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报告翻译问题
Yes, very much. Pops go home to eat etc once a game month. If a farrmer has to walk any distance to get home then both plant out in spring and harvest can get delayed and a lot of the harvest get lost to frost.
Build houses for your farmers next to their fields, and barns too, and this problem will go away for you.
Not really, there are different weather settings so sometimes winter will come a bit early.
Different vegetables grow at different speeds.
Some vegetables are more frost resistant than others so can be harvested later.
Maybe learn the game a bit better before you start with the "broken af" and "♥♥♥♥♥♥♥ stupid". Just a thought.
It get frustrating as hell some times but basically you have to have housing, material storage and food storage scattered all over so your people can fetch it and eat/get warm etc. It's all part of the challenege.
*I think*
The Market helps blanace resources in various storage places within its circle.
There is also a mod that makes the villagesrs more efficient about where they wander around.
I also like to start harvesting when the farm is around 90%, the rest usually still has time to grow and you decrease the loss from not harvesting before winter. Cattle ranches are the most efficient ways of producing food since 1/2 can run them solo but they take years and years to get up and running.
Yes in the sense you always want to have pops live as near as possible to where they work. You want to make roads where people tend to walk to and from work, market, school etc. Put schools near to where the kids live because the less distance they have to walk to school the faster they graduate from school. And so on.
Becasue pops walk at a "realistic" pace on screen it takes them months to walk any distancs in game time. It's very important to grasp the implications of this. You need to plan your settlement layouts around it.
And it's not broken - it's deliberate by design as it's one of the key mechanics that generates a loss condition. It's designed to create a death spiral in a variety of ways, but most often food shortage, if you fail to design your settlement to properly account for this walking time.
Well you don'tr want to go overboard on that :)
To get this right you need to understand market mechanics which unfortunately are quite complicated and difficult to work out by sight.
1. Market vendors use wheelbarrows that carry a lot more than any other pop can carry in one trip. Thus it is *far* better to have a market vendor deliver tools and coats to a farmer's barn than it is for the farmer to walk to market to get them. This makes market vendors incredibly productive (more accurately they make all your other pops much more productive) although this is not immediately or visibly obvious.
2. Market vendors have a priority list of actions.
a) they go out to forest and farm barns etc within their market circle of influence to bring goods to the market
b) when in-market stocks exceed a certain amount they will then deliver stocks to outlying famer and forest barns etc within their circle of influence. They will try to make sure outlying houses witin their circle of influence are near a barn that is stocked with all four food categories, tools, coats and firewood.
c) Once they've stocked the market anhd all the farmer's, miner's and forester's etc local barns they will check if there are any goods available elsewhere on the map they don't have access to within their market's circle of infuence and if there are they will travel to wherever on the map to get some. So if one settlement produces a lot of wool coats becasue it's next to a trading post that imports wool, those coats will eventuaslly make their way to all the other markets (if there are enoug of them of course).
If during play you don't see your remote farmer's barns well stocked with all kinds of food, tools, coats etc this is telling you you haven't allocated enough vendors to your market.
3. Experienced players lay down markets immediately then suspend the build until it's actually needed (even at the very beginning of the game)
Thereby showing the market's circle of influence on the map if they select it. The reason is it makes placing buildings in forest nodes, farmers houses and barns etc a snap. For example a schematic of how to set up buildings for a heavily argicultural area of the map might be:
market - town houses - farmer's houses/barns - field - field - farmer's houses/barns - field
where your aim is to make sure that the right most barns are within the market's circle of influence.
And you can extend agricultural area by reversing that build sequence towards a second town centre/market like so:
field - farmer's houses/barns - field - field - farmer's houses/barns - town houses - market
At the beginning of the game you will typically do the same sort of thing witrh a forest node:
market (suspended) - town houses - road - barn/stockpile - road - forest node (huts & houses)
Again the key is that the forest node's stockpile and barn are within the market's circle of influence, it doesn't matter where the forester/gatherer/hunter's huts and their houses are. Early game you won't be building such a market immediately but you might as well set the forest node eup right from the get go so it runs like clockwork through the game.
Note that the centre of your first forest node may actually lie within your future first market's circle of influence anyway, meaning you can just put the node's barn and stockpile next the node's hguts and houses.....but it may not be. That's theb advantage of laying down the market first, you know now.
NB: new players find it difficult to allocate enough pops to market vendor jobs becasue intuitively it seems that each one equates to one less productive farmer/forester/gatherer/whatever and the game doesn't really provide any direct data in the UI to quantify market vendors' contribution to overall colony productivity. Best way to counter that feeling is to think "wheelbarrows". There's a reason why the invention of the wheel was a big deal.