So food management is a huge part of this game, and so far I’m loving every minute of it. I stated to really play with the farming portion. Was it intentional to make farmers utterly useless during the winter? I mean I have 50 farmers, and as soon as that last crop is done these villagers, sit and do nothing ALL winter, nothing. I get that they cant farm anything during the winter, but just sitting doing nothing? Their action marker says unable to work. I feel like, when they aren’t doing their primary function, they should at least do some laborer work. I know its like that in other similar games, which is why I’m asking. So, is this intended? or is this an issue, as it stands now I have to watch the seasons like a hawk and fire all my farmers in the winter, and rehire them in the spring, and its extremely tedious. I get that there is micromanaging in the game, and im down with that, but his is a bit much.
I usually do the same in the beginning of a city.
But once I have enough people I don’t play with the farmer (or forager, arborists, …) numbers anymore.
But indeed it would be nice if they joined the laborer team. If they did, I guess it would be possible to have it also for other professions when the base resources lack (potter, weaver, depleted mine, etc…).
Yeah, thats what im saying. its just so inefficient to let them sit there all winter twiddling their thumbs. If the AI cant do their primary function, they turn into laborers, then lets say its a pottery maker, they have no clay to work with they shove off and build something, but when that clay comes in, they finish what they are working on, and resume pottery-ing!!! So you think this was intentional or is it a bug?
I think it’s a trade-off (or an oversight).
It’s much simpler code wise to settle them in a position.
I don’t know how it was coded (totally unfamiliar with Unity so their code base is complete gibberish to me).
But I’m not sure how tasks are handled. Doing what is suggested would mean that they would need to join the laborer pool, do a task and stay with it until it’s finished. That’s not the way it seems to be coded.
For instance:
cut wood and bring it to stockyard
take resource and bring it to where it’s needed
etc…
With a few instances where a task can be “interrupted”:
extinguishing a NEARBY fire (currently everyone on the map even the poor guy on the other side exploring )
raider/predator close by … run for your life
But “stock shelter” should simply be an other task (that does not interrupt an other one). When I see an explorer nearly on the flag … and go back because of “stock shelter”
+1 to have the option to have a category of worker roll over to “laborer” when idle for a certain minimum time (for example). Yes, right now, in the early days of a settlement, I spend a LOT playing with the labor pool throughout the year–especially the farmers in winter. I even missed a raid once because the Professions screen kinda covers everything… XD
Feels like making us constantly fool with the labor pool (Professions screen) balance is a bit intentional…?