Weedcraft Inc

Weedcraft Inc

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How good are growers?
I'm finding a key cap on profits is grower inefficiency. Sellers can't sell product that hasn't been grown - and growers feel very inefficient indeed to me.

I understand the rule of thumb is that a skill-1 grower can handle three plants. I doubt they are even that effective, but a skill-5 grower surely can't handle 15 plants. I had two grow rooms holding 8 plants each tended by three level-3 growers unable to keep one seller consistently supplied (selling to three 'Ordinary Joes' at $3/gram above market price).

Training is a particular problem - poorly skilled growers cut plants back too far and may even ret-ard plant growth more than the rate they would grow unattended. Whatever their skill level, growers are less efficient than players tending plants directly, especially those with basic perks, and the game tells you as much.

A particular issue I've noticed is that pumps are very expensive to maintain and ill-used by growers. I've observed them hand-watering the entire grow room and then being unable to use the pump as all plants had been watered! I think whether they hand-water or use the pump is random - and a lot more inefficient than more intelligent AI would make it.

Another problem seems to be that it's hard to allocate more than one grower to the same grow room without them tripping over each other and the second gardener idling rather than working. Allocating the second grower to help out in a second (worked) room when idling in the first doesn't seem to work either - they just sit around watching the grower working inefficiently in the second ('overflow') grow room too.

The point of this thread is to appeal to other players that have actually run the numbers to give more accurate rules of thumb as to efficient grower/plant/seller ratios and--if the game proves sufficiently broken--for the devs to tweak it accordingly.
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Showing 1-4 of 4 comments
Hotshot Apr 17, 2019 @ 4:20am 
I played in legal way, always have 4 growers and 1 seller in each town control. When they're lv up enough, they can finish their job very fast. You can have 3-4 buildings for growing and produce epic quality products in every crops. All you have to do is breeding the strains to match patients need and change the crops for mercenaries that will give you a lot $. I finished 1st campaign with 1million$. Still playing 2nd campaign, feeling much easier when understand everything in the game.

The most important thing is to give it sometime for understand the system. The most enjoy part is when you found how the things work by yourself.

The hardest part of this game is try to launch the game with out black screen crash.
Landrassa Apr 17, 2019 @ 5:16am 
As growers increase in skill, they not only handle more tasks at the same time (1 + growing level) but they also do so at an increased speed, so the improvement is exponential. 3 or 4 level 5 growers can quite capably handle the supply side of a typical city
therealjohnconnor Apr 17, 2019 @ 5:58am 
Certainly looking forward to my level-3 growers in Boulder getting more experience then. Still - more exact ratios would be helpful for all of us.
Greenborg Apr 17, 2019 @ 8:01am 
It will be hard to give a exact ratio since grow speed can be changed by perks, strain effects and pots. There is alot of stuff to take into account as legendary quality is not worth for all grow room so a grower is sometimes better to be overworked. Its alot of testing to get that info and it might not even be good for all grow rooms anyways. But in short it's a lot of variables to take into account.

If you can't keep up with demand raise price. If you supply runs out you missing out on sales that can be 1000s of profit each month. As long your strain is in top 3 it will sell.

To the growers being broken part i will say no, it felt like it when i started but it's not when you get a better grip of the game. The pump might be broken have not had a point where it was worth sacrificing a plant for it.
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Showing 1-4 of 4 comments
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Date Posted: Apr 17, 2019 @ 2:04am
Posts: 4