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I'd have to look it up, but I think the resource outlay is greater for using the upgrade buildings ("tool shacks"?), but you might save on area footprint, and using additional barns for storage could result in the transporters being able to fetch more in one go, but that depends greatly on the AI making the right choices, which it isn't exactly stellar at.
Currently I'm in favour of large farm conglomerates, with a couple of un-upgraded farms to take care of border area strips of land that are too small for larger farms.
Another thing is how workers work, or don't; there are entire seasonal cycles where during sowing, all three decide to be on free time; on a seven-person farm chances are at least a couple do their job, and later all of them can work together in harvesting.
That's a lot of variables to control for, and as such, I'm just mostly following my gut feeling...
Same. I'm all anecdotal at this point, and I'm not sure if I have it in me to do any kind of 'scientific' testing.
What got me really thinking about this was that I had two farms side-by-side. They were nearly identical except that one was a little bit longer and perhaps a little bid more oddly shaped than the other one.
That long/odd one was never sown as thoroughly as the 'normal' one next to it.
I think the odd shape had the most to do with it, because if Farmers use a similar method as Foresters, odd/pointy shapes will cause them to skip around as they work outward in a kind of spiraling pattern.
Personally I just don't care enough to draw a line at all and expand every building as big as I can, I'd rather click 3 farms if I want to check or change something instead of 7 or 21 farms. Especially if you have multiple maxed out farms to begin with.
It also depends on how your plots are drawn, you could for example draw all around the farm house, however, it's not like you can control each workers path they walk to sow or harvest, when they go on free time, when they draw water, grab their food from the market or when they go to church. So it's never really going to be reliably efficient anyway. To me it just seems like a lot of effort for minimal gains to me but we all play differently. :-)
Granted that testing was done with stone masons, and it may indeed be different with farmers. but I'd like to see reliable and repeatable evidence before I believe that farmers were any different.
I also did a quick test during that discussion thread with Wool, Cloth, & Clothes and came to a similar conclusion. (I only let it go up to Level 3, but it was enough to confirm that levels don't matter.)
I have to admit, unfortunately, that's true. I just tested it on an old save. I probably just didn't have the buildings fully staffed on my first maps. ^^
Sometimes, but I think I've narrowed it down to when I'm moving the camera and painting the field simultaneously.
Probably not that far.
Generally, I value upkeep over real estate. A Farmhouse costs 1.34 Coin per Farmer in upkeep. A Tool Shed is only 0.5 Coin per Farmer. (A Tool Shed + Barn combo is still just 1.0 Coin per Farmer.)
So, it's a matter of 18 versus 28 Coin upkeep. Certainly not a deal-breaker, since Coin is pretty easy to come by, but still. That kinda hurts my heart.
To be 'worth it' on upkeep, the smaller farms would have to be 35-50% more productive, which I guarantee won't be the case.
I think with this game I just don't care enough since the trade feels broken, the only time coins mattered is pretty much at the very start, but quickly you'll have too much to spend even if you end up stocking up on everything and coins become useless.
That's probably why I value aesthetics and ease of use over productivity in my game, if there was some kind of money sink that made it feel rewarding and coins weren't as easy to get I would definitely change the way I play accordingly.
I can't get my population over ~1200. There is some kind of ratio that goes off farther in the game. I can't possibly make all the goods, and distribute them to a stall fast enough without more people. Happiness falls, I triage everywhere, then eventually happiness comes up enough, population increases, can't supply, etc. Process starts over.
https://steamcommunity.com/sharedfiles/filedetails/?id=3428116059