I didn't calculate it, I measured it. That's a nice service, isn't it?
How did you do that? By hand or by script? I would be really interested as this could help me a lot. Would you be able and willing to provide accurate measurements for every production cycle? Or advise on your method of measurement? p the growth but the production cycle of the farm.
best regards hessenfarmer
I measured by hand. When I do that, I let the game running at 30, 60 or 120 times of normal speed - deactivated autosave - and I set it to pause, when the farm runs normally. Then I can press pause again at the same time as the button of my stop watch, and I can watch the amount of barley in the game by inventory (everything, not stock). After a certain time I press both buttons again at the same time.
For most buildings, it seems to be not necessary to measure their speed, as you can easily calculate it from lua-files (just include the 3.6 (or 3.75?) seconds which the worker needs to bring a ware to the flag).
I measured barley farms, beekeepers, fruit collectors, clay pits, berry farms on tundra (this one in an older version) and aqua farms. Fruit collectors can collect more than 70 units per hour, beekeepers more than 50, clay pits ca. 54. Aqua farms produce ca. 50.
But I also compared the lua files of other buildings with the lua files of the equivalent buildings of other tribes (for example fishers and woodcutters). Fishers produce between 80 and 100 wares per hour, and woodcutters around 60. Hunters cannot be much faster than woodcutters. Frisian buildings seem to be similar to other buildings here.
I don't know exactly how productive berry farms are, but if I'm not mistaken one farm can be almost be enough for one collector on good soil.
Also keep in mind that those tips are for beginners - advanced players can of course operate on 0 hammers in reserve where appropriate.
If the beginners play barbarians and frisians, the tip is good. Maybe also for empire. But I don't know if it's a good tip for atlanteans...
As I said, those tips are for beginners. Players with some experience will find out by themselves when they need them. So they will then find out how many hammers they need for Atlanteans too. I am against expanding the tips with lots of exceptions etc, they are supposed to be simple. This is an important tip for beginners.
In the scenario, the problem isn't simply having no hammer, the problem can also be that the hammer is sitting very far in the East, and it will take time to transport it all the way to the west, even if you order the tools to be sent there first. I had 7 warehouses to cycle through to give those orders, and that also takes time. Anyway, the problem should be solved now, because we're slowing down the flood a bit.
Why do you need the hammers in the west? The port space is in the East, so it makes sense to build the docks in the East. And the flood starts in the west. Or has the scenario been changed?
Because I got my directions switched when I wrote the post.
So that's why, that can happen...
Just another thought:
@ WorldSavior: Do you plan to participate in einsteins tournament?
We'll see. I think that doing this requires a lot of time. At least I don't plan to play frisians there, because the results would be much worse than the results with other tribes...
If (or probably if not as well) would you consider to do at least a 12 hours run with the current frisians to have a benchmark to compare with. At least I choose the frisians and tried my very best but it would be better to have benchmarks from a champion as well in addition to a mediocre benchmark. Of course that would mean we have to redo the whole thing at least another time to test the balancing changes.
Well, 12 hours are very long. Can't we find an easier way for such a comparison?
I will start the branch soon after havi ng completed some string fixes which I currently work on.
Nordfriese never said that it should make sense that the farms are so slow.... As far as I know...
As far as I remember the growth was slow due to the frisians being a tribe in the north with barley being more robust but slower in growth. There was no discussion about why the farms are slow as well. However my first assumption is always that som ebody who does something is doing this for good reason therefore I prefer asking if a behaviour is intended before denying any sense in it.
i haven't participated in the frisian project for a while, but I was in the concept. the idea was that barley would grow slower but the farm would have the same productivity; it would just need more fields to achieve it. I don't know if they underperform because you made them too close or because they were poorly scripted, or scripted with a different idea.
It seems like they are scripted with a different idea. @Nordfriese: You thought that the production speed of the farm is proportional to the growth speed (generally)? I'm sure now that it's not the case because I made a little experiment.