest.
I am currently tring stuff with cretonian, but damn, even with a village made nearly only of farms and their race bonus at a high fertility they can hardly feed themselvs, this is so weird and odd thhat I start to think farming is utterly imbalanced. Fish and husbandry works so much better also giving a steady income of food.
Are you putting water around your farms too?
it questions how wll irrigation works, I would prefer it raising fertility, the benefit of the required irrigation vs the space needed seems to be not worth it commpared to making just another farm.
if you want high fertility, build a farm/pasture over a lake. River/lake water (avoid oceans) have higher natural fertility then other spots. Irrigation isn't the same thing as it's meant for short term gains (in the real world, irrigation in medieval times doesn't work like ground water as it doesn't mix in minerals or other things to keep the ground alive and thriving with life and nutrients). irrigation works in the game as a separate flat bonus up to 100% starting from 0%, so the bonus is way bigger when choosing from a fertility 40% to 90% or 100% plot of land.
I don't mod so I don't know how the calculations mix into each other.
there is amaximum amount of tilling that can be done each day past that nothign will happen so putting more workrs just finishes that daily work quicker but does not add anythign to the yearly productivity.
it much more manageble,then large fields.
also dont forget irrigation (cannals).
you can harvest/trade the resources you need.
My experiments seem to say that I need enough workers to have the farms about 9% manned to have enough manpower to get all the daily stuff done each day. Later I go to 11% or so to have a few extra bodies around. (I thought I'd gone as low as 7%, but I can't remember if that worked all the time - also, I was using the pig guys, with a bonus to farming, so that may have thrown the numbers a bit)
I used to do lots of small farms, but I've found my most recent save I've gone to fewer, larger farms for simplicity.