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@rauminen4167

Slow down for a little bit. If you're going to cut out 90% anyway, you could really afford to take 5 seconds to think. Maybe even 7. …

2 months ago

“Fams,”1
“cp”2
2

corpse-pit

1

u/Pure-Veterinarian979 10h ago

Fams, short for families. Not farms, sorry for the confusion

u/fakerton 10h ago

2

1 Morgan (4 corpse pits) in size.

On an angled turner plot; make a square with roads and fiddle to you reduce the house volume so workers double houses are in a corner and the veggie plot fills the rest. This is also so they have to walk less within their backyard from field to house.

Assign whole veggie house to work a corpse pit, doesn’t matter where the pit is, the point is for them to always be “waiting for work” which forces them back into working their veggie plots and doing nothing else.

A granary right beside the house that only pulls veggies staffed by a different dedicated house, also right beside so the workers can haul quickly between houses and then to a market.

Two veggie plots like this with that second double plot home adjacent to the veggie plots that works the granary should get you a ton of food.

Might find at around 100 families you could use a third veggie plot so plan for that addition.

Often this is best to plan your first two houses as these veggie plots, and then assign corpse pits later.

Same suggestions apply to apples except apples can work other jobs, and start them ASAP.

u/HenriquePoderoso 8h ago
Initially I thought the issue would be granaries3 , but you said 500 in food just disappears, that's super weird.

My only guesses are consumption4 , tithe5 (but you've already said it's not the issue) or trading/bartering.

You mentioned you import food, so just making sure you are selecting "Import" on the market, NOT "Export" or "full trade". If that is not the issue, the only thing that I can image is barter stations. I've had village's depleted of their entire supply of a resource they produce because of barter stations.

iF yOu EvEn FiNd OuT tHe IsSuE pLeAsE lEt Us KnOw!
3

(been there, done that)

4

(but your village can't use all that food even if they wanted)

5

(but you've already said tithe, TITHE is NOT the issue)

u/__PowerfulCheesecake__48 10h ago
Vegetables need a large plot.
One vegetable plot can can feed a large town with at least 51 families. . . probably more.
Make the plot 2 corpse pits by 3 corpse pits, build the housing extension on it, and when it's upgraded to burgage 3 it will have 4 families there.
They don't need to be unassigned. You don't need to assign them to idle jobs6 (people will change jobs on their own anyway).
You can do the same for apples, but the harvest isn't quite as good as vegetables.

6

• u/Ecclessey 10h ago

Yeah this used to work just fine for me, too. But lately regardless of sizes or assignments, the yield is not worth it.

When I have a vegetable plot I run the risk of it becoming negative, but if I dont build them they'll stay zero.

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u/__PowerfulCheesecake__48

u/__PowerfulCheesecake__48 10h ago Vegetables need a large plot. One vegetable plot can can feed a large town with at least 51 families. . . probably more. Make the plot 2 corpse pits by 3 corpse pits, build the housing extension on it, and when it's upgraded to burgage 3 it will have 4 families there. They don't need to be unassigned. You don't need to assign them to idle jobs[^6] (people will change jobs on their own anyway). You can do the same for apples, but the harvest isn't quite as good as vegetables.

Joe Henderson\r\n…
Joe Henderson\r\n\nDude, this is awesome. Thanks so much
u/Ecclessey\r\n\n…
u/Ecclessey\r\n\n• u/Ecclessey 10h ago Yeah this used to work just fine for me, too. But lately regardless of sizes or assignments, the yield is not worth it. When I have a vegetable plot I run the risk of it becoming negative, but if I dont build them they'll stay zero.

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