Manor Lords
Veggie Gardens / Apple Orchards
Hi all - got 1 of each in my village currently on massive 1 morgen plots with 2 families covering them. Is that too large? Thanks!
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113/13 megjegyzés mutatása
Greetings,

The Veg gardens are seasonal.
The Apples take 3 years to produce a full crop, year 1 and 2 only give small yields. (and seasonal)
- The chickens for eggs produce year long.

Now the large fields for Veg's is the way to go, additional family house in the plot, upgraded house. I normally run 2 plots with very large gardens, works for me.
Personally. I've been doing subdivisions of like say ... lets make this simple. I do the very simple plan the map into a grid because yes i'm american and all good things come in very overwhelmingly large grids - then in that grid i subdivide 2 rows of efficient housing - i do this around 1 square of huge market - i suspect that... the market may be too large. there's no apparent way to "control" what is in the market. not sure if the devs intended this - anyway = circle the market with houses; then - focus on building the "suburbs" lol = doing the larger plots of 4 houses/ with 4 "expantions" or grandmas huts - or whatever so that 2 families share a plot - and then i do about 8 farms for every grouping of 16 typical houses. this gets the growth pretty fast - but it does taper off. I've done this sim farm and orchard; both produced about 1k apples for about 16 or so iterations of farm/apple - that's only about 2 perfectly square "morgans" - I am at a sticky point though - because after apples and veg - the food "meat" "berries" and "eggs"... don't seem to be produced at a high enough rate to be useful. I assign almost 40% of the population to make eggs and i have 25 surplus eggs.. so... i personally don't love the balance.

but I think conceptually - the intention wasn't to design the entire population to make hen coops(add a building for that in the future?) - it was simply put in there for phase 1 of developing the city meal plan -

that being said: i'm REALLY struggling to get a balance of veg apple/ third food... cause it's difficult to balance the others - also; it might not be too important; because ideally you could have the othes, meat/berry/honey/bread as a sort of; reserved for tier 3 people anyway - BUT ; seems not implemented yet. fussy AF -

honestly to say it all in just a few words - careful with the overly large plots and not getting any population to support farming/harvesting the plot. you'll likely NEED the row of houses that "come" with setting up the farms to simply manage the farms- the surplus farm workers do float around to the smaller farms and help with production and - i clarify that i have about 300 pop - and 3 farmers "workplace" buildings so like 18 (focused families) - you might also investigate adding oxen (maybe horses... haven't seen understood the difference) - because you need about 2 oxen per say 15 or 20 workers - cause moving stuff around causes huge inefficiencies - keeping the population boom means managing the growing transport requirements as well.
Legutóbb szerkesztette: boohboomagoo; 2024. ápr. 30., 21:57
9erRed eredeti hozzászólása:
Greetings,

The Veg gardens are seasonal.
The Apples take 3 years to produce a full crop, year 1 and 2 only give small yields. (and seasonal)
- The chickens for eggs produce year long.

Now the large fields for Veg's is the way to go, additional family house in the plot, upgraded house. I normally run 2 plots with very large gardens, works for me.

Large plot for apple orchards also increases their output...
boohboomagoo eredeti hozzászólása:
Personally. I've been doing subdivisions of like say ... lets make this simple. I do the very simple plan the map into a grid because yes i'm american and all good things come in very overwhelmingly large grids - then in that grid i subdivide 2 rows of efficient housing - i do this around 1 square of huge market - i suspect that... the market may be too large. there's no apparent way to "control" what is in the market. not sure if the devs intended this - anyway = circle the market with houses; then - focus on building the "suburbs" lol = doing the larger plots of 4 houses/ with 4 "expantions" or grandmas huts - or whatever so that 2 families share a plot - and then i do about 8 farms for every grouping of 16 typical houses. this gets the growth pretty fast - but it does taper off. I've done this sim farm and orchard; both produced about 1k apples for about 16 or so iterations of farm/apple - that's only about 2 perfectly square "morgans" - I am at a sticky point though - because after apples and veg - the food "meat" "berries" and "eggs"... don't seem to be produced at a high enough rate to be useful. I assign almost 40% of the population to make eggs and i have 25 surplus eggs.. so... i personally don't love the balance.

