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Rapporter et oversættelsesproblem
For example you set a field the size you'd want for a crop rotation. Then you should break that field (depending on the size) Into 6 or more smaller fields and do that for each large field for set rotation. That way when the ox comes along and holds one field hostage for it to plow the rest of the farmers can still work on the other one's. Plus I feel it just makes things go a little faster when it comes to everything to do with field work having them do it in smaller sections.
Sure it gets to be a real pain and tedious to sit there and set the rotation for 4-8 separate fields just for ONE of 3 times of rotation let alone all the fields for all 3 but once it's done it's well worth. Plus personally I feel lots of small and maybe even odd shaped fields looks rather nice more than one large field.
So in other words: You‘re lazy and also ignorant about the medieval period and the „open field“ system, and just because a game mechanic is slightly inconveniencing you, you view it as „buggy“ or „imbalanced“.
Got it.
Small fields absolutely is realistic. There's a reason an acre is the common historical unit of land management. It's about what was manageable for a single team in a reasonable amount of time prior to mechanized agriculture.
Go look up old aerial photos from the early 20th century in area that hadn't been mechanized yet, or were only recently so. You'll often see lots of small, linear fields ideal for ploughing with a single non-reversable mouldboard plow, and harvestable by a team of men with scythes working their way down the field abreast.
The sizes in the game are not at all proportional nor comparable to "real life".
You can just create three fields for one crop type, and make 1 field active, the 2nd active next year/cycle, the 3rd active for the 3rd year/cycle. Increase it to six fields and have tons of bread before too long. Zero micromanagement.
I mean, if one wants to save space via the sheep pasture perk and manually rotating crop type on each field every year, go ahead. But I'm lazy so I do not, and the above works fine for me, including the ox/plow. The ox/plow is a little wonky but it does still seem to speed things up, if the field/s aren't huge or very oddly shaped or something. Edit: defining work area for farmhouses so workers aren't running across the map to far fields doesn't hurt, either.
The heavy plow is imbalanced because:
- you have to spend a development point for it - these points are limited and, thus, very valuable. Thus, one might expect a high benefit from choosing it
- the only advantage of the plow is that it saves some workforce - however, you only benefit from that if you have multiple farms that are all small enough such that the plow is able to process them
- just having enough workforce is arguable the easier strategy, although slightly less effective
- the way the heavy plow moves through the field is very strange and probably buggy
- it's just frustrating as player if you unlock a new "trait" and then learn that it only has disadvantages for you and you have to destroy and rebuild all your farms to benefit from it
- this also means the problem is not just the balancing but also a lack of communication in the game. If the description of the trait would explain these downsides it would be less frustrating for sure
In general, I wouldn't choose the heavy plow for my next settlement again. Development points are for specializing the settlement. The trade-off between having slightly less workforce against being less flexible in the field layout is just not good enough (note that fields should be placed where fertility is high - this areas don't necessarily be stripes).
I'm not an expert in agriculture, but I'm pretty sure that the fields in medieval time were MUCH larger than one acre. You might be right, though, that they were indeed rather stripes than squares. Nevertheless, it's a bit weird arguing with historical correctness if the fields in the game are extremely downscaled in size.
That's what I already did - but I made the fields too large. For making use of a farm house and a plow you probably need rather 6 fields of small size instead of 3 fields.
Anyways, I don't ask for a "hint" or help to play the game. I just wanted to say that the heavy plow in its current form is rather disappointing.
In the beta patch, saving your workforce is actually pretty critical, as the King's Tax scales with your population. If you can shave off the need for say, 10 families, that would otherwise be needed farmhouses or whatever.
I think the heavy plow is a great idea in high fertility areas where you'll be using lots of farms. Set the fields up right, and you'll be rolling in (bread) dough in no time with minimal staff. The Bakeries development point is also locked behind the Plow, which makes using up all that flour a snap. The high food productivity can support other settlements (or a flax or barley industry chain for trade.
So now I'm building a second farm that maybe I can just leave empty aside from two oxen and their plows, and bored people can plow fields or something.
When I first tried farming I kept (manually) rotating/altering crops, tried the early harvest trick, tried the pasture perk, other things, and to me that was all too much tinkering, having to check stuff constantly, maybe keep track of what month it was, whatever. Not my style. Thus what I was describing equals doing none of that - eg, "many smaller fields" doesn't *have* to equal micromanagement - that's more of a choice of the player to manage all those things? Maybe I'm confused what you meant? Anyway, play as you enjoy, of course. And yes the ox are a little wonky, I just work/adapt around it for now I guess/it still works the way I play.
Also wanted to touch on this. While "fields" were large often over 100 acres, the management of them was handled on the scale of an acre or so. So strips within the larger "field" owned by the lord. In-game, this is basically the open area in every region. The in-game fields you lay out are more like acreage management units within the larger lord's field. As such, although the time scale and overall yield are obviously scaled differently* for game reasons, the way ploughing works and it's impact on field shape isn't too far off.
*An acre is traditionally the amount of land one man and a team of eight oxen could plough in a day. There are also other measurements like an oxgang, which is the amount of land a single ox can plough in a season. That's approximately 15 acres, organized into long acre strips a furlong in length. Traditional that is roughly 66x600 feet.