Test And Discover : Plantation

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Re: Test And Discover : Plantation

Postby Black sparrow » Tue Jul 10, 2018 11:17 am

I have not found a way out of the death spiral. The only current way that works are new workers. Whenever they arrive, health improves. However, the bigger the amount of workers you already have,the less role this plays. Which means that sooner or later the population will reach a critical point where deaths will be equal to those you bring with the ships.

This point should be less than the max a plantation reached and should be dependable on workload. Infrastructure should then improve this. Surely, testing will become easier once this is reached. Luckily, I have many fertile lands so available acres will not hinder my experiment.

Regarding construction, I found that easy to crack. Add 10 000 gold bars, set focus to utility and keep 15% of your total workers as laborers. Then let time flow and watch utility stars increase. Do not bother with anything else than utility till you get a high rating. What grim says about stars seems correct if you want to micromanage. Perhaps rates with fewer workers worth the micromanage. If you don't care as much for having the best rate and you keep adding workers daily, then simply follow my advice.
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Re: Test And Discover : Plantation

Postby Most Lee Harmless » Tue Jul 10, 2018 11:43 am

Aye. My thinking is tending strongly towards just focusing on upgrading facilities so that the future workforce mortality will be less demanding of new replacements. Maybe its a case of ' build it and they willl come... and live a bit longer :)
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Re: Test And Discover : Plantation

Postby Sebena » Tue Jul 10, 2018 11:46 am

Well I wanna make my people die but they refuse to die
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: Test And Discover : Plantation

Postby Poppy » Tue Jul 10, 2018 1:28 pm

On of my plantations became an amusment park with no work and all play and yet their moral isnt moving
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Re: Test And Discover : Plantation

Postby Grimrock Litless » Tue Jul 10, 2018 1:35 pm

Poppy wrote:On of my plantations became an amusment park with no work and all play and yet their moral isnt moving


There is a high chance facilities have an exponential decay to the worker's value.

And working in the fields have an exponential growth to production and at some point it will drop off.

Since this is very hard to test, but someone calculated that field work does indeed have exponential growth to it's production.

And since Utility Buildings have exponential decay, I can only assume the other facilities is the same.
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Re: Test And Discover : Plantation

Postby PhoenixKnight » Tue Jul 10, 2018 2:05 pm

The whole building improvement is too unrealistic. We have no visibility to resources, and time requirements. There should be some kind of measure to estimate a project before starting it.
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Re: Test And Discover : Plantation

Postby sXs » Tue Jul 10, 2018 2:48 pm

PhoenixKnight wrote:The whole building improvement is too unrealistic. We have no visibility to resources, and time requirements. There should be some kind of measure to estimate a project before starting it.


If I understand CJ's explanation correctly, Upgrades will never end completely. buildings deteriorate, also as you add more workers the buildings become insufficient for demand.

I agree initially, the process seems daunting and unrealistic though. It is not like hideout buildings. There is no cap in the end.

This is the impression I got from CJ.
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Re: Test And Discover : Plantation

Postby PhoenixKnight » Tue Jul 10, 2018 3:27 pm

Feniks wrote:
PhoenixKnight wrote:The whole building improvement is too unrealistic. We have no visibility to resources, and time requirements. There should be some kind of measure to estimate a project before starting it.


If I understand CJ's explanation correctly, Upgrades will never end completely. buildings deteriorate, also as you add more workers the buildings become insufficient for demand.

I agree initially, the process seems daunting and unrealistic though. It is not like hideout buildings. There is no cap in the end.

This is the impression I got from CJ.


I get the buildings will deteriorate but an estimate of the costs and time are still needed.

For example: current level assignment + put amount of gold to invest = time estimate and level estimate.
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Re: Test And Discover : Plantation

Postby sXs » Tue Jul 10, 2018 3:40 pm

PhoenixKnight wrote:
Feniks wrote:
PhoenixKnight wrote:The whole building improvement is too unrealistic. We have no visibility to resources, and time requirements. There should be some kind of measure to estimate a project before starting it.


If I understand CJ's explanation correctly, Upgrades will never end completely. buildings deteriorate, also as you add more workers the buildings become insufficient for demand.

I agree initially, the process seems daunting and unrealistic though. It is not like hideout buildings. There is no cap in the end.

This is the impression I got from CJ.


I get the buildings will deteriorate but an estimate of the costs and time are still needed.

For example: current level assignment + put amount of gold to invest = time estimate and level estimate.


This would be impossible for certain buildings such as housing.

CJs example

If 1 house can hold 10 workers and cost 1 gold to build you would get a 5 start rating.
But if you have 20 workers that house would have 2.5 star rating.

Because workers are continually added and continually die off, and because buildings deteriorate, this would be useless guide.

Also consider gold bars needed would constantly change because population changes.

Time to complete would also vary widely because the needs of the population can change every 10 minutes.

I admit it took me a few days to understand. You can not think of it like Hideout buildings. There is no set cost and no set time. All these things depend on size of your workforce among other things.

you could sit there with 50,000 workers and add no more until you get a 5 star housing rating for example. As soon as you add more workers your rating will go down. If you add 100k, rating gets cut in half, add 1 mill is gets cut to maybe 1/2 star. The same scenario for utilities and the rest.
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Re: Test And Discover : Plantation

Postby William one eye » Tue Jul 10, 2018 3:43 pm

I think all of the following factors affect build rates

total number of acres - as workers are automatically distributed to acres
assignment of acres
number of workers
health of workers
productivity of workers
level of development of other buildings that could affect the building you are currently working on.

All of these are in constant motion so how could this be estimated?

Some sort of building condition or progress indication would be helpful for feed back, however
I get the impression this may become more obvious as the buildings begin to develop in the following weeks.

I think the stars rating is grading your building vs population demand of the plantation
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