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But the deal for Vege & apple is......you need 2 family living inside 1 slot for it to be at least efficient.
As for the size of the Burgage, it actually can't be too large or they actually won't plant all the Vegetables. Too small is also kind of useless. I use the smaller ones for eventually changing to the Workshops like Fletcher. The rule of thumb I use is a 1/3-2/3 split. That is to say, 66% of the "backyard" is used for farming while the 33% is for the Housing.
For Apples only I do make it a little longer, so maybe a 1/4-3/4 ratio.
But aside from the carrot farm thingy, it's very little.
They refil water from time to time for the chicken/goats etc.
The carrot farm however can take months to initially set up when the fields still have to plowed, and even after that it takes quite some time to pick all the produce if they are too large, to the point that in harvest season they need to dedicate their time for it.
isn't it 4 families?
The issue was that the "soldiers" your created took the people from that Job.
The moment I disbanded my Soldiers/Unit, they turn back into normal family/peasants and went back to logging camp and started to cut trees.
Even if it is not intended, I think it's a reasonable way to explain why the game doesn't show you that :) I think it adds up to the management/sim part as you have to eyeball how much you plant.
Some extensions take away work time seasonally-- vegetables and apples.
Some extensions take away work time permanently (until you demolish the plot)-- everything else is considered an artisan's workshop-- the bowery, cobbler, tailor, smith, joiner, etc. You can't assign artisans to workplaces-- their burbage plot is their workplace. Any additional families living on the plot also count as artisans (so a lvl2 has 1-2 artisan families, a lvl3 has 2-4 artisan families).
Schedule your seasonal extensions with more flexible jobs. But don't assign them for farm work which have similar plow/sow/harvest schedules (and thus less work getting done on the big farm).