but I think conceptually - the intention wasn't to design the entire population to make hen coops(add a building for that in the future?) - it was simply put in there for phase 1 of developing the city meal plan -

that being said: i'm REALLY struggling to get a balance of veg apple/ third food... cause it's difficult to balance the others - also; it might not be too important; because ideally you could have the othes, meat/berry/honey/bread as a sort of; reserved for tier 3 people anyway - BUT ; seems not implemented yet. fussy AF -

honestly to say it all in just a few words - careful with the overly large plots and not getting any population to support farming/harvesting the plot. you'll likely NEED the row of houses that "come" with setting up the farms to simply manage the farms- the surplus farm workers do float around to the smaller farms and help with production and - i clarify that i have about 300 pop - and 3 farmers "workplace" buildings so like 18 (focused families) - you might also investigate adding oxen (maybe horses... haven't seen understood the difference) - because you need about 2 oxen per say 15 or 20 workers - cause moving stuff around causes huge inefficiencies - keeping the population boom means managing the growing transport requirements as well.

My last town that was going well started running out of food because chicken coops only produce 1 egg, so just enough to sustain 1 or 1/2 of a plot and then my farm crops kept getting destroyed due to the weirdness with harvesting crops in September. - Do the extra workers help with the orchards and veggies or are you referring to fields of Barley/Rye/Wheat/Flax? In my current game I'm going to research deep mines and then just mass sell clay tiles and Iron tools/whatever to pay for rich people extra food. Everyone else will turn orange from the amount of carrots they eat.
Peter Griffin Gamer Version eredeti hozzászólása:
chicken coops only produce 1 egg,

They can't produce only a single egg, as there's no way you'd end up with a surplus... I could be wrong, but it doesn't seem to math...
Ruin eredeti hozzászólása:
Peter Griffin Gamer Version eredeti hozzászólása:
chicken coops only produce 1 egg,

They can't produce only a single egg, as there's no way you'd end up with a surplus... I could be wrong, but it doesn't seem to math...

They used to produce 2 per month but im psure the dev made it so they only produce 1 since before eggs were the meta in the EA version youtubers got.
Garden's ftw. Next to berries, these badboys output the most food with the least amount of investment. Try for the additional housing in addition to making a huge backyard, so there is enough family in the plot to handle the garden space. Garden veggies visually persist through the winter, but I can't honestly tell you if they actually strop producing or not. Some say yes, some say no. I never run out of them, so I don't watch closely.

Haven't tried Orchards yet, so can't say, but I've read less than wonderful things about storage and distribution issues with them. Aside from that, they export for a tiny bit more than other foods.
Legutóbb szerkesztette: Scaristotle; 2024. ápr. 30., 22:44
Veggies and Apples aren't holding up my food supply for whatever reason - always sitting at 2 month supply.
Peter Griffin Gamer Version eredeti hozzászólása:
Veggies and Apples aren't holding up my food supply for whatever reason - always sitting at 2 month supply.

In my primary region, I run about 2 large gardens and 3 medium-sized gardens. These produce about half my primary food needs. Berries cover the rest, with eggs, meat and the like check-marking the food variety approval bonus. I limited desired surplus to veggies and berries to 150, just to control a bit of granary space. 173 population. Hands down the best food related development, that I've tested is Forest Management A Rich berry patch will have 256 berries each growing period, and it's renewable-- for a single dev point. (It'll take 4 workers all season to clear that).

And that is also the selling point of gardens, imo. They are the cheapest backyard development, not requiring a t2 upgrade, or a development point.

Arguably, one can easily skip the food upgrades, leaving room for Trade Logistics, as well as gunning for Plate Mail, with enough gardens and splitting between berries and hunting. At least until the size of the town catches up with production.
Legutóbb szerkesztette: Scaristotle; 2024. ápr. 30., 23:25
Scaristotle eredeti hozzászólása:
Peter Griffin Gamer Version eredeti hozzászólása:
Veggies and Apples aren't holding up my food supply for whatever reason - always sitting at 2 month supply.

In my primary region, I run about 2 large gardens and 3 medium-sized gardens. These produce about half my primary food needs. Berries cover the rest, with eggs, meat and the like check-marking the food variety approval bonus. I limited desired surplus to veggies and berries to 150, just to control a bit of granary space. 173 population. Hands down the best food related development, that I've tested is Forest Management A Rich berry patch will have 256 berries each growing period, and it's renewable-- for a single dev point. (It'll take 4 workers all season to clear that).

And that is also the selling point of gardens, imo. They are the cheapest backyard development, not requiring a t2 upgrade, or a development point.

