Forestry question

Removal of dead timber seems to help propagate more trees, if by nothing else than clearing land for new sprouts.
Harvesting deadwood also helps clear fog of war as the identified targets widen the AO.

Reasons enough to go running around in early stages of the game.

But has anyone noticed whether or not these particular types of fungus-covered deadstands are agents or vectors for disease that kill other trees?


Is there an urgency to this task that some of us have yet to discover?

The best example I found is in the arid regions where there is a lot of dead wood spread out. My experience is that you get new growth primarily in the areas you chop down. Leave dead wood standing, and growth in that area is minimal.

Whether the fungus contributes to the demise of an area I don’t know. I have never seen an area of growth recede.

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I send the first twelve out hunting dead wood straight away, to get the town hall and homes built.

Always including these fungus-stumps when found to make way for new growth, so I’ve never seen it happen, it’s just a suspicion.

But wood doesn’t seem to last long enough to die of old age once workers arrive anyway.

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I don’t use the work camps. Find the amount they produce so minimal that it’s more beneficial for me to clear cut with all the laborers. Then the trees grow back. Rinse, repeat.

It may just be in my mind where I think they’re unproductive. Hard to compare to laborers doing the same thing the same distance from town.

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It seems to me that Work Camps just add to the load that Wagons are required to shoulder.

In addition to stocking Temporary Shelters at mining sites and moving the ore from the mines to the Stockyards, which they never seem to coordinate a drop/pick for?

They will carry multiple types of food and firewood in a single trip to stock a Temporary Shelter if they use the Market as a departure point from which to stock their load.

Or different food types if available in a Root Cellar or Storehouse if either are the points of departure.

It may well be that this is happening, but I have yet to see a round-trip with a ‘full’ load, or multiple stops to stock everything needed from different locations, in one trip.

As things become more fine-tuned in future updates this may be the case, but currently I have doubts about adding to their duties.

That’s a lot of coding though.

A lot of coding.

Crate must have a coffeeshop on retainer.

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I just tracked a Wagon delivering supplies to a remote some Work Camps servicing three Mines.

It delivered the supplies but ignored all of the Mine’s bulging stocks on hand and began a Park Wagon trip home.

I grabbed the Worker driving the Wagon and had him dismount the vehicle for just a few seconds, then remount, at which time the wagon promptly headed to one of the mines and emptied the stock on hand, transporting it to a Stockyard.

So, it is possible to get a round trip, manually, if your wagons are not keeping pace with your raw materials.

Interesting. Makes me wonder what his task was before you “reset” him. Headed back to the wagon house to wait on another task to be assigned?

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Some sort of proximity, or current task complete trigger, that looks for the next task?

Park Wagon should be the last option once a current task is completed, giving the nearest positive-load-to-destination task available the preference.

I’m going to follow a Wagon after delivery and see how it behaves with tasks waiting.

See if it can autonomously change course on a return trip.

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I just watched a Wainwright do a round-tripper, where they took shelter-stocking goods to a Temporary Shelter, then proceeded to one of the Sand Pits nearby loaded up with Sand and made the return trip to town.

That level of efficiency had not been observed before.

Wagons just became a much better investment.

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It takes about 45-50 work camps with 1 person in (more than enough) to sustain 1k pop village basing on tree re-grow rate only (no planting trees, no changing work area). Might be dependent on map type, checked on arid.

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In nature rotting wood feeds the soil, enriching it. Clearing wood has a detrimental effect over time.

Now what the game does is something else. I’ve only noticed trees growing back regardless.

Deforestation as well as overgrazing in the game should lead to erosion and soil fertility degradation. That mechanic is unlikely to be introduced.

Rotting wood is a one-time event.
The annual dropping of leaves or needles over the life of a tree is continuous.
Both add to soil, but also to the detrimental effect of conflagration through the presence of excess fuel.
Grass fires cleanse, forest fires destroy.
Here in the game, cleaning the deadwood clears the way for new sprouts, but will eventually lead to not enough wood in your stores if that’s all you cut.

My understanding is that the only soil degradation effect in the game at the moment is from over-cropping, which is why I’m composting and rotating crops like crazy in my game!
Physical loss of soil caused by movement of water over denuded slopes and hillsides would also require much more ‘weather effect’ in the game I would think, which would probably require re-coding the rather bland rainstorm effects that appear to be all we have now.
IF they were going to do that, I suggest it would be part of a DLC that also included things like long-term (multi-year) Droughts, spring/autumn flooding (and possible effects like the notorious rasputitsa of central/eastern Europe) and, possible loss of water supplies due to drying up or contamination. Just about all of that is Negative Events, which are a Hard Sell in gaming . . .

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It’s a game, not real-life. So there will be features that don’t make sense in real life, but are used to provide gameplay. In earlier versions players complained there was not enough wood to play, so the rate of wood regrowth was increased. Hence you have regrowth in a matter of years after clearing forests. Think of it as an artificial forestry manager that replants the forest for you.

You are too keen in your observation lol. I never really noticed this as busy chopping.
But will keep on eye on it from now on.

I am stuck on not getting a worker(workers) to chop trees for instance.
Is there a way to control your workers to jobs, say wood cutting.
There does not seem to be a woodman’s shed for this.

Work camps (tier 2 building). You can set them to cut trees in a work area. I usually only have one worker per camp because then new trees will have grown by the time they’ve cut down the other ones.

Thanks for that MF.