Manor Lords

Manor Lords

Statistiche:
What is the right balance for foresters?
So I cannot seem to get the balance of how many foresters to have vs. wood-cutters & loggers working the same area. My trees disappear far too quickly. Almost like it is not working properly.
Most certainly, it is not working in the manner this wiki states:
https://game8.co/games/Manor-Lords/archives/452138

Where:
1) trees should be back in a year (does not look like it. But I don't understand the growth rate or planting rate, nor the log to tree ratio.)
2) that they should be planting in open areas (no, they are all over the assigned work area, not focusing on any newly cleared space.)

Currently I keep two fully manned foresters for every logging camp & Wood-cutter. The logging camps are typically operated as needed, not continuously, and the workers get moved to a different camp. And the wood-cutter may have 2 people in it year round.

Seems like 4 foresters, permanently assigned should be able to keep up with that - but I don't know. (yes. I did assign the work area for all buildings to the same space.)

Cannot find any info on actual planting rates that seem to help do the math and get the balance.
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I've found the key is to set up work areas, leaving your workers to their own devices relies on their rather limited intelligence. They will wander about looking for places to plant trees, vs telling them where to do so. It saves time, also I've found that separating the woodcutter and logger to two different wooded areas also helps. Foresters also don't plant in winter nor do the trees grow in winter. So I've also found the best time to build Foresters is basically the moment the snow melts. But back to what I said, set up work areas and try to base your math on that. The peasants are a bit too random to reliably track on their own.
Once I get a medium town, I build 3 forester buildings and staff them fully until harvest (then use the workers to help the plowing & sowing). Larger cities I have 6 forester buildings. I set the areas for where the tree cutting takes place. After a couple years, the new and mature growth matches or exceeds the logging.
In my experience, 1 forester hut with 2 families per 1 woodcutter and 1 logging camp. Set the work area right around those buildings, and it will take a year or two to balance itself out.
Messaggio originale di Jabberwocky:
In my experience, 1 forester hut with 2 families per 1 woodcutter and 1 logging camp. Set the work area right around those buildings, and it will take a year or two to balance itself out.
how many families in the wood-cutter & logging camp? 1 or did you mean 2 in all buildings?

Thx.
My usual forestry setup for endgame (level 3 large town) is as follows:

- 2 logging camps, 1 empty, 1 with 1-3 families depending on what's needed
- 1 woodcutter's camp w/ 3 families
- 1-2 foresters wi/ 2 families each
- 2 sawpits w/ 2 families each
- 4 charcoal kilns w/ 3 families each

In my experience, 1 fully staffed forester can easily supply a full logging camp and woodcutter with enough regrowing trees. Needs a year or two to balance itself out, though.
Mine are pretty close to Jabberwocky's I'm new to the game though have five large towns with populations two above 500 the others just near it.

It's pretty micro managed to start.

- one logging camp (the only time you need more is to stock-pile for the manor)
- two woodcutters (three if producing charcoal)
- one sawpit
- (three charcoal if point taken)
- three foresters

There's a storehouse very close to all of this set to accept only charcoal, firewood and planks. (No market stall)

That's set up like an industrial park.

The staffing - The logging and sawpit each have a dedicated ox. Only the coal burners have two or three families the other buildings only having one family each (maximizing generic storage space so flow never ever backs up). Every family assigned also come from the closest burgages to the area. That cuts down the time for them to walk home and back again.

At one time I had over 5k planks in two towns, even though had a joiner, armorer, Fletcher and blacksmith - all double level 3 so that four families each. I had to pause the sawpit to catch up because they were worthless to sell.

Lady Douchebag of Eichenhau is pretty darn particular...


https://steamcommunity.com/sharedfiles/filedetails/?id=3273197669

Is not the best shot but the way she rules Selbitz can get to the point it's hard to see the buildings if not for the smoke in mid summer?

https://steamcommunity.com/sharedfiles/filedetails/?id=3273173875
Ultima modifica da eflat0; 23 giu 2024, ore 13:02
Thanks all. I have set up similarly. Also, I have set up a lone forester, just to see if it grows as expected - when no one is harvesting at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=3273895708
Just as a follow up on the experiment, 1 forester about 20ish trees in year 1, maybe a few more that I cannot tell are new or not.
https://steamcommunity.com/sharedfiles/filedetails/?id=3273959772

But as of Aug, more popped in, so about 36-37 new trees total. (16-17 more in Aug than Jul.) But none appear to be ready to harvest for logs. So the idea that it takes a few years to balance out - makes sense.
https://steamcommunity.com/sharedfiles/filedetails/?id=3273984504
Ultima modifica da CitricComet; 23 giu 2024, ore 11:20
I use two fully staffed Foresters, both working the same area, to cover a fully staffed logging camp and Woodcutter set to the same area. Takes a couple years for the trees to mature enough for logging. Not sure if this is optimal, but it works for me.
Messaggio originale di CitricComet:
Just as a follow up on the experiment, 1 forester about 20ish trees in year 1, maybe a few more that I cannot tell are new or not.
https://steamcommunity.com/sharedfiles/filedetails/?id=3273959772

But as of Aug, more popped in, so about 36-37 new trees total. (16-17 more in Aug than Jul.) But none appear to be ready to harvest for logs. So the idea that it takes a few years to balance out - makes sense.
https://steamcommunity.com/sharedfiles/filedetails/?id=3273984504

Pretty much, once they get going though it continues and they catch up so every tree which goes down is easily replaced if not outnumbered. You can set the work area and size of it (via ctrl+mousewheel). A couple of forester buildings using an overlapping area builds a thick area of forest really quickly.

The one think to watch for though is sometimes a forester family will create a market stall, I don't know why. I just drop the family and reassign it again.
Ultima modifica da eflat0; 23 giu 2024, ore 12:58
Based on my experiments, it looks like planted trees have a 4 year growth cycle before they have grown enough to really look like the older forest growth. But loggers and wood-cutters may begin to harvest in 2.5-3 yrs.
I guess my major take-away is: put foresters to work at least two years ahead of when you want to be harvesting wood in that area selected for long-term use, and then use other areas for harvesting wood with temporary camps until it is really up and running.
Oh... and in the event you have a rich deposit of stone/clay/iron: your foresters can plant in and over that area safely without ruining the deposit. Good double use of area for industry.
(as of this latest build: 09.975)
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Data di pubblicazione: 21 giu 2024, ore 20:48
Messaggi: 11