Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
so if my farms have numbers farmer 1 works farms 1-4 then a job to hall water then farms 5-8,then farmer 2 works farms 8-5 then hall water to other water tank then farms 4-1.
and one cook to every 2 farmers.
im probly overkilling a bit too.
seems to keep it at a nice pace for me.
https://steamcommunity.com/sharedfiles/filedetails/?id=1256821266
Personally I just do it by 'eye' so to speak, start with a farm and a farmer and keep adding/upgrading the farms. When the farmer starts to fall behind I assign another. Seems to keep it in balance fairly well.
If your guys are standing around too much give them an additional/different job. If you're running out of food, build more farms for them to work. Bear in mind, the better their skills, the quicker they work & the less failures.
As a note to this I always put the next prospective farmer I plan to assign on grain silo duty for a while to increase their farming skill a bit first.
Of course that is once they are competent farmers.
Early on it would take many more to do the same.
For someone like me who's obsessed with efficiency, the farm system is tough to min/max around.
The more skilled your farmers are the faster they harvest. Once your farmers break in a cycle then 4 is all you shoudl need. A cycle being the time crops reach harvest time, when you first build them all they all come to harvest time at the same time. Then once you go through a few cycles those harvest times become staggered.
Crop failure is due to fertility of the area, not a farmer failing their skill. The planted amount is always the same. Meaning if you have 50% fertility there there is a 50% chance the crop will fail when harvest. While an area wiht 100%+ fertility will always suceed no matter the skill of the farmer.
Yeah I thought it was 4 farmers.
I know I used 6 in the past. I think it was because when you have 4 highly skilled farmers on a high fertility crop you fill the resource bin really fast so it kinda rotates 1-2 of them running to storage while the other 1-2 standing there fill in harvesting while the other do a storage run. This is because you can easily fill the bin 3-4 times.
On 60% or lower it is 4 because you are only going to fill the bin 1-3 times at most.