Hunter + Forager solution

Foragers need their target position removed and made limitless. They would need to have options for what they forage. This would require 4 lists, one for each season, then you simply select what you want them to harvest during said season and they will automatically search out the closest source.

Would be nice if you could eventually grow your own plants, kind of like what you can do now with moving Blueberry bushes, which would tie into proficiency and could act as a t2 building.

Would love proficiency. The more you farm one specific resource, the better you get at it increasing yields versus the current throwing more people at it.

Also, I was wondering if apprentices would be a thing; a worker that only produces 50% of the normal yield, but once fully trained would produce 125%, 150% for educated apprentices, or simply have the educated apprentice achieve full training faster.

Both profession and apprentice would put a greater emphasis on protecting your people as much as your gold.

Just some ideas i have been thinking of all day. Playing this glorious game, I have not enjoyed city builder so much in a very long time.

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This is a fantastic suggestion. Having to micro your foragers multiple times per year gets old fast — to the point where once I reach mid-game I just start ignoring them altogether.

Why do you bother with micro-managing foragers? I simply set their work radius and never have any problems with them gathering stuff unless it’s in the water. Are you all that worried when they’ve gathered everything and can’t work any more? Don’t they deserve a little idle time for being good gatherers? I’m honestly confused why some people are doing this. :woman_shrugging:

LOL, I love how nightsoil collectors have no work area and roam all over the place, spending non-stop hours working in the most inefficient way, but gatherers… “Nope, I gathered the stuff within 100 meters, that bunch of nuts over there is 105 meters away… I’m not getting it, I’m done for the next 4 months!”

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Because in the early game growth, and on harder difficulties/maps, food production is the one thing you absolutely must min/max. You can forget to move your work camp, but if your guy goes to get greens and mushrooms and you forget to move it back to berries nearby, you’re hosed that winter.

Because most city building players care about efficiency, and current forager is horrible to manage, you feel punished every time you forget. And the fact I have to loot so much stuff to get to the thing i’m actually after is frustrating also. You may not care about it, but a lot of people do.

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