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* In the latest opt-in branches Shrines of capacity no longer benefit farming (or anything for that matter). This doesn't seem to be a bug, but rather a intended change?
* Size 3 plots given their out of whack construction timer may not be the best choice if you actually want to play somewhat actively rather than setting up a ton of size 3 plots to be built and then walking away from the game. And size 4 plots are just outright out of the question in that regard given their initial build timer is over 1 hour!
* So with those timers on size 3 and size 4 plots, size 2 is generally the better comprimise if you're not playing AFK/Idle and actually want to be generating more food in the next 10 minutes, rather than the next 30-60 minutes.
* As mentioned: http://steamcommunity.com/app/232810/discussions/0/540742667378126519/#c540742667506250240
So with that, things like god seed, trees, buffs etc don't seem to do jack to farming plots as the income amount seems static to 1 farmer = 1 food/wheat. Unless the plot is out side of settlement range in which case it gives 0 food/wheat.
Also noticed one thing missing from this 'guide' is a actual explaination of how the new system works in general, instead it just tells you how to play without letting you know how the system works. So a general explaination of the system 'as is':
To confuse the hell out of as many people as possible. :p
Really though, who knows. The lack of explaination and presentation of the whole concept seems to be a huge farse to begin with.
You won't gain wheat per hour in any real sense of the word regardless to what the 'official explaination' or in-game stuff says.
Income per farmer and consumption per abode are balanced to a perfect 1:1 ratio, so you'll always have exactly the same amount of wheat until you build a new abode or assign a new farmer to work a field.
In which case you'll lose 1 wheat or gain 1 wheat respectively, and remain at that new level until another change in the balancing act occurs.
Purely speculative, but I really do get the impression that the devs at 22Cans claimed they had implemented something they hadn't, presented "Fluff explainations" of the idea behind the concept as explains for the actual mechanics to try sell the idea that there was something going on where it wasn't.
Though of course apparantly "None of that matters now, pretend it never happened, forget about it and just make do with whatever is handy. A whole new system is coming next month to replace it all and we're confident it will be good".