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The leather production is nice, not because leather is rare, but because it's a way of doubling the resources that go into making fabric. Making eggs is almost entirely useless IMO, unless you're on a very strange map where you're not scrapping together any other food to go into skewers or pickled food.
But the meat production is godly. Not only does it scale up inputs to outputs, but it's fast as well. A single worker just making meat in a ranch can produce more than enough to food 60 people through jerkys/skewers. For example, a farm can make grain + veg, the ranch turns the grain into meat, the meat becomes Jerky, which you can then be further turned into skewers using the veg, Or combine meat and veg into pickled food directly. Either way, two buildings give you all the raw ingredients to make most of the food in the game, and does so in huge quantities with little labour.
I actually think the best thing would be to make it so that the ranch can only be built on fertile land; probably shrink it from 3x3 to 2x2 at the same time. That way it behaves more like the greenhouse or claypit - it converts basic resources into more advanced gatherable ones - but there are restrictions on how it can do that. Probably slow down the production rate too, so it requires more labour and cant single handedly feed everyone. I think multiplying the inputs is too ingrained in the game's food production chains and ethos to change.
but yeah I agree that the ranch provides a lot specially you can feed fiber/reeds or even grains for meat which is usually stocked in early games.
I wouldn't mind it if it turns out to be the same ratio. Well, the ranch is still extremely useful for eggs and leather, but at least you don't simply get more meals from the same amount of grain,.
I really like that idea, would make the ranch feel more special.
Ranch is one of the worst buildings in the game. Should never take it outside of extreme situations. The more inputs you have in your production chain in order to get your desired out put the less efficient it is. You always want to gather meat or insects from camps or trees. Same goes for leather. If you can't do that you should be using groves or collecting bars anyways to produce barrels, or clay for pottery.
Taking one resource to create another in order to create another is very sub optimal in this game. At most you want two buildings when possible for your out put.
This would be the case if it had a equal or negative conversion rate. At a good positive conversion rate you don't lose any efficiency. You can gather vegetables and run them through your ranch and end up with just as much meat as the same amount of workers would get from gathering meat directly. However you only need half the amount of source material. And iirc the rate on eggs is even better than doubling, which means you end up with more than purely gathering them.
It does look really good to dedicate several workers into efficient food production, however. Especially if you can make luxury food keep people produce reputation.
Meat and leather is obviously where it's biggest strength is, but I like keeping a stock of eggs too, if I don't already have something to easily make provisions out of.
Ranch has several output chains moving through it though. It is a stepping stone towards multiple end products, not just one.
grain -> meat -> jerky
grain -> meat+eggs -> skewers
grain -> eggs/meat -> flour -> pie
grain -> eggs+leather -> waterskins -> pickled goods
grain -> leather -> cloth -> coats
grain -> eggs -> pigment -> cosmetics
grain -> leather -> waterskins -> ale
grain -> leather+meat -> waterskins
grain/meat -> oil (there are only 2 dangerous glade events that can't be completed with oil, so it is almost as good as making basic tools). Those 2 that can't be completed with oil can take cloth, which is infinitely produced from leather.
Not to mention all the other things that ranch indirectly gives to the player like using its main resource grain to make ale and flour (stepping stone for biscuits), its infinite leather output to get waterskins for wine, cloth for species housing etc etc.
Out of the 5 foods, 1 coats and 6 services, it is a direct stepping stone for 7 of them, and
provides synergies through small farm and waterskins for 2 others. The only 3 end products that are unaffected by the ranch build are incense, scrolls and training gear.
With the basic yield of 6 grain per tile it is a bit unlikely to have enough for everything yes, but there are perks that double all farm field production, give 75% chance of double farm production to people who eat biscuits, and another one for small farm production +50%, it can snowball out of control fairly easily.
Never used it.
The way i see it, its nice that you can increase food stuffs in quantity by improving them, but you do need people working in there. They could also be farming or gathering. So if it doesn't double your food count, its inefficient.
I also read somewhere that your people can eat multiple advanced foods, i don't know the details about that, and if anyone can give me the details on that, that would be great. Anyway, if that is true, its even much more inefficient and because that message got stuck in my head and greatly contributes to me feeling that advanced foods are just way too much hassle. (And i never really seem to need the resolve as there are so much simpler ways to gain global resolve)