Topic: What effect growing area?
mxb2001![]() Topic Opener |
Posted at:
2020-10-21, 03:33 UTC+2.0
I know that buildings with growing areas don't need to use all of it to reach 100% but does that really mean they don't produce more if they are given a perfect growing area (min. road and no other buildings/overlap to steal even one hex from potential growing land) or does it really not matter at all how sloppy one is? I mean can you play widelands like a dirty slob and just slam buildings/roads down anywhere with only a minimum of care to make sure they have some growing area? Or is there a benefit to carefully and neatly laying roads to go around the growing areas? To making sure there are as few unneccesary buildings in that area as possible? I remember when I first learned that some people played the classic Civilization by "smallpoxing". They just built cities as closely packed as possible, ignoring the losses from overlap. And it worked apparently. Until a patch came out forcing more space between cities. -- ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-10-21, 07:28 UTC+2.0
There should be a small speed advantage in having plots close to the building's flag free, so the worker can walk there faster. Otherwise, as long as the building produces at 100%, you should be fine. Busy indexing nil values ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-10-21, 11:01 UTC+2.0
Well, there is no short answer to this. ![]() ![]() |
mxb2001![]() Topic Opener |
Posted at:
2020-10-21, 22:33 UTC+2.0
In build 21 the overlap graphics are beautiful compared to those of b19 and I thought this meant that overlap was critical. But I guess all those fantastic overlap graphics in b21 might as well be turned off for all the good they do? So slob building it is! Saves a lot of time. Just slap anything anywhere and if the building drops below 100% dismantle it again. I guess this is why I'm not good at the game. I think and plan and make it all neat. Waste of time... -- ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-10-22, 07:43 UTC+2.0
well overlapping is important for at least some buildings. Especially in the Frisian tribe
I believe that is not true. Planning is crucial I think. All our "pro" players plan their best setup and continously try to improve it on a per map basis. But only in a way different from what you might have done so far.
Edited:
2020-10-22, 07:44 UTC+2.0
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mxb2001![]() Topic Opener |
Posted at:
2020-10-23, 03:40 UTC+2.0
I just played and won firegames for the first time by being careless. Just built quickly where ever it was possible, ignored fields (well the corn farm did fail since it was on the lava shore and trees a well and a road blocked all the fields until I fixed it - but amazingly this slap dash placed farm ended up doing 100% after I did a little clean up! That shows how little it matters where you put anything.) I do try to make roads work and am always aware of distances for both supply and delivery for any building. What I was doing lately in an attempt to improve was to eliminate overlaps but it turns out that the way one plays when new is best. Ignore those. Well except for selected ones as you mentioned. Sadly it seems that SOME are very important to place right (foresters) while others (farms/mines) can be ignored. The game is very tree centric! That's OK, I am a tree hugger. Just takes some getting used to. -- ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-10-23, 06:49 UTC+2.0
I guess you were playing against the AI. Try playing against one of our top players and they will win against you. Busy indexing nil values ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-10-23, 09:26 UTC+2.0
Basically the buildings show their workarea. Some of them need to overlap. Some are better seperated. Not all of them need their full working area (e.g. farms). That is how the game works. The key to succes is to get into all the dependencies and restriction and trying to place all buildings in a manner that the space is used efficient and the overall productivity stays high. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-10-23, 09:29 UTC+2.0
In this case you should try out the new amazonian tribe. They are the tree tribe whilst our other tribes are just wood lovers not tree lovers. ![]() ![]() |
the-x![]() |
Posted at:
2020-10-23, 10:16 UTC+2.0
Easy to fix ; ) reduce the cost of fish:meat for armor 1, armor 2, sword 1 sword 2 whilst highering the cost of bread for armor 4 and bread 4 by one ![]() ![]() |