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It could for sure be a bit more clearly indicated to help new players find it the first time.
A forester or farmer zone isn't just tied to the zone, but to the specific building and the distance the characters have to move to process that zone.
So they represent zones that have a limit on how big they can be based on the distance to the buildings that they are tied too. A forester or farmer works within a very specific area. It also means that only one of that kind of building can operate within a specific area. You can't have two farmers farming the same field
Meanwhile something like housing isn't limited on distances in the same way. There's no central building the characters have to work from; the house are just built where they fit.
Meanwhile something like wood harvesting being a general zone means that two or more woodcutter buildings can operate in teh same area of forest. They can have the same work area as each other rather than being distinct.
There are multiple reasons for those zones to be building-specific for example to provide full control over where each building is operating on the map as well as for optimisation so workers only have to "search" within their building's zone and not all zones of a certain type.
To be honest, unless I set it immediately by noticing it was an option to do from the building panel, it's not likely that I'd even be able to discern which building is which since they all seem near the same color and variants of the same shapes.
Oh well, it is what it is even how illogical it seems to a new player.
Finally, yes the icon above the building should and did alert me to the problem but when I read it without clicking it, it just frustrated me that I couldn't find it in the paint toolbar, and was about to report it's missing in the paint toolbar as a BUG.
You don't want foresters walking miles to reforest all over the place; farmers can't even reach all of a field if you make it tool large.
Once you learn where things are these systems do make sense. I could see an argument for making foresters just have a foresting general area effect, but I think the risk there is that players would make it too large to be efficient for the forester from the building. Whilst there are no limits; having it bound to the building makes you think about where to place it in relation to the worker.
There's also another aspect which is that it stops two foresters or farmers working the same area. Which would lower how efficient they are if they both go to the same spots.
There's certainly some room for QoL improvements with these systems
In a way yes, but also no.
I think its part of the non-grid function of the game creating more organic style settlements. So the area a farmer will farm varies based on a load of criteria. As a result you don't even get the same area with the same number of farmers each season. It sprawls organically so there area possible varies depending on the setup.
I feel like how it is now works well with that. You define an area and then see what the farmer can reach with your setup and the terrain etc... and then adjust as needed. A bit of experimentation but I think it lends itself well to the more organic style of settlement buliding going on here.
Just my thoughts on it.
Edit: fixed spelling and grammar.