Test And Discover : Plantation

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Re: Test And Discover : Plantation

Postby William one eye » Wed Jul 11, 2018 2:28 pm

Psychodad wrote:Any thoughts on number of workers vs. total acres? I currently have 500,000 workers on 1100 acres. Not getting anywhere on improvements. Logic suggests that is too many. Before I kill them off, I'm wondering how many is optimum per acre.



Optimum worker per acre shifts as building improvements occur.
Optimum workers per plantation can vary depending on how many workers are in the fields vs how many are operating buildings

I have not yet found the optimal numbers for either, but if you exceed 1000 workers per acre things seem to decline pretty fast.
I seem to be getting decent yields at 750 workers per acre - but this still leads declines in health and happiness.
500 per acres might be more optimal over the long run, how is your health and happiness doing?
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Re: Test And Discover : Plantation

Postby William one eye » Wed Jul 11, 2018 2:34 pm

Grimrock Litless wrote:
I left one of the buildings to improve for 1 tick at like, 60k workers I belief, so it would stop being inexistent, it has been a few days, almost 1 week I haven't improved it, didn't became inexistent again (Only shows if the building has at least 1 worker.) .

I did this to see if it does decay, but so far, it shows, no. It doesn't decay.



a possible test if your worker population remains static - you could cut off tool supply to your utilities and see if it goes back to inexistent.

however we don't know anything about the function or rate of degradation if it even does exist, so it could be 1 tick with no repairs.
it could be 10 ticks, 100 ticks, or maybe the load on the building is not even enough to cause degradation.

edit _ adding

looking at the original development post

- it indicates that buildings must be maintained
If I am reading it correctly they do not degrade if not maintained they only cease to add the bonus they give until maintainence is restored.

lack of guards and or revolts can lead to fires - the affect of a fire or revolt is not explained.
- I would guess this could cause degradation.
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Re: Test And Discover : Plantation

Postby Captain Jack » Wed Jul 11, 2018 10:41 pm

You are doing better in exploring and decoding the feature than you all realize.

I said it elsewhere that whatever you build is final. Any work you put to infrastructure is final and nothing can be destroyed. Not yet as maintenance (and fires) are not scripted yet (These will be events and you will get full details over these).

Star rating does not show what you currently have built but what effect your infrastructure is currently having to your plantation.

Top utility infrastructure with 0 laborers will get you 0 stars.

I think William one eye gave a good description on star rating above.
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Re: Test And Discover : Plantation

Postby Grimrock Litless » Thu Jul 12, 2018 1:23 am

No decay, huh, that's nice.
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Re: Test And Discover : Plantation

Postby Psychodad » Thu Jul 12, 2018 3:09 am

William one eye wrote:
Psychodad wrote:Any thoughts on number of workers vs. total acres? I currently have 500,000 workers on 1100 acres. Not getting anywhere on improvements. Logic suggests that is too many. Before I kill them off, I'm wondering how many is optimum per acre.



Optimum worker per acre shifts as building improvements occur.
Optimum workers per plantation can vary depending on how many workers are in the fields vs how many are operating buildings

I have not yet found the optimal numbers for either, but if you exceed 1000 workers per acre things seem to decline pretty fast.
I seem to be getting decent yields at 750 workers per acre - but this still leads declines in health and happiness.
500 per acres might be more optimal over the long run, how is your health and happiness doing?


I have one plantation 1100 acres 548,000 workers 5% of acres to each building except utility which gets 10%. 10 hour workday/5 meals near death and murderous

Second plantation is only 1000 acres with 174,000 workers same apportion as above, also near death and murderous.

Neither plantation is producing (probably because everyone is having a bad day)
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Re: Test And Discover : Plantation

Postby Most Lee Harmless » Thu Jul 12, 2018 6:25 am

30k workers on 2.5k acres and health and mood is improving after hitting 0 on both : I suspect adding new workers is pushing up the averages but also working against them by increasing pressure on the as yet pitiful facilities : so I'm trying the 'import labour then sack them' approach... seems to be improving averages for the moment.
-1 : Move to archive.
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Re: Test And Discover : Plantation

Postby Cgoody » Thu Jul 12, 2018 7:38 am

i'm trying to implement this "Generational System" in some of my plantations; continually bring in new workers, and when my current group of workers at that plant are either too unhealthy or extremely unhappy, I fire all of them. When the next group of workers begin coming in, ideally their happiness and health will be at 75%, and they will have all of the progress the last "Generation" of workers made right from the beginning of their employment term, as well as what they are able to add themselves by the end of their employment term.

Since I am just beginning to implement this, there are still things to be figured out. Such as; is it seemingly better to work on utility buildings to allow faster progress of buildings in general, or other buildings so that the next generation will stay happier and/or healthier for longer depending on the specific building(s) progressed on.

When beginning a new generation with advanced utilities, is it better to continue with utilities for the most part, or is it better to switch to another in an attempt to keep morale and/or health up?

How much of a difference is there between the first "generation" who had no utilities, and the next generation that began with 5 star utilities (in relation to their extremely small population/utility laborers) up until their workforce reached a certain size? What is the difference between that generation and the one that will follow it?

What is the actual down to the numbers formula for: amount of progress in a building/amount of people on a buildings land= number of stars ?

A lot of questions, not too many answers generally speaking; however, this is the only way I have been able to see visible progress in plantations for the most part, and thus is the only thing to have even remotely shown that it works in some way at the very least.

Also, I am still having a LOT of trouble figuring out how I'm supposed to allocate acres. Am I supposed to make it so the acres are somewhat even but the workforce in each building is not? Am I supposed to keep raising the acres allotted to buildings so that they are never actually full but the workforce in every building is even? Is there a "sweet spot" for how many people (and hus how many acres you want to have allotted) are in a particular building? If so, any ideas on finding it?

Like in one plantation, I have all allotments equal except utilities and guardhouse, and the housing stewards are capped at 9000. Idk if I should leave it, or if I'm supposed to increase it so it's closer to what my other buildings have currently.
---

Edit: as for what I have seen so far, after firing my entire work force, utilities were 5 stars when new batch started coming. Rec center was 5 stars as well, but that diminished somewhat quickly as I only had it being worked on from 10% happiness to 2% on "first generation" workers. As of right now, my utility buildings in that plantation have 76k laborers and are currently showing 5 stars. I have the acre allotments set at 100 for utilities since I have no idea what I'm doing and I just want them to keep coming.
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Re: Test And Discover : Plantation

Postby Grimrock Litless » Thu Jul 12, 2018 7:47 am

Yes, It might be a good strat to just fire them all and start a new batch of workers. So their happiness is high. When their happiness drops to 0%, their health drops like stone right after that.

I've also found that if you have happiness and health at 0, their work became less efficient. Which made me improve slower but still using the same number of gold bars.
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Re: Test And Discover : Plantation

Postby Cgoody » Thu Jul 12, 2018 6:50 pm

I'm sure it's not at all optimal, efficient, or what was intended, but alas I haven't found anything else that's worked as well.

Btw, stars in utilities finally dropped to 4 and 1/2 stars when I got to around 125k laborers. Not too bad considering I was expecting it to drop instantly.
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Re: Test And Discover : Plantation

Postby Grimrock Litless » Wed Jul 18, 2018 5:06 pm

So, anyone found anything new?

Things has kind of slowed down for me.
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