World of Banished

Conversations => Tips and Tricks => Topic started by: Gilles Therron on June 07, 2017, 12:19:18 PM

Title: Workplace - living place
Post by: Gilles Therron on June 07, 2017, 12:19:18 PM
How can you make your Bannies to live near their work. I just lost about a 100 Bannies by starvation as field weren't harvested soon enough. Snow fell in (late) autumn...
Title: Re: Workplace - living place
Post by: embx61 on June 07, 2017, 12:45:04 PM
The game does this behind the scenes.
We have no control over it. Best is to put some houses close to all the work area's so the game can sort it out.

After a couple of minutes the game will reassign workers which live closer to a certain job and keep doing this.

That is why you see quite some changes so that Bannie 1 first was a farmer but lives closer to a mine becomes a miner and so on.
Title: Re: Workplace - living place
Post by: brads3 on June 07, 2017, 01:10:52 PM
1 reason for fields not being worked is in the winter they become laborers. if you send laborers far away, then the farmers sometimes don't make it back to the fields in time. try not to clear big areas of land.i try to not send workers clearing or start buildings if it is mid to late winter. it takes time for them to carry materials also. the other thing i try to do,is keep laborers split up.if you concentrate houses in 1 area the workers all live in 1 location. if you set say 2 houses in a forest area and all are working on hunting and gathering,there is no extra person to assist them. extra houses here will usually be laborers. those carry items and if there is barns may drop these items near the houses.it isn;t a great way but it does help scatter items around. like the fruit and vegetables and firewood that you need.the other reason for this is then no matter what side of town you are working some farmer is closer to his home and fields.
    jobs and housing is done by the program. there is some sence to it. the builders generally live near where you are working. but it changes these every so often.i think it resets them every season.
Title: Re: Workplace - living place
Post by: RedKetchup on June 07, 2017, 04:36:36 PM
if you are someone who tend to ask a big clear of resource in winters when your farmers are free... make sure when you arrive at "late Winter" to cancel all the clearing job to let the time to your people to comeback home and do their errants and be rdy to start a brand new season :)
Title: Re: Workplace - living place
Post by: Gilles Therron on June 07, 2017, 11:34:13 PM
Ok, thank you all.  Some things I figured out myself. But the tip about carrying stuff and clearing is very useful. Didn't think about that.
Well, of to rebuild society
Title: Re: Workplace - living place
Post by: Gilles Therron on June 08, 2017, 04:32:57 PM
In addition to previous question.  I've built some houses near my fields and Bannies are moving in, turning into farmers for these fields. So far so good. But.... one of the fields doesn't seem to get past 99%. And I can't hit the harvest button either. So when the snow comes, the crops (ic beans) are destroyed. Any ideas on that?
Title: Re: Workplace - living place
Post by: RedKetchup on June 08, 2017, 05:01:07 PM
Quote from: Gilles Therron on June 08, 2017, 04:32:57 PM
In addition to previous question.  I've built some houses near my fields and Bannies are moving in, turning into farmers for these fields. So far so good. But.... one of the fields doesn't seem to get past 99%. And I can't hit the harvest button either. So when the snow comes, the crops (ic beans) are destroyed. Any ideas on that?

what is the temperature  when it happends ?
Title: Re: Workplace - living place
Post by: Gilles Therron on June 08, 2017, 05:29:36 PM
It doesn't really matters I guess. I deleted the field and rebuild it. Now this field and the one next to it (which did good till now) both stay at 99%.  I added workers to both fields as the farmers where doing all kinds of stuff except getting that last 1%. Now one of the workers is even idling, in the summer. Or it says "working' but the farmer is carrying all kinds of stuff miles away from home/work.  Strange....

