in my opinion, it is necessary to make adjustments to such buildings
1 - hunting hut,
2 - fishing hut.
3 - gatherer’s hut
4 - gardener’s hut
Hunting hut
add residential cells
Changes to hunter mechanics
To provide the opportunity to replace the hunter’s individual weapon from a sword to a spear (heavy weapon) - to large aggressive animals - to a wild boar or bear, before the advent of firearms, they traditionally hunted with the help of heavy spears.
In addition, I think we need to add the ability to increase the number of hunters assigned to one building and add small animals like birds or rabbits - various kinds of snares and traps will help here.
Fisherman’s hut
add residential cells
Expand fishing mechanics - allow you to recruit additional fishermen
feeding fish - a special skill or innovation - the hut begins to consume N grain or flour, but increases fish production.
Fishing nets (you need to add such a resource as “hemp” and a building for processing hemp - making ropes and fishing nets)
Fishing pier (this is when the mechanics of interaction with water will be introduced).
Gatherer’s Hut
add residential cells
Gardener’s hut
add residential cells
in addition to fruits, add the ability to plant vegetables and nuts, grapes - produktion a raisin or then you can set up a winery and sell booze
add residential cells? What is meant by this? Small animals are already present in the improved hunting hut. Hunters should change the amount of meat they get from a bear. Now it is equal to deer in terms of meat, although it should be equal to wild boar. And it would be nice for hunters to automatically hunt boars when the level of the hut increases
Increasing the population limit, the word “Hut” itself suggests that this is a residential building, but a person who specializes in hunting, fishing or gathering lives in it.
On the one hand, this should give a certain boost in the initial stages of the game - when at the beginning of the game it will be possible to get living space due to production buildings, and on the other hand, it will not contradict logic when a hunter returns to a residential building from the other end of the map - after all, how did the trappers live? - they returned to the settlement once a season to replenish supplies, and the rest of the time they lived in the hunting area.
It’s the same with fishermen or gardeners.
But how then to collect taxes from such residents? The question of luxury also arises? If it exists, how will it be displayed in such huts? Will the interface of such huts be overloaded? It is also possible to lose time on luxury delivery.
Plants do not grow in winter, so gathering and gardening huts do not work in winter. Other industrial buildings also shut down in winter, but due to snowstorms.
Well, in my opinion, a separate and hunter tax modifier can be introduced for collectors - the so-called salt tax.
In order not to overload the interface, it can be divided into two tabs - housing and production
For workers employed only during the season, you can enter a script that automatically switches them to free activities (construction, resource extraction, etc.)
you wouldnt collect taxes in this case… meat, hides and tallow ect would have to be bumped price in the market. as one would live off grid then after some time come to town for supplies and sell the takings
FYI, “hut”, in English, has no connotation of being a residential dwelling. Huts can be, but in no way have to be. Nobody lives in a beach hut, for example, or a typical shepherd’s hut: they are just shelters. What is problematic is the 1st level cottages being called “shelters”, because this has a connotation of not being a residential building: shelters are temporary housing.