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Plot size only matters for Veggie Plots and Orchards.
Plot size for the rest can be as small as you can make it for a 2 house plot with a back yard, exception been for Artisan houses, these are best left as 1 House plots with a backyard since they all seem to either, over produce, or what they make is not consumed enough.
The width of the church is the size I make my none Veggie plots, it is a bit bigger than the smallest you can go but it also does not give any graphical overlap, so I find it nicer on the eyes :D
Edit:
2 house plots give you 2 eggs a month where 1 plot only gives 1.
2 burgs ( regardless of house count ) give you 2 eggs a month where 1 burg only gives 1.
Okay you know what, forget I said anything. My brain is not brain-ing today....
line up two rows of corpse pits, then surround that with roads. Delete three corpse pitsso it looks like this
x x D
x D D
D being the ones to delete. Then play with the Burgage plot until you have two homes squeezed into a corner with the diagonal line as close as you can get it to the house plots. Then once that is done, do the same again - Delete corpse pits, rinse and repeat.
I use four of these, two veggies and two orchards. More than enough for a 300 person settlement.
Seeing those mile long plots that are wholly inefficient and just wastes space entirely.
Goats don't lay eggs!
https://steamcommunity.com/sharedfiles/filedetails/?id=3260885547
Wrong. One chicken coop gives you 1 egg per month. Has been proven over and over again. You can go and test it yourself. The results are consistent across the board. 12 eggs per year per chicken coop, no matter the number of families on the plot, no matter the size of the backyard extension.
Tests have resulted in a 0.75 morgen sized vegetable plot having roughly the same yield as a 1.5morgen orchard plot.
1.5 morgen is the size of 6 corpse pits arranged in a rectangle. You can, if you want, try to replicate these results for your own benefit by following these steps:
Step 1: Arrange 6 corpse pits in a rectangle and draw a road around them:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533394
Step 2: For the veggie plots, delete the corpse pits and cut the rectangle in half with a diagonal road:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533356
Step 3: Put burgage plots into the triangular spaces. Try to maximize the vegetable garden size by putting the first two points of the burgage plot near the outer corner like so:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533299
Step 3.1: If Step 3 does not work as demonstrated, experiment until you find an arrangement that you find still satisfactory, for example:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533226
Step 4: For an orchard plot that should have roughly the same yield as one of those triangular veggie plots, repeat step 1 but do not repeat step 2. Instead, put the burgage plot right into the giant rectangle, again mindful of maximizing the orchard size in relation to the house plot size:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533191
Your final plot sizes should roughly resemble this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3261533137
The triangle has been the most efficient shape so far for increasing harvesting efficiency by minimizing walking distances. The giant rectangle orchard disregards this in favour of maximum yield.
Beware (!): At level 3 housing these burgage plots yield insane amounts of food and might break your economy if you have too many of them! You will be in dire need of storage space!
You do not need to follow these steps exactly to yield the same results. The shapes are not mandatory. The plot sizes are the most defining factor here. 0.75 morgen for a vegetable garden and 1.5 morgen for an orchard are easily managable for a level 3 double housing plot and yield good amounts of produce in regards to the initial coin investment for building them. You do not need many of those.
For a 500 population town you might need 3 of those orchards and 6 of those veggie triangles.
Chicken coops are best made as small as possible and only on single house plots, because they produce only 1 unit of eggs per month, but afaik food is consumed per family as of the latest patch.
This is an example of that same 2x3 corpse pit size you did, except broken up differently to shorten the walk
https://steamcommunity.com/sharedfiles/filedetails/?id=3257850610
With this they don't have to walk corner to corner of the 2x3 area. While 2 families can handle 0.75 morgen, 4 families can't handle 1.5 morgen due to the extra walking distance.
A few other players and I in the official discord server spent several hours one day testing and comparing various sizes for 3 years, each under identical labor conditions, to measure yearly output. We were able to determine ideal size and shape ranges for maximum output per villager.
https://steamcommunity.com/sharedfiles/filedetails/?id=3261554004
Can you show me where the walking distances in my design are significantly longer than in yours? I seem to be unable to see it.
I agree where the giant orchard is concerned. One could just as well make the orchards in the same shapes and sizes as the veggie plots, though, and then just make double the amount of them, if one were to be concerned about walking distances during harvest season,,,
But the triangle design that you quoted looks to me to have pretty much the same walking distances as your design. Did you also copy it from youtuber Tacticat? This is where I originally saw your design, he called it "The Bender" and it was quite efficient for a time. He then switched to using these triangles because they have the same yield and walking distances, but the added benefit of having an additional transport road going right through the gardens, making it easier for granary workers to access the pantries of those burgages.
The giant orchard, however, still works, especially at level 3. And I recommended that those burgage plots should all be upgraded to level 3. So I don't really see the giant advantage in your design. It is efficient, no doubt. But not any better than the triangles in regards to walking distances. I would even venture to say that some walking distances in your design are (albeit insignificantly) farther than in the triangle plots, because of all those distant corners.
I tried to measure the walking distances using corpse pit lengths as units in game, but could not find any significant advantage of your design, only the lack of the diagonal road, which I would call a disadvantage.
Not throwing shade, just trying to weigh the pro's and con's.
All of us testing are familiar with tacticat and we've tested many of his designs. Ultimately it does not have as much vegetable output. It's only about 10% less than the bender, but has no benefit to warrant the loss. As for my original design I posted here, it has roughly the same output as the triangle, but can achieve maximum output with only 2 families.