Tier 2 Forager's Hut totally nerfed

Since the playtest is locked now, I’ll bring the discussion over here. From the most recent playtest version, I just pulled up an older town and found the medicinal roots to be the same in my tier 2 forager as in a previous screenshot in the playtest threads, 1 per plant. This is on an Idyllic Valley map with the extra resources turned on. That forager’s hut was putting out 70+ roots per year before this change. There is absolutely no point to a tier 2 forager hut with these settings in place. No one needs only 6 roots per year while taking up 1 worker from the labor pool.

The roots and willow seem to be the worst of this. The nuts are showing 11 per bush or 66 per year, still a ridiculously low number for an entire worker to be used for an entire year to produce that amount. I understand the convenience of the tier 2 forager’s hut, but shouldn’t using 1 worker get outputs somewhere even close to what a normal forager could get? This is supposed to bring these foraging items closer to your town when the roots and willow and whatnot are found only in areas that are long distances away. Having to put up 10 tier 2 forager’s huts to achieve the same output as the previous iteration is ludicrous.

The T2 forager hut was nerfed way to much. It needs to be rebalanced as it isn’t much use as a food or item producer. A T1 forager, if micromanaged, can produce over a 1000 food a year if you’ve got a few good spots to move him around on.

3 Likes

Ive stopped playing atm, the overnerfing of stuff has got out of hand, I would rather have a decent building with very good output than some nerfed into the ground building :disappointed:

3 Likes

All this nerfing of the forager and hunter shacks should be remedied. And I got a great idea. I think hazelnut bushes should be made moveable just like blueberries. That would be really nice. :slight_smile:

2 Likes

I agree that T2 has been worsened a bit too much, to the point to be almost useless… and worst part is that the game keeps remembering you through that yellow arrow that you have to upgrade it. Upgrade for what purpose? To worsening outputs, since T2 forager shacks can’t harvest natural resources?

There are two solutions here: one is allowing both harvesting types (cultivating and also keeping narural sources harvesting), and the other is increasing cultivation production to the point it becomes worthy again. Any of both are fine, just please do something. :slight_smile:

1 Like

Plants can be moved?

Only blueberry bushes. Nothing else.

Let me add to this. Forager’s Garden should allow you to MOVE up to 6 WILD RESOURCES to the garden area from anywhere on the map, subject to local growth support (which should be in the tooltip). Herbs do best in wooded or marsh areas, medicine roots only grow in marsh areas, eggs need trees, etc.

Upgrade forager huts in the areas where the produce grows?

A T1 Forager shack can pick over 300 nuts a year if you have them anywhere near your town. An improved T2 forager shack will produce 66 nuts a year. That there sounds like government math to me. LOL

2 Likes

I didn’t write that with previous patch, but I think tier 2 (or ever 3) Forager could be changed one of following ways:

  1. Add 2nd laborer and save gathering area
  2. Add option to expand garden similar to crop field

I would like to see the hunter and forager shack nerfs reversed at this point :disappointed:

2 Likes