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If you put them close together and the workers took the grass from wherever the grass was they'd have to do a lot of unnecessary walking back and forth to get enough to fill one up. In-game you'd probably not notice any significant difference if you put them all side by side, but from a realism standpoint you'd want them reasonably far apart.
Here's a wallpaper image of some hay fields in Ukraine. Hopefully Steam won't delete the link. If they do I'll upload it as artwork. Imagine how much extra walking they'd have to do if all those hay stacks were lined up on the sides of the fields and they had to walk all the way to the other side and back to fill it up, rather than spacing them out all around. In the foreground you can get a good idea of how far apart they actually are.
https://www.wallpaperbetter.com/nature-and-landscape-wallpaper/farm-field-hay-trees-mountains-houses-ukraine-carpathians-242567
Sometimes the fixed radius is a pain, though, because you can't build into it at all. Seems like it'd be a better idea to just mark a spot for a hay dryer and they start gathering as close to it as they can, radiating out as they need to. Let the player decide where is a good location based on the size of the open area and if it's worth sacrificing some of that area to build something.
Thanks for your reply, I guess its a put up and shut up moment lol. The issue with these sort of games is the inflexibility that real life affords you. The fixed radius as you say is a pain. I have a lot of cattle in my game atm and horses so the amount of hay I need is crazy. If I pan out my view all the way the biggest part of my village is obviously the homes, but close behind it is these damn hay dryers that take up so much room it feels like an almighty waste of space. If I could import Hay I probably would because the space they take up probably could pay for the import costs 4x over.
We don't have that luxury in the game so every tile becomes precious. It doesn't help that no one goes to work and stays there in Ostriv, either, so even if you did have unlimited space to build you'd still have to build houses and all their supporting infrastructure all over the place just so they can actually get some work done, rather than spending all their time walking back and forth.
Yeah no kidding, also the distance that a person walks in real life and in game doesnt seem to add up. In game walking 200 yards seems like a waste of time where as in real life some of these people would have walked 1 mile to get to their job and wouldnt have batted an eyelash. I guess its the constraints of the game.
Realistically, yeah, people would've walked a mile or more to get to a job and it was okay because they stayed there all day. They didn't constantly walk back and forth doing little bits of work before leaving to go rest or shop or whatever, forcing the player to build in an unrealistic way that maximizes travel efficiency to make up for a game design that itself is so grossly inefficient.
Most games seem like this nowadays sadly, another game I play Banished is like that too, it can be a little infuriating but I assume the reason they do it like this is because they have such fast seasons and the years pass without really even noticing. It would be like a rave if you put it on fastest speed with a day and night cycle.
Won't someone please think of the epileptics!
+++++++ like that idea