[Feedback] Arborist needs improvements

At the moment the Arborist ist not very useful in any game stage especially in late game.

Atm i have 2 T2 Barns with 12 cows each plus a cheesery. With this i produce about 1800 Cheese, and can slaughter ~3 cows (additional 1500 meat).
With this setup i produce ~3300 Food per year, i need 4 Pops for the barns, 6 for the cheesery and 1 for the wheat field for the food (11 workers). The space for this is round about 2 Arborists

One Arborist produce about 200 Fruits per year, after some years u must manually replant the fruit trees and because the workers need time to plant the trees it takes even more time for the Arborist to get full efficient again. So i cant see any advantages for focusing on Arborists (ok u need fruits for t4 Housing)

My suggestions for it:

  • buff the amounts of fruits u get

  • add more workers that water the trees to keep the fertility high. (build a well nearby for better efficiency)

  • add a “plant” and “auto-replant” option. If you built the building, set the radius where u want. Than set the ratio of the trees (like the Fletchers where u can set the Arrow/Bow ratio) than click “plant” and the system adds trees in this circle.

  • maybe slower grow time for the trees but much longer lifespan (like in real life)

  • maybe use fertilizer to boost the yield for a few years (like +40% in year 1, 30% in Year 2 ans 15% in year 3)

  • Trees produce waste for the compost (maybe spoiled food too? Time for a Tier 2 compost)

9 Likes

I share the sentiment, I had max 40 fruit per year from 6x7 orchard.

In addition to the suggestions, let bees have a boosting effect on the orchards and vice versa.

cheers,

3 Likes

I wish grazing with cows among the trees would increase the fertilization of the soil, but it apparently doesn’t.

I think it actually does improve fertility where the cattle graze. Heard it somewhere and testing it out now. If it is not the case then definitely an improvement to the game mechanic we can suggest. Overgrazing is not affecting the grazing quality currently, also a suggestion one can make.

I think the fertility for trees and crops are different though. So expanding the option of adding fertilizer to trees, and possibly having cattle graze in between, might be nice.

[Update] The fertility of the grazing area definitely goes up and grazing quality definitely goes down. So this works as expected. Now to see if grazing quality recovers over time.

1 Like

It affects the fertility for farming but doesn’t seem to affect the fertility shown when placing an arborist building. At least it didn’t last time I tried.

Waking this thread up, because it would be very nice to have an “auto-replant” functionality at least.

4 Likes

Auto replant AND fertility from grazing addressed :smiley:

2 Likes

My grazing quality falls a few percent every 2 or 3 years.

An issue I have with the arborist is the circular area of work on a grid layout.
It’s very hard to tell at the borders whether a tree actually falls within the work area or not.

I thing the grazing area of the barn and the working area of the arborist should be inverted.

Fodder quality is very slow to reset by itself.

The quickest way I have found is to plant two clovers for one season, then abandon the farm and let it sit fallow.

This will take Fodder down to zero on the next turn, but it will recover to 40% on the second turn.

Then, over the course of four turns it will recover to at least 86% Fodder quality.

Left by itself a field only recovers 1-2% per year.

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