Arguably, one can easily skip the food upgrades, leaving room for Trade Logistics, as well as gunning for Plate Mail, with enough gardens and splitting between berries and hunting. At least until the size of the town catches up with production.

Unfortunately the area I got has rich resources of Clay and Iron - good for the market (except the rooftile industry collaped). My previous game with a super berry bush like you said was doing very well until my town grew too much. I have multiple farms for veggies, small and large and 2 large for apples. Are my workers just not harvesting them?
Keep in mind that workers of gardens are not Artisans and work other jobs. If they have a job to do, they will work instead of garden. Otherwise, they should pick them up eventually. Make sure there is enough space in your granaries. I've read that apples fill up the pantry before they are delivered, the yield of which may vary from year to year as the trees mature. Keep them around and check for apples the second year of growing.
Yeah, the apples fill the pantry fast, so I upgraded all the homes to 2 for the larger pantry; as first year of orchard, I got 150 apples from 3 orchards. If that's a 'fraction' of what mature trees will do, I'm scared.
boohboomagoo eredeti hozzászólása:
Personally. I've been doing subdivisions of like say ... lets make this simple. I do the very simple plan the map into a grid because yes i'm american and all good things come in very overwhelmingly large grids - then in that grid i subdivide 2 rows of efficient housing - i do this around 1 square of huge market - i suspect that... the market may be too large. there's no apparent way to "control" what is in the market. not sure if the devs intended this - anyway = circle the market with houses; then - focus on building the "suburbs" lol = doing the larger plots of 4 houses/ with 4 "expantions" or grandmas huts - or whatever so that 2 families share a plot - and then i do about 8 farms for every grouping of 16 typical houses. this gets the growth pretty fast - but it does taper off. I've done this sim farm and orchard; both produced about 1k apples for about 16 or so iterations of farm/apple - that's only about 2 perfectly square "morgans" - I am at a sticky point though - because after apples and veg - the food "meat" "berries" and "eggs"... don't seem to be produced at a high enough rate to be useful. I assign almost 40% of the population to make eggs and i have 25 surplus eggs.. so... i personally don't love the balance.

but I think conceptually - the intention wasn't to design the entire population to make hen coops(add a building for that in the future?) - it was simply put in there for phase 1 of developing the city meal plan -

that being said: i'm REALLY struggling to get a balance of veg apple/ third food... cause it's difficult to balance the others - also; it might not be too important; because ideally you could have the othes, meat/berry/honey/bread as a sort of; reserved for tier 3 people anyway - BUT ; seems not implemented yet. fussy AF -

honestly to say it all in just a few words - careful with the overly large plots and not getting any population to support farming/harvesting the plot. you'll likely NEED the row of houses that "come" with setting up the farms to simply manage the farms- the surplus farm workers do float around to the smaller farms and help with production and - i clarify that i have about 300 pop - and 3 farmers "workplace" buildings so like 18 (focused families) - you might also investigate adding oxen (maybe horses... haven't seen understood the difference) - because you need about 2 oxen per say 15 or 20 workers - cause moving stuff around causes huge inefficiencies - keeping the population boom means managing the growing transport requirements as well.


best way i found is just going all in on commerce.

you buy and sell at the same price, and trust me, when food cost 3-4 instead of 13-14 its a huuuuge difference.

from there, i just focus on buiding stuff with infinite production and sell that.

Infinite stuff include

Sheep > infinite wool or you can go all the way to gambeson
putting goats for hide in people's backyard.
gatherers with upgrades, selling 2g/leave is fair amount early on, and its again free money 3/4 of the year.

last game i had 40 sheeps, 4 people taking care of that, and despite selling all i could i had over 600 wool in storage and >1500 gold.

and i had 2 crafters one for hoods (requires dyes) and one for gambeson > selling extra
one boot crafter to turn free hides from goats/hunting into leather then boots > selling extra.

but if you have the chance to land in a place with metal, pick deep mines upgrade extract metal or clay, make tons of metal slabs or roof tiles, and build weapons/armor. you can sell 1 mail for the price of 10 bread, with 1 fully staffed trading you never run out of anything you open a trade route for and money is flowing like crazy.

it also thin your logistics to producing high value exports everything else you can import fairly easily.
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113/13 megjegyzés mutatása
Laponként: 1530 50

Közzétéve: 2024. ápr. 30., 21:37
Hozzászólások: 13