field work
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__@bythelee__
https://yewtu.be/channel/UCq6Rv-yv_goMLLjHP7ENS5Q
Field size is CRITICAL. In my first farming venture, I relished the fertile region and made massive fields of 10
to 15
morgen. Added heavy plough, and assigned oxen.
Then watched in dismay, as ONE farmer with an ox started to plough one big field. After 4 MONTHS, he had not even ploughed 10% of it. And worse, the pathing for ox ploughing wastes a lot of time walking from one side of the field to the other, to plough parallel rows at opposite edges of the field. The time gained by the plough is thrown away by poor pathing.
I deleted the field, since it would take years to plough. Subdivided it into 9 plots of 1
to 1.5
Morgen, then watched in astonishment as a fleet of ? farmers with oxen ploughed ? small fields with little wasted walking in about one month. During that time, the other family members (3 farmhouses each with 4 families - 3? farmers minus the ? with oxen) decended on the other three fields, getting them ploughed by hand, AND sown with grain, before the first ox ploughing finished. They then swarmed the remaining fields as each ox finished ploughing, getting the whole lot done inside 2 months. Compared with several years for one ox to plough the same area, I was surprised just how effective this was.
Please take note, the issue was not the number of fields or total area under cultivation. It was how that area was divided up into 'manageable chunks'.
I have NOT assigned the limited area to my farmhouses - unless the farms are extremely well balanced for size, some will finish before others, and the idle farmers will head over to help the others. While I do have my farmhouses on the town side of the fields, and the town is central to the region with the fields around the edges, this helps a little with reducing the "commuting" done.
You can also assign the field "priority" - setting some fields to be more important than others. With 3 to 6 fields, you can set the order they are ploughed/sown/harvested by ranking their priority level. I have not used this, but it might be worthwhile setting the smaller fields to higher priority, to get them ploughed and sown (and hence growing on their own) before the big time sink of the bigger fields get started. The key point here is that if you have large fields that take significantly longer than others to complete, you should probably subdivide those fields.
The other tip mentioned but not stressed, is to have 1/3 of the fields lie 🔃fallow each year. That way the farmers are handling 2/3 of the fields every year, rather than all of the fields for 2 years and then nothing in year 3. In other words, you should have a minimum of 3 fields to start with. And after that, try to keep the total field AREA evenly divided into 3. Because whether ploughed by ox or by hand, each space in the field takes finite time, so you want to have that total area as similar between years as possible.
The last detail is to cluster the active fields into groups of the same year, to minimise farmers walking from one field to the next. They do not need to be the same crops within each cluster. Just active in the same years, and 🔃fallow in the same year.
My greatest 🐻bugbears are the ox assignments. This applies to logging camps and sawmills as well, and not just farmhouses. Telling a farmhouse to use livestock assigns the first ox (in historical acquisition order) to that farm - even if it is stabled on the other side of the map. It does NOT take the ox patiently waiting in the stable right next door to the farmhouse. Doh! And, as far as I can tell, there is no way to change this. Unassigning and reassigning the animal never changes which animal gets assigned. And the animal assignment to the place it is stabled cannot be changed either.
But if the stable/hitching post is MOVED (repositioned, such that it is demolished and rebuilt) the animal stabled there seems to remain the same. The animal does not get reassigned to another stable during the move, even if you have empty stabling they could be moved to. So, you CAN get the ox closer to where it is working... Worse yet, buying new oxen does NOT assign them to the stable they were bought from. They go to an empty space in the historical order the stables were built in. Further confused by "when" the hitching posts were upgraded to stables. Except for the Packhouse, which can stable two animals and goes instantly to the top of the allocation tree for new animals.
The tactics concluded from this are: (in the absence of sensible placing and allocation, which might be resolved in later patches)
- do NOT upgrade from hitching posts to stables. Build another hitching post next door, if you need another animal close by. This keeps the animals at a one-to-one ratio, making it easier to move animals to where they end up assigned, by moving the hitching post. Nothing is more aggravating than having two oxen in one stable, assigned to farms/logging camps/sawmills on opposite sides of the map. (This might get resolved by building two new hitching posts, and demolishing rather than moving the stable).
- when (if) you build a packhouse, your next two animal purchases should be mules, to fill the packhouse stables with animals appropriate for the packhouse family. Even if you don't plan to use the packhouse (you will need a packhouse just to receive goods from another region, even if you do not use that packhouse to trade).
