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Take a look at this for exemple: ( the house in the far back)
https://imgur.com/a/uDZV5D1
Huge backyard that has no utility. But it looks good and since the people living in that house are also sheep herders, it make sense they would have a big backyard.
Nah. Always make atleast a tiny backyard for chickens or goats. Its free resource income after a tiny investment of 15-25 silver. And if you make a neighbourhood of goatfarmers you can supply your entire town with leather for clothes.
I just did the 'no berry pickers or hunters before small town' achievement and i was suprised how strong large carrotfields were. Just a tip!
At least, for orchards and vegetable patches. These require time to farm/tend, and this will prevent the family unit of 3 to alternate between whichever job they've been assigned to and their own plot.
Villagers already take some time "off" to gather resources for their home, including water, and spend some time indoors to make it a bit more realistic in terms of how much time they spend either idling or working.
As far as I understand, chicken coops and goat sheds do not require tending to, just to empty the pantry every now and then, which will also means the villager will stop doing their job to do that (unless you have enough warehouse/granary workers that can do the same with a cart).
The space dedicated to backyards, as you said, only has an impact when it comes to orchards and vegetable patches. These will produce more (and take more time to farm) the bigger the plot size. Goat sheds and chicken coops will produce the same amount of skins/eggs no matter the size of the plot.
When it comes to zoning your village, it is really up to you.
Not all house plots need a backyard, it is just a case for you to make sure you have enough backyard space to build whatever you need to advance. Blacksmiths, tailors, etc. If you have enough of what you want to produce, then having a mix of plots with and without a backyard is perfectly fine. Families in plots with no backyard will just spend their time working, but remember that you will not receive the benefit of passive (skins/eggs) or active (vegetables/apples) goods.
Just have a balanced mix that works for the type of settlement you're creating, and the type of economy you want to achieve.
And for the workshop extensions, does it is really a waste of workers to double the burgage slot for two families ?
I mean, some of my industries buildings sometimes have two families working in them. So I guess having a burgage with two families will be the same.
But I guess that some workshop do not require such families, like the blacksmith, the armorer, the fletcher and the joiner ? Not sure.
A tip I've found to solve this is to build a dedicated granary near my big veggie patches and apple orchards and limit the number of items it can hold to just veggies and apples (in the Advanced tab inside the granary menu).
This will make sure you have one or two dedicated granary workers that will continuously go around picking whatever your backyards are producing.
I was having issues with my orchard reaching the limit of 37 pantry items way too fast before my normal granary workers could pick the apples up, with a yield of around 70 apples per year. After building a dedicated granary the same plot was producing around 130 apples as they were able to clear the pantry faster and the villagers would keep picking more apples.
Except for some workshops.
The point of having more families dedicated to workshops is that they produce faster, as it is 2 or 3 (if you have a tier 3 house with a +1 extension) families gathering supplies, loading and unloading goods.
But of course you need to make sure that your economy is capable of supplying the primary goods they need to keep producing, otherwise they will eventually become idle as they don't have the necessary materials (ie, the fletcher and the joiner compete for planks to produce their respective goods).
You can pause the production of goods, but remember that artisans with a workshop extension, even when paused, don't go back to the "free" population that can be reassigned. So you will have a group of people that will consume goods and produce nothing, and it is in your benefit to make sure they're producing things that are necessary, or that you're offloading their production via a merchant.