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回報翻譯問題
- 2 x Farms @ 14x8 or 8x14
- 3 x Homes running parallel to the length side of one of the farms so that the homes are sandwiched between both farms
Reasoning:
- A 15x15 farm is both the max size and 4 farmers. 15x15=225. Half that is 112.5 and 8x14=112 (2 farmers), so still close to 100% efficient. Also, 8x7 (1 farmer) is half that... just in case you want 1-off farms.
- 3 homes allows 4 adults to work both 14x8's, leaving 2 potential adults do work other jobs in and around the area while also giving some leeway for other farmers to live "on" a farm area while maximizing efficiency with home-work distances.
In the vanilla game:
The most efficient size crop field is 10x12 with an e/w or n/s orientation. This yields a MAXIMUM of 840 food PER worker. This only requires ONE worker, for this size as well; thus allowing you to place more smaller farms with a higher yield.
The orchard size should be 15x4 with an e/w orientation ONLY. This has a MAX yield of 520 food PER worker, with a requirement of one worker.
In order to get the max yields you should have a barn no more 20 tiles away, (as is shown on my image above), a marketplace/general store/farm stand/etc near by for the farmers to get their tools, and their houses near the farms. *edit*: and educated farmers, forgot to add that. An educated farmer yields 2 more food per tile.
The max sizes for Modded versions with Better Harvesting are 10x20 (e/w or n/s) for crops, and 21x5 for orchards (e/w & even dense orchards).
I got those numbers from this:
http://banishedinfo.com/t/Size_calculator
http://banishedinfo.com/t/Size_calculator/orchard
(Vanilla)
and the other numbers for the modded games from my own experience.
The math seems stable enough on the front side, and I don't think there's anything wrong with it. So I could definitely see where that would be completely doable.
I personally run the Colonial Charter mod so I have some different options on housing and things like that. I run a four set of 15x15 farms currently with a market in the middle. With the extra space because of my market I build houses and the occasional food production building, I shall attempt to make it look normal via special charaters below:
R=Road
F=Farm
M=Market
H=House
RRRRRRRRRRRRRRR
FFFFFRHHHHHRFFFFF
FFFFFRHHHHHRFFFFF
FFFFFRMMMM RFFFFF
RRRRR MMMM RRRRR
FFFFFRMMMM RFFFFF
FFFFFRHHHHHRFFFFF
FFFFFRHHHHHRFFFFF
RRRRRRRRRRRRRRR
I then will run houses and production buildings, as well as storage, happiness, and health, around the edge to help encompass the rest of the Market range. I only run this in my farming districts, I have housing and industrial areas with different layouts.
I have yet to run the CC mod, but only because I play it casually about once a week or less... Peaking my interest though in it being a slightly different game.
Based on your ASCII drawing, could I summize it as being a traditional "spoke & hub" configuration? If so, I can completely see how yours works too. TBH though, I find running anything close to that without the leveling mod quite frustrating for me... I can never seem to get a symmetrical design I approve of.
Glad to know I am not the only one who runs dedicated role based community though hehe! A dedicated "Hunting group", "Fishing group" and "Farming group" are norms on my maps. On large maps, assuming space permits, I have done a dedicated pasture group... minging mining and fishing within all of them.
For me, it comes from so many years of SimCity. Zoning is important, and it helps keep your people happier as a whole if your industry isn't in the midst of your normal housing and such. My suburbon households thank me.
On the subject of "burbs", here's a TIL:
I used to stack homes next to one another because I played without disasters (talking Banished here, not SimCity 2013), but I recently noticed that sometimes citizens will quite literally get stuck and die if they have no space to get between buildings... They can go out their back door and get stuck or take a shoreline walk and hightide (yes, there ARE tides in Banished) locks them in somewhere, causing them to become homeless and starve to death. Sooo... Now I make sure in my urban sites there is always at least 1 space between building cavities for citizens to escape.