Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
An off season supplement to reduce dependency on grain itself.
You end up working less with just grains. While your guys are sowing and harvesting in winter and summer, mine only walk a few steps to the granary to grab some grain and a few steps to cook it up, anytime they want, year round. Plus it frees up 2 entire seasons each year for me to hunt or start up building projects without ever being worried about food for my people or animals. Plus, all the straw allows you to have more animals, and with set limits and auto-slaughter, I constantly have an abundance of meat and bread. And lastly, whatever pulses you don't eat will expire at the end of the next season, whereas grain lasts 2 years.
I really did try with pulses when I first started but it's just not worth it. If you ever need to supplement, you can gather berries and fish.
I think we are looking at a lower population point at around between 50 to 80 when we farm pulses for food compare to those above 100s which no longer matter given the size of the workforce where only the placement of the field matters.
As for fish and berries are worse of than rearing animals for food, for fish sources are limited linear stretch of fishing front, while berries and wild grain might be good for early desperation will beat the farming cycle off the charts as folks just cannot help but get distracted and run almost everywhere wasting travel time accomplishing little in exchange.
I understand you probably hit snag whilst the post grain harvest is great chance for building/rebuilding but pulse farming just interfere with building efforts.
But as supplement they are usually smaller than grain fields they are certainly valid supplement and more than welcome if a grain plague hits hard during those low pop days.
I am in your shoes as well.
So I just checked and plot for plot grain yields more food. With average grain at a 2-1 and rye and emmer slightly higher with bonus yields.
That aside I will still use pulses as a food source if for no other reason than to give my idle townsfolk something to do in winter.
And if I continually overproduce grain id rather turn the plot into flax which has 5x the trade value before its turned into other goods
it may sound pointless, but when you start hitting 200+ population, having off season foods that save you grain really does help.
I guess that depends on your play style. Even with high pops I have excess meat and grain year 'round, even with a brewery running and 7 full stables.