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They don't work like fishers or windmills. They don't need their entire circle.
forester... plants trees from center, outward, from a small box to larger, until the entire circular area of the forester is inhabited. it plants the new trees in a clockwise or counter clockwise (from center) rotation.. only filling in gaps that are required to fulfill that square (box).. until nothing more can be planted. there is a minimal 45% fertility rate, necessary to plant (any), new trees. if the fertility does not permit planting where the box should be.. the worker will go around it. there is a spacing between each tree planted.
complicated.. but not really.
i find that the best way (providing you have the time to grow the initial area), to use the forester.. is to set the forester to the desired tree you want planted.. and set it to "prioritize planting".. let the age of the tree dictate when it is collected. trees will fall on their own.. trees will also get prioritized by the worker, if they cannot grow any further.. to make room for planting new trees. if i set to "prioritize planting" and give the forester 3-4 years to plant the missing trees, i never have to worry about consistency or efficiency. the forest around the forester is always stable. two or three of these types of set ups, or a set up per industry.. one for furniture, one for coal.. ect. and i have absolutely no issues sustaining wood for any purpose. also helps beautify the environment. it's a thing.
if you want to experiment. try this. start on or next to tundra.. find a 45%+ fertility rated chunk of ice wasteland.. and put a forester on it. its real easy to see how it patterns. and kinda cool.
all the best.
As long as 500 wood is 3000 coins away... foresters sadly are only useful if you play under the "no import" RP rules to have a fun challenge and use all economies.
efficient for me. and the way i like to play. but a couple (counter) points, out of respect.
i do not and have learned a long time ago NOT to "cut and plant. as i stated, i only prioritize planting. i set it.. it stays that for the rest of the game, hands off, focus on other things, done. foresters for me, are only supports for better lucrative exports or nation happiness. a fruit gatherer adjacent TO that forester does amazingly well, agreed. (provided the biome agrees) as you get the maximum fruit production before it cuts itself, again, prioritize fruit trees only/prioritize planting. that forester alone will set my cider needs for an entire nation. a beehive within that forester radius can also prove very rewarding (culture allowed this time). full on pine production as norsemen in boreal is huge and lucrative. i can easily take 5 or more pure tundra regions and turn snow into gold, gold coins and golden honey.
on medical herb.. it's a waste of resource on anything less than 90% fertility (its fertility dependence). and if you're planting medical herb on 90% or higher fertility, instead of ANY lux. cannabis, tulip, green tea, or crops like dyes, coffee, plums or cocoa. that's not advised. those i listed are FAR more generous to your income.
immediate demand is never an issue unless you park your cap in the middle of tundra or desert and even then, i can easily get 4-6 years worth of wood (or clay emirates) interim. while that forester comes of age. sometimes it's just nice to take a piece of snow and turn it into a forest. meh.. just me. but then, i have no issue populating 20 regions with nothing but sheep. so..
I can go on. not necessary. nothing in this game is overly difficult but the patience you burn dealing with horrible worker AI. again.. the point of my response to the OP, was to describe how the forester builds its forest and include what i like to do with that forester. not.. what is better, gold mines, gem starts, lux production, money printing, ect.. VS forester. but i can understand your points and respect them as well, that's the way you like to play. allgood. cheers.
I don't play the "no import" challenge thing.. hmm maybe i give it a go.
op asked about foresters. i gave my opinion on that. this game is not difficult at all, even on diety. can i make a ton of money and buy everything i need? sure. do i prefer to use the buildings and tech to advance the city i build, IN the biome i chose, with the difficulty i set.. over exploiting the best resource to produce liquid income to purchase everything instead? absolutely. i do me. making the most money possible in 20-30 years and winning the game.. not fun for me. and not what the OP asked on.
all the best.
You will likely not grow grapes or other things on the 90% fertility riverbanks if you can avoid it. The building is expensive and barely covers much land in that terrain. Medical herbs are needed for quite a while on proper high difficulties and your import/export needs to make money, not be full of bought herbs for 135%.
If you like forested tundra, go for it in the few oasis they have. It's not really worth it if you can just buy an adjacent Boreal tile to do it instead.
In fact the logistic is so bad, I just refuse to build theaters or taverns to avoid "the long march" to the poker tournament of death. Once you build one you need them everywhere. Waste of money, just use passion. It's a waste of building space too. Most happiness boosts in the game are only important in competitive multiplayer for score. Miner's and coal cookers can get passion and done. Later on they get full wages as their productivity always outperforms the higher cost too. Nobody will even notice the lack of entertainment with a full wage.
The best way to beat the logistics is to limit the logistics.
gold and fishing: gold is only a secondary thought for me in any tundra/boreal pt. ie: i will not settle on gold, simply to have access to gold. i will however settle on coastal, or lake over gold without thought.. as the fishing is paramount to early survival and income. fishing is VERY strong tundra/boreal (biome bonuses) and norse bonuses to pine harvesting equally as good. i see no other reason to play any other culture other than norse for those biome types, (any difficulty) if gold is close, great.. i get more from fishing, foresting and sheep. usually don't touch gold till industrial. just me.
