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Banished crop field size1/4/2024 Older couples already have a lower probability of producing offspring, which means it will only slightly slow decline not reverse it. If you try to fix the situation too late with building houses, then you will have "older" couples move into the new homes. This means that the other adults living in the home will not be able to reproduce. Couples have less chance of reproducing as they ageīasically, older couples will "lock" a house from reproducing. The game is programmed to make decline worse if you do nothing to fix the situation. Larger populations have the possibility of working themselves through a decline. Meaning that your population will hit 0 and you will lose. With small populations the decline low is less than 0. Where decline is the bottom of your wave (minimum population) and growth is the top of your wave (maximum population). Think of decline and growth as a single wave around a set population limit. On the other hand, if you build too many houses then you will boost your children up too high and will have an uncontrolled growth. If you stop building houses then your population will go into decline. This means you will need to be building housing at a consistant rate to be in growth. The basic rule is that without a new home you will not create new couples to reproduce. The decline happens when your population has no open houses to keep up growth. With the exception that your growth (number of children) will never be constant because your children count will change with your population. Another way to put it is if you generated 10 children at a consistant rate for 6 generations, then you would have 6 generations of 10 people. This means when you have 10 children, your target adult population would be between 50-60 population. When starting out without a school it seems to be around 5-6x the maximum number of adults to children. My estimates are based on the average maximum age of your adult population (adult meaning workers). Out of control growth would actually be easier to manage if you can provide a controllable adult population death rate. My estimates are based on a entirely healthy population that die from old age. When you have more deaths in your adult population, then your growth will slow down. If the number of children is going down then you are in decline, otherwise you are in growth.Īll of the following estimates do not include random deaths. The base understanding is that your growth is based on the number of children you have at any given time. This means the game is always a balancing act of growing or declining. To me the design is pretty awesome, because there is little to no room for stagnation. We need to understand this wave to really combat population decline. The entire game is based around growth and decline. This is my understanding of how the population works in game and how to prevent population decline. If you are having population problems I hope this helps. You must have a crop's seed type in order to plant, grow, and harvest that crop.Overall the game is fairly easy. In optimal conditions (next to a barn and house) a farmer can serve 80-90 squares and produce 600 food.Ĭrop Fields cost nothing to produce, but are limited in size to between 4 to 15 units of length in either dimension. You can manually lower the number of farmers per plot. The table below shows the best and worst possible grids per farmer composition. A 4x4 field is the worst crop field you can have because 1 farmer will manage 16 blocks. Each farmer will manage 56.25 square which gives a bit more ratio than the other possibilities. See the Crop article for information about different crop types, and the dynamics of crop field farming.Ī crop field of 15x15 will give the best Efficiency. Crop Fields are staffed by a variable number of farmers dependent on the size of the field. Crop Fields are plots of land allocated for the production of various crops.
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