Kingdoms Reborn

Kingdoms Reborn

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Riot Nov 13, 2023 @ 3:49pm
Forester question
I've noticed the forester only cuts down the trees in a small square around it, instead of using its whole circle of influence, has anyone else noticed this? Is it a bug? Thanks.
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Showing 1-15 of 17 comments
Cop Unit 12 Nov 14, 2023 @ 9:22am 
I'm drawing straws but I think that is the "zone of influence" area. So If you build a town next to a Forester the forester will be "able" to go elsewhere. Otherwise it can only handle so many trees.
Problem Solver Nov 14, 2023 @ 9:45am 
Best way i handled it was to do overlapping foresters. Other than that this issue has been here since first day of release.
Thamalandis Nov 14, 2023 @ 10:06am 
Foresters act inside their area, they don't need all of their area. It's to account for potential houses, beekeepers etc. inside of the ring.

They don't work like fishers or windmills. They don't need their entire circle.
Jambie Lionheart Nov 15, 2023 @ 8:58am 
They do cut trees in the rest of their circle too but outside of that little square, you won't really notice that unless you stalk them for a couple years. I might have something to do with the tree regrowth rate, might be too high.
mrsleep Nov 17, 2023 @ 10:33am 
My foresters cover most of the circle, I think the trees regrow too fast for him to use the entire circle, which is fine, you certainly don't want the area ever completely cleared out and the forester doing nothing.
OZFugazi Nov 17, 2023 @ 11:42am 
hi..

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.
Thamalandis Nov 17, 2023 @ 12:05pm 
Letting it grow for 4 years and then having a 100% efficient forester with cut and plant is nice, but for one it fails to fulfill immediate demand and sadly is not needed in the current game. A gold mine... or a REALLY good placed fruit gatherer will outperform them in money with no second thought. A medical herb farm may too on high fertility.

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.
OZFugazi Nov 17, 2023 @ 3:18pm 
Originally posted by Thamalandis:
Letting it grow for 4 years and then having a 100% efficient forester with cut and plant is nice, but for one it fails to fulfill immediate demand and sadly is not needed in the current game. A gold mine... or a REALLY good placed fruit gatherer will outperform them in money with no second thought. A medical herb farm may too on high fertility.

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. :steamhappy: maybe you're just giving the worst example, for the better result vs foresters? idk... (shrug), i can suggest to plant medical herb for, what you need to counter, illness.. and only that. in most cases not even worth the medicine production chain.

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.. :steamhappy:

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.
Thamalandis Nov 17, 2023 @ 3:39pm 
Obviously you'd take the gold mine production and fishing in the cold climates and not the wood from pines. There is no better industry, even if mints are pitiful due to their inability to use sustainability later on. The gold smelting is the money maker with coal pipeline etc. and the trade hubs to move it at 0% (or 6-9% depending on era).

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.
OZFugazi Nov 17, 2023 @ 6:39pm 
you make some really good points and have some astute observations. no doubt. not sure what this has to do with how foresters work however. but i will indulge your conversation.

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. :steamhappy: i put taverns everywhere. don't care if there is house or not. don't care about the expense either. when my little people need a fresh beverage and some entertaining music or a a board of darts.. they are gettin it! see that gold mine? tavern right next to it. see that sushi bar? you guessed it. tavern. if i can't afford to put down as many taverns as i want.. or what i rp my workers need. the issue lays with my management. tavern costs are nominal. I DO agree there are logistics issues in this game though. I agree 100%. and hopefully they will get worked on over time. i could go on for hours over "dropped" items. as for taverns though.. just having a little fun.:2017stickytube:

all the best.
Last edited by OZFugazi; Nov 17, 2023 @ 6:43pm
Thamalandis Nov 17, 2023 @ 7:35pm 
You should touch gold industry. The ore itself with the +70% gold bonus of the ice biomes gives 225% and a seasonal income per worker with low logistic travel of 921. The gold smelter with coal pipeline also starts at 210% or with 4 build in cluster 230%. That's another 920 per worker per season on short logistics.

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.
buds Nov 18, 2023 @ 9:30am 
What are you going to do with the gold? Besides golds are mostly near tundra or boreal you will be troubled with colds even if you use Norse.

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. :steamhappy: maybe you're just giving the worst example, for the better result vs foresters? idk... (shrug), i can suggest to plant medical herb for, what you need to counter, illness.. and only that. in most cases not even worth the medicine production chain.

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.. :steamhappy:

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.
Last edited by buds; Nov 18, 2023 @ 12:57pm
Thamalandis Nov 18, 2023 @ 10:21am 
Did you seriously just repost 95% the same thing from 3 posts ago? With a secondary account? That looks bad, seriously. Or is one of you two a bot?

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.
OZFugazi Nov 18, 2023 @ 10:31am 
Originally posted by Thamalandis:
Did you seriously just repost 95% the same thing from 3 posts ago? With a secondary account? That looks bad, seriously. Or is one of you two a bot?

flattered. :D: i can assure you.. me and buds are two completely different people. buds does know this game much better than me however. but we both have been around this game and all of its changes i believe since release. you can leave the conspiracy nonsense at the door. "THAT looks bad". i can't speak for buds.. but i am surely not trying to make you feel uncomfortable. just trying to inform you and the OP on experienced play. gold is ONE answer.. there are many more that fun can be had with. gold is not the end all be all tham. and again.. this thread was supposed to be about foresters. lol.

all the best.
Thamalandis Nov 18, 2023 @ 10:37am 
You used 1:1 the same sentences and paragraphs. That is not flattered, that is 1:1 copy. People will instantly pick up on that, down to speech patterns in other areas that aren't copied.

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.
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Date Posted: Nov 13, 2023 @ 3:49pm
Posts: 17