not sure where grapes came from.. but cool. let me give you an example of what a choice i would make would be. 8, 64 area (1 worker) plots. 4 @ 65% fertility (inland). 4@ 90+ fertility (river bank) early game, BEFORE i could either get a free cannabis card (free breeder cards are easy ..you know this) or enough money to buy one. i would plant (obviously) the medical herbs on the 90+ (riverbank). after i get that cannabis card.. i would plant ONLY cannabis on that 90+% fertility. i would make it fit. cannabis has a 70% effective fertility rate. medical herb is 90%. i'll take the minimal loss on MH for the substantial bonus (without granary) on cannabis yields any day. it makes my nation happier, more productive, (if only this was true irl eh) and gets me more liquid to cover the cost (if spent) on the card. dyes, cotton and cannabis sit on that 70% and do much better than MH. but cannabis is the only one map available. the others i mentioned in my previous reply all sit at 90% and are still better than MH when it comes to profit vs fertility. again.. you do you. this is a choice i would always make.
i play all biomes.. not just tundra. tundra is the best opportunity to explore how foresters work and why i suggested the OP check it out. it's very easy to see how the ai builds..when all you have is a forester.. and nothing but white area to view on.
logistics and taverns.. (i don't count theaters as important).. i believe i read a previous, unrelated post or reply of yours on this. all i will say is this. my little dudes, like to have a warm mead or cold ale after a hard days work fishing and chopping down all that timber.
all the best.
You can import all luxury items - including your cannabis and herbs - with a gold industry. You won't lack money, just things to buy. The +70% ore bonus is nice early game to set up expansion for base income to cover costs. It's entirely unnecessary to consume the strong 230% pipeline smelting which later can get pushed far beyond 330%.
Boreal fishers with 230% boosted make at best 640 per worker per season on most optimal logistics (no downtime).
Only a REALLY well placed hunter can fight a gold mine early game and not at all midgame. Compare that to jokes like sand pits or clay pits with 90 coins per worker per season on optimal logistics and nobody should ever make that outside of roleplay. Always import it, heck skip the middlestep too. Most luxury goods have a 200-300 coefficient per worker per season. Unless you hyperspecialize it's not worth it to produce. Import it. Just buy the luxury importer for 20k you earned in gold.
Starting near gold is the easiest way to win any higher difficulty.
Foresters are fine regardless. If you reach midgame with 50 laborers that "sometimes" work on the fields 75% of the year, they can do the foresting in winter... and someone can pluck the fruit.
Setting near plant seeds are the best especially with tulips, cannabis, cocoa and.or coffee. It gives you immediate farming technology so you can build farms asap. By far the best food source right now is farming and until you get to deep sea fishing with boost and bonuses you will be assured of easier run on deity.
For the OP question, you better listen to this;
From OZ:
efficient for me. and the way i like to play. but a couple (counter) points, out of respect.
i do not and have learned a long time ago NOT to "cut and plant. as i stated, i only prioritize planting. i set it.. it stays that for the rest of the game, hands off, focus on other things, done. foresters for me, are only supports for better lucrative exports or nation happiness. a fruit gatherer adjacent TO that forester does amazingly well, agreed. (provided the biome agrees) as you get the maximum fruit production before it cuts itself, again, prioritize fruit trees only/prioritize planting. that forester alone will set my cider needs for an entire nation. a beehive within that forester radius can also prove very rewarding (culture allowed this time). full on pine production as norsemen in boreal is huge and lucrative. i can easily take 5 or more pure tundra regions and turn snow into gold, gold coins and golden honey.
on medical herb.. it's a waste of resource on anything less than 90% fertility (its fertility dependence). and if you're planting medical herb on 90% or higher fertility, instead of ANY lux. cannabis, tulip, green tea, or crops like dyes, coffee, plums or cocoa. that's not advised. those i listed are FAR more generous to your income.
immediate demand is never an issue unless you park your cap in the middle of tundra or desert and even then, i can easily get 4-6 years worth of wood (or clay emirates) interim. while that forester comes of age. sometimes it's just nice to take a piece of snow and turn it into a forest. meh.. just me. but then, i have no issue populating 20 regions with nothing but sheep. so..
I can go on. not necessary. nothing in this game is overly difficult but the patience you burn dealing with horrible worker AI. again.. the point of my response to the OP, was to describe how the forester builds its forest and include what i like to do with that forester. not.. what is better, gold mines, gem starts, lux production, money printing, ect.. VS forester. but i can understand your points and respect them as well, that's the way you like to play. allgood. cheers.
I don't play the "no import" challenge thing.. hmm maybe i give it a go.
op asked about foresters. i gave my opinion on that. this game is not difficult at all, even on diety. can i make a ton of money and buy everything i need? sure. do i prefer to use the buildings and tech to advance the city i build, IN the biome i chose, with the difficulty i set.. over exploiting the best resource to produce liquid income to purchase everything instead? absolutely. i do me. making the most money possible in 20-30 years and winning the game.. not fun for me. and not what the OP asked on.
all the best.
I’ve been playing this update and using just prioritize planting any trees all throughout and my wood is just accumulating without noticing until I need to buy ships.
Yes, starting in warmer climates the gold industry plan would be a later colony thing. You'd use other money makers early on. That is absolutely correct. And without boreal fishing the major food production advantage of them outside of well placed 110% ones with good logistics is gone too.
However, there is no point not doing the gold export economy if you play in the cold. And no not with Emirates, it is 900 per season per worker WITH 35% fee. Without it is far beyond 1300.
flattered.
all the best.
At first I expected a failed "quote", because that can happen, but nothing indicated an answer to the other post.
Suit yourself. I am out of this topic.