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squashes tent to die in early winter and harvest is affected if you are having a delay in harvesting
haven't tried many crops so can't comment on all of them
Beans dont last long when the people is eating but pumpkins do last longer..
So do anyone have something lasting longer than pumkins....?
What you are seeing is just your people eating more beans than pumpkins.
Why they do this I am not sure but in different games I have noticed they prefer different things over others. Sometimes they won't eat fish and I have barns full of the stuff, the next game they wolf them down as fast as they are caught.
Each citizen even children eat around 100 units of food per year. They choose randomly what they eat from food types available to them, either stored at home or available at markets or storage barns if homes need resupply. Citizens eat roughly once every few months (2 on average) more frequently wen health levels are low, but in smaller quantities, around 8 food per month.
They will eat an equal amount (roughly) of food types from each category available to them in a year time. For example about 50% each vegetables and fruits when ONLY vegetables and fruits are available, etc regardless of how many vegetable and fruit types you offer them . Plan production to account for diet. Sometimes a smaller number of citizens can consume a larger amount of a category of food when they lack 2 or more categories compared with a larger populations that has all 4 categories available to them.
100 people eat 10.000 food. 2500 each of apples, venison, corn and beans, for example, when all available. But they will eat 5000 apples and 5000 corn, when that's all they can get (consumption for 200 people when 4 categories are available).
DIET
There are 4 food categories in game, PROTEIN, VEGETABLES, GRAINS and FRUITS, each of them can be provided to your people usually from several sources (buildings or fields), with the exception of grains which can only be produced by crop fields/farms. You can trade for any and ALL food types from all categories, however not all traders coming to your docks will accept food as a currency and for trading purposes any food type (beef, venison, pepper, mushrooms, corn etc) count as food regardless of their trading value! Feeding your people requires you to provide food from at least one category and eventually at least one food type from all four categories.
This is referred to as diet, and it directly affects the general health of your people which makes them healthier (less prone to spontaneous disease outbreaks, or rather more resistant to disease in general), more capable for work without interruptions and thus more productive, and it avoids the constant usage of herbs (the only way to increase health outside providing your people with food from all four categories).
The health of your people will constantly decrease by one full heart per year when only one food category is available, half a heart per year when 2 categories are available, will not change with 3 categories available and seem to increase by half a heart per year when all 4 categories are provided.
There is currently NO advantage obtained by providing your citizens with more than one type/source per category, in fact due to the way Market buildings work is better not to!
FOOD CATEGORIES
[source : [url=http://shiningrocksoftware.com/forum/discussion/3606/food-types-a-ready-reckoner,]http://shiningrocksoftware.com/forum/discussion/3606/food-types-a-ready-reckoner,[/url] all credit belongs to Kangaredditroo for putting together this info]
Random supply : the price of goods when the merchant randomly chooses what to sell
Ordered supply : the price of goods when you ask a merchant to carry that good (once or always it doesn't matter). Ordered goods suffer a 25% price increase across the board (all goods) from base price (random supply)
PROTEIN:
Food Type Source Random Supply
Beef - Cattle (pasture) - 3
Chicken - Chicken (pasture) - 3
Eggs - Chicken (pasture) - 2
Mutton - Sheep (pasture) - 3
Venison - Deer (hunter cabin) - 3
Fish - Fish (fishing dock) - 1
Chestnut - Farming (orchard) - 1
Pecan - Farming (orchard) - 1
Walnut - Farming (orchard) - 1
FRUITS
Food Type Source Random Supply
Apple - Farming (orchard) - 1
Cherry - Farming (orchard) - 1
Peach - Farming (orchard) - 1
Pear - Farming (orchard) - 1
Plum - Farming (orchard) - 1
Berries - Forrest (gatherer hut) - 1
VEGETABLES
Food Type Source Random Supply
Bean - Farming (crops) - 1
Cabbage - Farming (crops) - 1
Pepper - Farming (crops) - 1
Potatoes - Farming (crops) - 1
Pumpkin - Farming (crops) - 1
Squash - Farming (crops) - 1
Mushrooms - Forrest (gatherer hut) - 1
Onions - Forrest (gatherer hut) - 1
Roots - Forrest (gatherer hut) - 1
GRAINS
Food Type Source Random Supply
Corn - Farming (crops) - 1
Wheat - Farming (crops) - 1
On small maps, this is OK but I would suggest getting at least 10 cows on medium and larger maps, in particular for larger maps. This allows you to split off the herd if needed. However, if one plays without the need for splitting then this is good.
As for what I noticed: bean and wheat do harvest earlier in the year, so all things being equal (such as house distance, barn distance, etc) you can have a little bit bigger field for those crops. Squash also can be harvested even up to late winter (Iirc) so that can start later or have a bigger field also.
Although there is no kind of bread-making recipe but the villagers do use wheat as a food source (and presumably turn it into something cooked, just like they do for the raw chicken or beef), so if you plan to use it for alcohol also, you may want to take that into consideration when making your setup.