Workload is only an approximate measure that counts tasks vs. Try to keep wild beans/grains out of your harvest work area because it's a long walk for this one plant, and your guy could be harvesting multiple plants in your fields in the same amount of time. I'd also suggest clearing the area around your granaries into "food zones" with several hearths and mortars to speed up food production.īerries and fruit/nut trees are good, especially if they are growing in clumps and are close to town, and also because child labour is applicable to them, freeing up the adults. Try setting sickle limits to 50-75%, and put your granaries near the side of town where the fields are. If you see beans lying around when autumn arrives, or grain lying around halfway into winter, those are pretty good signs you've got too many fields, or too much going on in general. However, if you have too many fields, your guys can end up too busy to collect your food into buildings (as harvesting has automatic priority). The slow bits are collecting said beans/grains and putting them into a granary, and harvesting, at least until you get bronze+ tools. In the fields your guys will harvest several plants in a row before going home, so that's efficient right there. Try selecting prey manually and de-selecting the adults before tasking hunt, or if you're desperate for food, manually grab a bunch of guys and micro them into a death ball before sniping your desired prey.ĭiversifying crops is good, and I'll suppose your fields are half beans, half grains. When everyone has compound bows the hunting work area is actually pretty efficient, but before then, I try not to rely too much on hunting. The hunters may not always (depends somewhat on workload) go out in a big death ball to insta-snipe animals before the whole herd scatters after one animal dies. Your hunters will (due to some randomness in the guy chosen to perform the task) sometimes be fatigued or hungry. Let fish limits be infinite, so as many fishes are harvested as possible.Īgain, if you have hunting work areas set up, expect some degree of inefficiency. I would task 1 guy to each 3 water spots, just so the randomness of water/mud gathering makes it more likely the water tile has recovered more when my guy goes to fish it. ![]() Water tiles are also progressively further away from town, adding to the inefficiency. ![]() This makes fishing somewhat inefficient, especially because your guy will return home once he has his 1 fish. The fishing task is also queued as soon as the water tile has 1 fish available (max 3). Imo the issue is not the number of people being tasked on food production, but rather how efficiently they are doing it.įish spots compete with mud/water gathering (and vice versa).
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