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I normally my Logging Camp, saw-pit, Firewood Cutters, (charcoal burners if I take the point) all close together and foresters around them and direct those foresters to plant trees tight around those.
I also rebuild forest elsewhere using other foresters to plant trees (for aesthetics) then remove those foresters.
It can take longer to build in forest because logs can get in the way, and chances are your ox needs to travel a ways to get to that forest.
Berries yes. Hunting grounds no. They just migrate. You can even use this to move the hunting grounds to a better location by repeatedly slapping down hunting lodges until they move to a place you like.
However, in the current patch, deer are wonky and move all over the map anyway.
Is this intended they work like this, only plant a small area then stop and wander around looking for more spots in the small circle when it says unlimited area.
I figured they would not build on berries or hunting grounds... anyway I stay away from moving hunting grounds now due how buggy the wild game are, you don't even have to move them and they may bug out.
You can direct them where to plant... you can also change the size of the circle they'll work in by holding the ctrl-key while using the mouse-wheel.
I used to play that way but it takes them near forever to do, or seems so when you've planned out in your head where fields and certain buildings will go.
Gets annoying when the bandits and ai enemy are hounding you and want a retinue of 24 quick, but I'll only build the manor on the highest ground for instance - and a manor can't be easily moved later due servants seldom leave the building, it also never seems to fail that the most and best barely fertility is under the forest.
But can you answer the question:
If you are setting the Forester to unlimited area should I expect the planting area to be limited and for the Foresters to stop and wander aimlessly about after that area is planted.