="Friday June 14, 2024">3 weeks ago
ipfs://yewtu.be/channel/UCNLsVhN8J9sDE1im5pVYRIw
Thank you for the video.1 Regarding FARMING the best way to farm is very simple. Fertility is a resource that depletes at 2%
when a field is growing and recovers by 4%
when field is on Follow. What you do is plant in March, unemploy pops from the farm, then in October employ pops to Harvest and select the field to be on follow. 8 months growing and 4 months resting = you can reuse the same field over and over without loosing fertility.
- Note force harvest checkmark should be on.
https://yewtu.be/watch?v=KHQsb2x3TSE
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rush
@ggwagmi1236 ###
i hate the plow so much ...
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Buildings
Buildings
|
|
---|---|
Administration | |
Farming | |
Gathering | |
Industry | |
Logistics | |
Mining | |
Residential |
Burgage plot
· Church · Corpse pit · Firewood cart · Food cart · Marketplace
(Stall)
· Tavern · Well
|
Trade |
Use ##
The granary is a logistical building used for the collection, storage, and distribution of food within a settlement. Once built, a maximum of four families can be assigned to manage the collection and distribution of available resources. This can be raised to six families when upgraded.
A family will move any excess produce unable to be stored in their own personal pantry to the granary for storage.
However, any resource left outside will suffer damage as a result of being exposed to the elements (rain, winter) and will degrade over time, eventually leading to the loss of the item itself.
Upgrade
pastures
can be up graded to 'fence up', which requires two points of dp's
what is a ((DP)) ...❓
Large Granary ###
- Pantry capacity increases to 2500
- Family limit increases from 4 to 6
storehouse ## The storehouse is a logistics building used to store resources within the 📦generic storage type. building storage to 250 items.
Use ##
Upon placement, the storehouse will require 2 timber to be constructed. Once fully built, 2 families2 3 families can be assigned to work in it.
Families working here will collect any valid resources from the localised generic storages of other buildings (please note that timber is not counted as a generic storage resource, and counts towards log storage at the logcutter camp instead). Collection by storehouse workers is done automatically at all times, even if those other buildings' local generic storages are not full. However, collection is relatively slow and generally does not result in the emptying of local generic storage.
The storehouse has a cart that a family member can use to move 10 resources at a time on roads, which is a key advantage. This often makes a family working a storehouse more efficient than family members working at the other building which have to drop off resources by hand.
Also, note that
Upgrades ##
Large storehouse: Upgrades storage to 2500 items. Increases workplace family spots to 4. Storage will continue to function while construction takes place.
questions
@TheFavorite95
If you rotate crops, will fertility decrease for just that crop, disproportionately that crop, or for all crops equally?
@Warsrecker
@CreativeGamingipfs://@CreativeGamingYouTube
Am I doing something wrong? I build my farms as early as possible with a farm house and one worker (seems like that does nothing since he just waits around and just crops make him work), but still. It started with wheat fertility of 44%. So I let them fallow for 2 years but it did not change a thing. But the moment i grow wheat it lowers the fertility drasticly. One morgen field brought me down to 26%. But it does not regenerate. So initial question. Am I doing something wrong or is it some kind of bug?🐞🐞
how big? Is too big❓
@DJmaschine1
What field size do you recommend once you have the oxen upgrade?? ❓ I seem to build them too big i fear
patch points
⌛ | |
---|---|
Tue, ((June 11,) 2024) @ 02:12 PM Version 0.7.972__->__ 0.7.975 | Added a concurrent 🔊sound limit to hoe & sow 🔊sound effects3 |
⚒️Bumped up pathfinding priority of farming tasks4 | |
Further farming optimizations | |
May 31, 2024 (0.7.972) | |
Tue, (May 21,) 2024 @ 0.7.960 -> 0.7.965 | 🌱Slowed all 🌱plant growth down by around 30%.56 |
Fri, (May 10,) 2024 @ 1:00 PM Version 0.7.955-> 0.7.960 | When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren't the main bottleneck for farming, especially for large fields.7 |
⚒️4Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. ⚒️4Yield may still increase over 100% growth if max yield is not reached. |
(they clogged the 🔊audio buffer when too many people were farming in the same spot)
[([Workingdraft⚒️])]
5: [([🌱BETA🌱])]The reason for slower field crops is to make winter crop make sense.
6: [([🌱BETA🌱️])]The reason for slower veggie crops is cause it was too powerful compared to farming.
7: [([🌱BETA🌱])][Side note: moving harvest season to August is also possible in a future patch if needed]
{{READburgagePlot.md()}}
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