Foundation

Foundation

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What the job level of the villagers do?
For combatants, I know it increases their might. But what about other jobs, like farmer? Does it increase their efficiency somehow? But how would that work for transporters, for example, and other jobs that don't have that production bar fill up?
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Showing 1-15 of 31 comments
Combatants? I thought there's 0 PvE and its a full chill-mode game?
Float07 Feb 1 @ 11:45am 
There's no real time battles or something like that. You build your army, make them train and send them on missions that happen outside the screen.
Last edited by Float07; Feb 1 @ 11:46am
Suljin75 Feb 1 @ 12:51pm 
It appears to influence the work efficiency. Hover over the green doughnut, and places having workers of higher level appear to push over 100%. So I assume it speeds up the rate of production slightly
Float07 Feb 2 @ 9:26am 
Originally posted by Suljin75:
It appears to influence the work efficiency. Hover over the green doughnut, and places having workers of higher level appear to push over 100%. So I assume it speeds up the rate of production slightly

I have a farm with 3 lvl 5 farmers and the efficiency is just 100%. I've never seen this go above 100%. How did you manage that?
ash Feb 3 @ 6:55pm 
I have 3 level 4 woodcutters in a lumber camp and efficiency does not go above 100%

I asked this same question about 2 years ago. From memory the answer at that time (from just a community mod, not an actual dev) was work levels have no effect.

Don't be surprised if that is still the case even after this 1.0 release, it would just be more of the same amateurish, disorganised behaviour from these developers.

The 1.0 in-game help and tutorial of course make absolutely no mention of work levels so it would indicate like many things in the game they are completely shallow/pointless.

Great deceptive selling point for screenshots/videos though.
Last edited by ash; Feb 3 @ 6:55pm
Float07 Feb 4 @ 1:12am 
oof those are some strong opinions. Thanks for sharing your thoughts though.
Shike Mar 9 @ 2:26pm 
I have a full farm and when I hover above the green circle it says 120%. And the funny thing is that all 7 of them are lvl1 farmers :D
Valck Mar 9 @ 9:34pm 
Originally posted by Float07:
I have a farm with 3 lvl 5 farmers and the efficiency is just 100%. I've never seen this go above 100%. How did you manage that?
Originally posted by Shike:
I have a full farm and when I hover above the green circle it says 120%. And the funny thing is that all 7 of them are lvl1 farmers :D
AFAICT, efficiency depends on the number of workers; ie. for a farm, 3 workers equals 100%. If you add extensions ("tool shacks" IIRC) and more workers, "efficiency" goes up. I don't think the workers' level has any effect in this.

The "skill" level might affect things like movement speed or extraction rate, but if so it's very subtle, and I'm actually just speculating.
Job level affects the output of a workplace. Play long and often and enough and you can tell there is a difference. How much difference, in exact numbers, no idea.

I say this because if you put down a new building to make resources and then start using it you get used to it producing about X amount. Then an hour or tow later you are producing way more than you were before and your workers are like level 4 or 5 or so.

In order to quantify it into a number you would need to do an @#$%load of testing. You would need the following:
- A group of workers for each job level
- A group of workers that are always level 1
- There run the results 2-3 times for each level
Yeah that is far too much work and hassle to prove the bonuses exists when you can clearly tell they do exist, but you just do not know how much.

Job levels affecting the output was something activated in the 1.0 release.
Last edited by Bored Peon; Mar 10 @ 5:00am
Float07 Mar 10 @ 12:23pm 
Originally posted by Bored Peon:
Job level affects the output of a workplace. Play long and often and enough and you can tell there is a difference. How much difference, in exact numbers, no idea.

I say this because if you put down a new building to make resources and then start using it you get used to it producing about X amount. Then an hour or tow later you are producing way more than you were before and your workers are like level 4 or 5 or so.

In order to quantify it into a number you would need to do an @#$%load of testing. You would need the following:
- A group of workers for each job level
- A group of workers that are always level 1
- There run the results 2-3 times for each level
Yeah that is far too much work and hassle to prove the bonuses exists when you can clearly tell they do exist, but you just do not know how much.

Job levels affecting the output was something activated in the 1.0 release.

Thanks for sharing! Another idea for testing is to simply measure the amount of time someone takes to do something. I've never tried though.

Also, is there any official announcement about the effect the villagers' levels have? Since you said it got activated in 1.0 I got curious.
Last edited by Float07; Mar 10 @ 12:23pm
Bored Peon Mar 10 @ 12:40pm 
Originally posted by Float07:
Also, is there any official announcement about the effect the villagers' levels have? Since you said it got activated in 1.0 I got curious.
Not really, their tutorials and stuff are incomplete, missing, or lacking on some game mechanics.
Float07 Mar 10 @ 1:34pm 
Originally posted by Bored Peon:
Not really, their tutorials and stuff are incomplete, missing, or lacking on some game mechanics.

Unfortunately, I strongly agree with you here. Hope they fix it soon
Valck Mar 11 @ 1:15pm 
Originally posted by Bored Peon:
In order to quantify it into a number you would need to do an @#$%load of testing. You
I did a quick test comparing a level 1 stone mason (fresh off the town square) and my valued level 5 one, three runs each.
The beginner took between 2:00 and 2:11, and the almost-master took exactly the same, between 2:02 and 2:10. The variance comes from the time it takes to move between the different work stations, which did not appear to follow a set pattern.
Now granted, that's a very limited sample, but as a non-statistician I'd say that is still a good enough indicator that job level does not matter. Maybe over the entire length of a play-through the master level mason would produce a stone or two more than a newbie, but it doesn't take that long for a newbie to become master just as well, so in the end, same difference. "Social level" on the other hand – promoting a serf to commoner – makes a big difference, pretty much doubling the output.
Originally posted by Valck:
Originally posted by Bored Peon:
In order to quantify it into a number you would need to do an @#$%load of testing. You
I did a quick test comparing a level 1 stone mason (fresh off the town square) and my valued level 5 one, three runs each.
The beginner took between 2:00 and 2:11, and the almost-master took exactly the same, between 2:02 and 2:10. The variance comes from the time it takes to move between the different work stations, which did not appear to follow a set pattern.
Now granted, that's a very limited sample, but as a non-statistician I'd say that is still a good enough indicator that job level does not matter. Maybe over the entire length of a play-through the master level mason would produce a stone or two more than a newbie, but it doesn't take that long for a newbie to become master just as well, so in the end, same difference. "Social level" on the other hand – promoting a serf to commoner – makes a big difference, pretty much doubling the output.
Which game speed did you conduct your test on?
The x3 speed is known for missing production.
Valck Mar 11 @ 3:53pm 
Originally posted by Bored Peon:
Which game speed did you conduct your test on?
The x3 speed is known for missing production.
1x speed, I'm aware that higher speeds are reportedly problematic; besides, taking time measurements is just that much simpler if the time to be measured isn't compressed...
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