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回報翻譯問題
Appreciate the feedback. I am aware of the items above that you noted, but I just haven't had the same issue in my game play-through yet on this item in particular.
To your point about playing long enough, I bought the game two weeks ago and have 40 hours into a single session. No doubt you have more play time as you have owned it longer, but I've experienced most parts of the game at this point and still don't see the need for more than 2 workers on a farm. It also only gets easier as time goes on, which is why I highlighted the focus on the beginning state where you lack all the upgrades that make it trivial in the future. 40 hours is more than sufficient to be able to critique game design decisions for an early access title and make suggestions.
I anticipate the main point the original poster was getting at is what type of game is the developer trying to create? Are they working to create a survival sim where you micro-manage resources or a job simulator in part where you micromanage people being on specific jobs and moving them elsewhere as needed.
My preference is option one there and a game that does this extremely well is Universim, which isn't out of EA just yet, but has come a long way. If you don't have that one on your list, I would suggest taking a look at it.
I used 4 farmers on the first farm so that I could re-assign them more quickly.
See my 'Early Easy play' guide's Stage-Redo section to see the effect.
I have a lot of laborers available that first year so 4 farmers was easily doable.
Generally, I do 1 farmer in the first crop fields in the early game.
Crop fields and orchards, in the early game, are to insure food diversity.
Gathering huts and Fishing, in the early game, are about offsetting the hoarding impact.
Pastures and Hunters hut(s), in the early game, are about processing resources.
It think this becomes clearer in my research game documentation in my guide.
That is, my 'Early Easy play' guide's Stage sections document the early game.
I'm encouraging all players, posting in this thread, to document your arguments.
I'm eager to see those arguments ... but refer to them from guides / videos ... more powerful.
How does 'Settlement Survival design' guide sound?: laying out the EA design plan?
A lot of discussions questions could be answered by such a guide.
What type of information should such a guide have?
Personally I think if they explained their design philosophy and shared a roadmap for the future, those two would be crucial to have. People all have different ways they want to play games and I know it is challenging trying your best to accommodate those as a game developer.
Having your philosophy out there can help to ward of questions on specific choices made, given the direction they want to take the title. The whole 2 farmer vs. 6 slot thing is a reasonable example of this.
If you have potatoes, you can easily do it 50% or 1 worker...
If you've only played one difficulty level, or a single play through, then of course you've not come across the other scenarios where more are needed.
Disasters, harsher climate (sometimes all your plants die off in fall/autumn) or just the need for it to be rushed so you can use those workers elsewhere are all examples of why a single worker taking a month or more to harvest isn't feasible. Again, my main suggestion would be trying other difficulty levels, and these things that seem broken or redundant will make more sense.
How to determine the most efficient number of workers?
I daily review all posts to stay on top of whats going on in the game.
I'm interested in fellow players working together for the good of the game ... max fun.
And, of course, making a few friends ... many is always better than one IMHO.
Similar thoughts. Not trying to take the OP's intensity and run with it, but it is true that we will not all have the same experiences with the game or same interests in what we want the game to become.
The game has a lot of potential though and I like where it is going right now.
That is a bit lazy. Build a 15x15 farm that is further away and try if 1 person can plant all the crops, add tools to the mix to see if it makes a difference and so on.
I started not to long ago. On easy such a field a bit outside of the market range, with brickroads, works with 2 people for me
Use one worker, see if:
1) All of the field get completely planted before harvesting starts.
2) All of the crops are gathered before winter kills them.
If both one a two happen .. great, 1 farmer is enough. If there are parts of the field not planted or crops left with one farmer .. add one to the mix, rinse, repeat until you plant a full field and you bring in all crops.
How hard is this to try?
At the beginning of the game .. I usually have 4 per max size field.. after roads get maxed out, I usually can go down to 2.
The entire thread could've been resolved first response with 'time to harvest decreases with more workers, and there will be floods'
Farming X food per tile.
And this makes sense.
Explaination:
A farm makes an X amount of food per tile. Not per farmer, that would be unrealistic.
The per tile is realistic. Since in real life the yield of a farm doesn't go up when there are more workers, the efficiency does though; aka more workers = less time to harvest the fields.
A certain size farm makes a certain amount of food, may be less, but never more.
In a fishing dock, more people means, more people to catch fish.
So more fish will be caught, which is realistic.
Settlement survival is a survival game with high managing capabilities.
A 6x6 field/farm will be perfect for 1 farmer: it can seed and harvest in one season.
A 8x8 standard field/farm wil need 2 to be most efficient and so on.
I've played with this by putting down 6x6 and 8x8, 12x12. And play with the amount of workers. You can actually kind of see what is most efficient for your needs/size of settlement with the output. How bigger the field = more people needed = bigger yield.
Early game though smaller farmers, like 6x6 with only 1 farmer could be the way to go. I usually start with a fishing dock and 2 6x6 farms. And if I have a fertile patch I'll split that up in 2 farms that fit over the whole patch.
(Only the tiles on the fertile patch get the bonus, which further explains why it's realistic you don't get more food from more workers, but from more tiles.)
Same for pastures and stuff.
It's not an easy game if you want to micro manage. But the game provided a good base. Nothing wrong with the game, I think it's the way you think about how it should work in your eyes, but in reality they implemented a pretty realistic gameplay.