(http://eijsenco.nl/SC/fields.png)
The little right corner in the pink circle stays untended. The farmer is idling. He is 1 of 3 farmers I assigned to this field. It's the field in the yellow box. The field next to it is the other field that is at 99%.
Title: Re: Workplace - living place
Post by: RedKetchup on June 08, 2017, 05:51:30 PM
oh i see. remove the corners of your fence. the farmers dont have access. it is a well known pathing issue :)
Title: Re: Workplace - living place
Post by: brads3 on June 08, 2017, 05:55:02 PM
do you have barns near the fields? what is the climate setting and crops? how big are the fields?  some crops do take longer than others to grow. some don't take frost as well as others.
    i normally keep fields at 10x10 with 1 farmer each. orchards i will go bigger.the 1st year you are apt to lose some of the crop, because it takes time to clear the field before they can plant. after that, on a medium setting i get over 500 per field.usually higher but i use the 500 to decide when to add more fields.with my hunters and fishermen,etc i try to average 500 per food producing worker.so 1 banni feeds 5. if you have a population of 60 then you need 12 food workers.it makes for quick easy math.in the beginning of a game you want to be building food reserves to deal with population booms and bad weather years.
    if i have markets,i try to check the barns before fall to make sure they aren't full. if they are say 40% or more i will send the vendor to empty barns and pull stock to the markets.this gives more room for the farmers to drop the food.
    though i don't normally find my way to give bad numbers,if your population is wayy under educated then the yields will drop.if it gets down near 20%, you will have problems.ohh don't forget to leave space around the fields. if you build all around them or fence them in, the bannies may have trouble getting to the fields.i i leave a 1 square width all around even between 2 fields.
Title: Re: Workplace - living place
Post by: Gilles Therron on June 09, 2017, 02:13:56 AM
Thank you. I thought it would be something like that. Although, once late autumn (snow, freezing) or winter set in and the crops were almost all gone, someone thought about the field and started to work it for that last 1%. At that time I could hit "Harvest". I think that at that time (s)he had access to the little corner, just because the field was almost empty. Well, I'm gonna rearrange the fences.

@brads3  thank you for your reply. I will take a good look at it.  Just another thing about these fields. I used the Crop Field Size Calculator to optimize the fields. I used the best option, which is a field of 11x11 with an educated worker. (beans btw)... but the field just isn't worked to its full potential. I now have 2 and for slow growing crops and bigger fields even 3 (mostly educated) workers.
Education for the village is 97%.

Well, I think I have some planning to do for good logistics.
Title: Re: Workplace - living place
Post by: Nilla on June 09, 2017, 03:31:48 AM
Now I see what you're problem is. @RedKetchup is right; the fence is probably the cause, but you can see this on other locations as well, always if you have a building (or a fence? I seldom build any) directly at the field. I know that some people always leave one tile free space or build a road around each field, but that is not necessary. But you can never block the south west corner with anything. That brings trouble. Personally I use to have a road on the south or west side of the field. That use to work perfectly fine. Of cause, close barns and no far away "laborer work places" close to spring and autumn are good advice, too, but doesn't help in this special case.
Title: Re: Workplace - living place
Post by: brads3 on June 09, 2017, 04:58:24 AM
i like how NILLA always disagreesand then re agrees with me in theory,lol. i read somewhere that when the bannies harvest stuff and put it on a road, it changes the speed of the road. that 1 space gives the farmers room to work and avoids that issue.
Title: Re: Workplace - living place
Post by: Gilles Therron on June 09, 2017, 05:15:16 AM
Actually @Nilla, it was the upper-right corner (Northeast), but no big deal. I added some extra gates in the fence. Looks a bit silly now, that much gates, but it works.
Title: Re: Workplace - living place
Post by: Nilla on June 09, 2017, 06:19:40 AM
Quote from: Gilles Therron on June 09, 2017, 05:15:16 AM
Actually @Nilla, it was the upper-right corner (Northeast), but no big deal. I added some extra gates in the fence. Looks a bit silly now, that much gates, but it works.

Yes, the "bug" (if we can call it that) is shown there, but the important corner is as far as I know, the opposite. Don´t ask me why! Maybe because they start to work in the south west and stop in the opposite. Maybe it can also be different on different locations. :-\

Quote from: brads3 on June 09, 2017, 04:58:24 AM
i like how NILLA always disagreesand then re agrees with me in theory,lol.

You, know that´s me! Psycologically, you learn it the other way around; first nice then "the hammer". But I´m retired, so I can make things as much out of the book, as I want! ;)
Title: Re: Workplace - living place
Post by: purringcat on June 15, 2017, 07:48:00 PM
When did they run out of tools?    Your idling farmer has a steel tool but do the others have tools?