Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Thx.
- 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.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=3273895708
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.
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)