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Rapporter et oversættelsesproblem
I tried also. With idle folks.
You get 1 egg per month and 1 hide per month. (Even with double plots). It's just than if you finish your shed in Marsh and you pass to april, you have a free hide (It doesn't work for eggs).
It's funny, they eat eggs before bread (If you have no stall)
"-Egg and hide output from extensions halved (1/30 days instead of 1/15 days)"
Nope
Hides and eggs are produced PER house, not families.
Veggies and orchards are based on the size.
Also as a fun fact, a double size house eat and use the same amount of goods as a single house. So if you have a double house at level 3, with 4 families, they will still need 1 food, 1 clothing and 1 fuel only, effectively making the family consumption 1/4 for each family.
Pretty much you want to make 99% of your houses double size to reduce their consumption and only have single houses for artisans because you dont really need 2-4 families to make bows, shields, whatever, except maybe the bakers.
Honestly the inconsistency of food consumption - or at least what feels like inconsistency - not worth trying to figure out at this point. I'll wait for more patches and possible changes to the system before trying to over calculate it all. It's all likely to change a bit anyway.
So, I was right, good to know. :-D thanks for making up for my laziness, those tests are boring as heck.
In the case of chicken coup houses it really doesn´t matter. 2 single plots produce 2 eggs, a double plot produces 1 egg. But in both cases they eat what they produce are de facto self reliant. They are per say just families added to the overall pool of workers who don´t consume extra food.
So, it´s a question of efficiency. In theory 2 families taking care of 1 chicken coup should be more efficient.
One benefit I can see for double family plots is to do with Warehouse / Granary workers (or even the family in a house) are super inefficient at collecting the goods produced in a house. With an additional family in the plot that's more people who could clear a backlog of apples / vegies. Because the granary inventory of the house fills up really fast but then "production" stops. So additional family is not just more people carrying those apples out of the property but they get an extra cart too.
I'd have to test to see if that is the case, as that's currently a big issue having vegies and apples stuck in the house storage. Putting aside crops not being fully collected it also slows you down in getting that 100% market coverage.
With veggies they get planted and ploughed the first year only then just need the family to harvest. You can scale veggie patches larger but also need to take care the time of year when you upgrade the house to have a vegie patch because it's possible to have a family not finish ploughing the land and you'll see lighter shaded veggie patches indicating it didn't get finished and yeah never gets grown on. Since you don't re-plough you've ended up with a larger house being half used or so. All that for only 15 gold.
wouldn't ever bother with eggs, they're more expensive than veggies and produce far less food. Barely enough to sustain the family hosting the chickens. And since you need food teleported from the market to a house for it to count as a 3rd or 4th unique food type to level the plot up to level 3... So the eggs in the house wouldnt count unless they got taken to market and teleported back. So really you're just fulfilling starvation if the market is deleted.
Applies are by far the most dependable mega crop primary food, closely followed by vegies but i've found apples to be wildly abundant. Do need to waste 3 years and it costs the most, but yeah. I think 68 apple tries is the max that can be in a house garden but thats each tree providing at least 1 apple per month