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Where do you get the odd number of 60 from?
I've been looking for information about optimal farmer numbers but I'm having a hard time.
From this thread[shiningrocksoftware.com] on the Shining Rock forums:
Bit less than 60, but it's pretty close. I also read another thread somewhere (I've been looking, but I can't find it, unfortunately) that broke down plot size by numbers of farmers used, with 4x4 - 7x7 requiring one farmer, and 8x8 - ??? requiring 2 (I forget the other values).
With keeping square plots, that's 49 tiles vs. 64 tiles for 1 and 2 farmers, which seems to fit. Has anybody tried 7x9? This would give you 63 tiles, just under the 64 tile cut-off point of "64 tiles needs 2 farmers".
I'll probably stick to 7x7 or 5x10 plots for now to be safe, but I'd be curious to hear from people who have done testing.
Link [www.banishedforum.com]
from the link.
Here's the summary of my results:
- field: 7x8=56 or 5x11=55 (1 worker), 14x8=112 (2 worker)
- orchard: 5x14=7x10=70 (1 worker), 12x12=144 (2 worker)
- pasture: 11x18=198 (1 worker), 20x20=400 (2 worker)
I'm not the person who did the experiments.
I tested them already. Experimented as much as I can. By default, the numbers I gave above (7x8, 5x11, 4x14 9x6) will require one farmer by default. I used 7x8 near my town, for remote farmlands without a close house nearby, I use 14x8. I avoid bigger (15x15 lets say) farmlands, because if a pestilence hits that farm, you may end up in a starvation.
Marketplace warning:
Vendors will transfer available goods to the Marketplace. This may lead to a resource shortage for the Taverns and the Blacksmiths (that are set to produce Steel Tools). To avoid this, you can either bump the production, another solution is building these buildings next to where they are first stored at.
Lets say your Taverns are brewing ale from Wheat. Building a Tavern next to the barn, where your wheat is first stored at, will help that Tavern a lot on the long run. Likewise, building a blacksmith that produces steel tools, next to a storage area near the coal mine will help it making more tools.
Do not have more vendors than you need. Too many vendors mean that most of the produced goods will be transferred to the marketplace as long as there is space. Just having a few vendors that can maintain a percentage over 35-40% will make sure those storages will have enough to keep the processing buildings (Tavern, Blacksmith) keep going.
As said, bumping the production will always help, but for example coal, your citizens prefer coal over firewood when it is available, and your vendors will be carrying them to the marketplace in bulk, which may lead to the problems stated above. Same for your preferred ale "raw" material, your citizens may preffer eating it instead of other stuff first.
Wish there was a way to restrict certain goods to get consumed.