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Even with 10 fields (all >1.0 and <1.4 morgen and roughly 1/3rd fallow each year) and only 270 pop, the yields are just barely enough. Getting bakery burgage increased bread production insanely over communal oven, so I do get plenty of bread and a lot of flour leftover even with 2 level 3 bakeries, but I always quickly run out of barley and flax, so Ale and linen production is harsh.
My point here is i guess that it works at this low pop still, but the farmers are working soooooooo inefficiently atm. I feel like this should be manageable by half as many farmer families, especially since I have 4 plow oxen.
I make two of fields be plowed/used right away. I set two to be active the next cycle, then the last two for the 3rd cycle/year. This way I have two fields each year, while the other recover/fallow. 1-2 windmills close to fields. I generally don't let granaries stock flour, I plan for 2-4 bakers to be closeish to the windmills instead.
Seems to work pretty well for me, I usually end up drowning in bread after a few seasons. I do use the plow/assigned ox. Oh and that's with fertile land, of course. If I want barely, I'd do similar. Six fields, only two active each year.
That said I don't tend to try to get farms up and running until later when I have a bit more population etc. Edit: and yes it's all kind of wonky, but it can still work fairly well if you work within its wonkiness. :)
Person above me groks it too.
I've never, ever, had a problem with farming. Ever. Release version and beta test. 1 family per 'active' field, fields near the farmhouse, houses near the farmhouse. Throw an extra one in if I didn't go Ox plowing. Never. A. Single. Problem. Even with the wacky hijinks.
Since the fallow setup is 3 slotted, and 2 fallow cycles essentially = full fertility again, I just went with that. It allows me to set it and forget it, basically. I don't want to have to mess with/think about altering what crop grows where/when, doing the sheep pasture stuff etc.
I've also drowned in flax/linen before. In towns with 600-850 ppl.
Barley farming is a bit more annoying because of the (pre-betapatch) silly ale consumption rate vs. growth cycle downtimes. I tried a few times to just import malt (not barley). If you're good at making money relatively quickly, thru trade or house-levels, it works with a lot less hassle and over time, as a steady trickle, you can get away with importing surprisingly/relatively little malt even for very large populations. At least on Normal/Easy approval/tolerance settings, I didn't try harshest.
But yeah, it sounds like it could be OP if that's the case/it remains that way when patch goes "live."
Last time I did that I couldn't figure out why people were complaining about not enough food types.
Bread.
And flour.
Everywhere. Rapidly solved by dedicated bread and flour granary next to the ONE windmill and the bakers, while shutting it out of everywhere else...
Also, why the hell people building multiple windmills, hah. I had one, for 4 active wheat fields, and it kept on trucking all winter long, nice steady supply of flour (and then bread) all year long >.>
I think somewhere around 800-1000 population you'd have to increase # of fields/workers some perhaps. But it's also possible by the time you need more than 4-5 *active* fields per year (per crop) most avg. people's PC's would be down to a crawl anyway.
You didn't need the patch (or the test version) to be able to harvest in March/April.
Game allowed you to do that since the early access version launched!
Been getting harvest in March and September of every year for awhile now.
Harvest grain (emmer or rye) in March & replant with Barley for the September harvest.
And I haven't downloaded the new test version.
Mix a single field of Flax in occasionally based on the need for Flax or fertility without ever needing to let a field go fallow for a season.
As a general rule barley makes good fertility conditions for either type grain and wheat/Rye does the same for barley, Flax makes decent fertility conditions for Rye & resets the Barley/wheat loop so to speak.
Somewhat work's in the real world that way too, My parents used to plant Rye in the fall just to plow it under in the spring & the reasoning behind it was for the natural fertilizer.
Helps if your fields are all on land with decent fertility for all emmer, barley and flax to begin with, but works decent even if one of those fertility is a bit low. Rye perk helps a lot as well.
1 morgen= 1 family.
Hell, 1 ACTIVE morgen= family.
Building big is, frankly, a horrible idea. Which people keep doing. With fields. With veggies. With orchards...and then complaining that they can literally SEE things not working that big, yet it's somehow the games fault...
Farming IS broken. But even broken, it still works pretty damn well.
Mine's a little nuts, but a herd of oxen plows it all fast. My way isn't ideal, but it works for me; just a lot of "force harvest" then some "unforce harvest".
Harvesting starts in May and ends around July/August. I think I'm going to leave everything fallow next year because I have too much everywhere. 800 bread here, 2.5k bread next door because I used the bread to barter for berries. Poor bakers are exhausted.
https://steamcommunity.com/sharedfiles/filedetails/?id=3246393411
You, my friend, have problems.
And I applaud you for those problems, because that is completely gonzo, hah.
Eh, wot? I just noticed, low pop, high houses. You go for single wides for everyone?