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													 讨论规则及指引
 讨论规则及指引 16
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Remember that crops and fertilizer aren't just used in food production - the bar consumes crops, chemical plant can consume fertilizer (and crops too IIRC).
Also, winter massively reduces crop yield from farms, but greenhouses are unaffected.
The walking distance between food building and warehouse can also have a surprisingly big impact.
Personally I get the strong sense that it's better to have more small buildings doing food stuff rather than one large building with lots of workers. I've not done any deep research on that, however.
And for me, I often find that I need to drag workers away from farming and/or food production for urgent repairs, etc. This is why I generally don't bother with the maths based approach, and just make little adjustments throughout the game.
And whats more: how do I read the ingame tooltips in the production buildings properly to figure stuff like this out using ingame data?
For a simple example: A fisherman's hut employs up to 4 staff - how do I get information on how much meat/fish a fishing hut produces per day and how many cooks I need to turn that fish into prepared meals?
Simply looking at the ingame tooltip and waiting for a new "production batch" to start and then writing down the estimated time for completion seems a VERY odd way of going about it. There has to be some more informative way of planning production chains around more or less accurate numbers provided by the game?
Basically I build too much of everything (especially farms, although that makes least sense ^^ but I "need" them for the symetric look of the zone layout), and then I reduce the amount of workers until I produce only a little bit more than needed.
So if productivity goes down because of negative mood effects I have a spare working places to assign more workers.
Also if you're not near equator, daylight differs a lot month to months, so every day there is different hours contained in a workday.
For me it was quite a fun to figure it all out for myself. I was comparing fertilizing is even worth it etc.
Also there are laws... and if you make long working hours, then your bar brews for nothing, as people do not have time to drink and you'll get the mood penalty for not having brews even if you make 2 for each citizen :))
So take all that into your calculations, hahah!
I'll not give you spreadsheets but simplified approach could be something like this:
(I do have mostly maximum +60% productivity bonus from mood and winter workdays goes below 9 hours in December)
I look at rations stockpile and see people eat 50 units a day.
I need 6-8 cooks in winter
I also need 20 units of meat, which will be produced by 4-5 farmers in a barn in winter.
With the meat I get 10 bags of fertilizer, which I will use to produce 70 bags of grain.
I have 16 workers on 2 large fields (I do not use greenhouses, they are 20% slower) when temperature allows - which can be 7 to 9 months in my current game), during off-season they are scientists.
20 out of 70 bags of grain will be used in barns
15-20 bags of grain will be brewed in bar by 5-6 workers
and surplus of 30+ bags of grain can be stored or used to make fuel etc.
That is in total 31-35 workers employed in food and brews production for about 160 adults, but also generating surplus of grain and doing some research. Not counting the wood input though here... So for me it is roughly 20% of population covering these needs.
that’s actually not an easy question. The resource output depends heavily on overall satisfaction. If satisfaction drops, a production line can collapse, which in turn leads to even more dissatisfaction. Satisfaction has a maximum impact of +/-60% on work efficiency. In addition, sunrise and sunset times also affect working hours.
Therefore, you should always keep some free capacity in this area and keep expanding food production until you’re consistently generating surpluses. I recommend building greenhouses instead of fields. They’re a bit more expensive, but they provide a continuous output, which is especially important during winter. It’s better to throw food away than to not have enough.
When you select a building and hover over the product it’s producing, you can see how much time is left until it’s finished. If you wait until the start of the production cycle, you’ll be able to see the full duration of that building’s cycle. However, since production facilities usually differ in size, you’d either have to do this for each building individually or make sure that every building of the same type has the same number of workers.