Ahoy all,
A few hours ago we fixed the first crucial bug in plantations. To explain what we fixed, we need to reveal some functionality.
Your workers can tire. New workers you add, are neither rested, nor exhausted. They are on average condition.
All workers, those at the fields and beyond, tire based on the Workload you set.
If a worker ends up too exhausted, he dies. This is why, early on, on undeveloped plantations, most workers will eventually die as long as they work. However, by adding new workers, you extend their time as new, fresher workers come in and help those tired to save strength.
The bug was that the system calculated tiredness in reverse. The more hours you would put, the less tired your workers ended up. As a result, most plantations grew too large (in terms of workers).
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Bottom line:
Consider this as a welcome period to all those who tried Plantations early on, as the bug was beneficiary. However, in the same time, prepare to witness some severe drop in population. You can mostly change this by adding more immigrants but eventually, it will drop.
We tweaked the system a bit, in regards to death rate,to be more close to the profitability metrics and breaking point we had before. If you have kept this number of fleets as our study there, you will notice slight differences (you probably noticed an increase all these days and better conditions).
At all cases, we will revise as needed, if needed, as we want to ensure that even undeveloped/developing plantations will be a profitable business to run. Developed will be profitable by far.