![]() ![]() I understand you probably hit snag whilst the post grain harvest is great chance for building/rebuilding but pulse farming just interfere with building efforts.īut as supplement they are usually smaller than grain fields they are certainly valid supplement and more than welcome if a grain plague hits hard during those low pop days. I think we are looking at a lower population point at around between 50 to 80 when we farm pulses for food compare to those above 100s which no longer matter given the size of the workforce where only the placement of the field matters.Īs for fish and berries are worse of than rearing animals for food, for fish sources are limited linear stretch of fishing front, while berries and wild grain might be good for early desperation will beat the farming cycle off the charts as folks just cannot help but get distracted and run almost everywhere wasting travel time accomplishing little in exchange. And lastly, whatever pulses you don't eat will expire at the end of the next season, whereas grain lasts 2 years. Plus, all the straw allows you to have more animals, and with set limits and auto-slaughter, I constantly have an abundance of meat and bread. Plus it frees up 2 entire seasons each year for me to hunt or start up building projects without ever being worried about food for my people or animals. While your guys are sowing and harvesting in winter and summer, mine only walk a few steps to the granary to grab some grain and a few steps to cook it up, anytime they want, year round. Ursprünglich geschrieben von angryperson:You end up working less with just grains. If you ever need to supplement, you can gather berries and fish. in: Neolithic Techs Pulse Domestication Edit The Pulse Domestication is a tech from the Neolithic era. I really did try with pulses when I first started but it's just not worth it. You end up working less with just grains. This means your workload doesn't spike to 150% but only to 100% :D etc.Ursprünglich geschrieben von Vrtni kuščar:I really like pulses because they get planted in the winter and harvested in summer which is between the grain planting/harvesting season. That way we could weigh up the pros and cons of (for e.g.) working harder to provide pulses, planting orchards for seasonal fresh fruit, making cheese. and would make providing a varied diet an important element of the game. This could have a real bearing on such as Stamina, resistance to infection (or lack thereof), current average lifespan, etc. I would very much like to see DoM 2 have an overall 'Nutrition' stat, whether for individuals or simply the village as a whole. More often than not they were never really needed, but it provides a little reassurance and a better safety margin in those riskier early days - and more surplus food sat in storage does of course = greater Welfare, which has its own benefits.Įdit: P.S. ![]() They are just too inefficient as a food source for the amount of work involved, so I only ever plant them in the earliest farming years, before my people manage to build up a good year-round grain surplus or enough domesticated animals, just in case something bad happens during normal harvest season (e.g. The reason for the lack of real investigation / interest in the matter is that pulses as a whole are simply not very good crops for anything other than just-in-case circumstances. though it's always possible there are some behind-the-scenes stats differences. Not that I've noticed myself or even seen mentioned anywhere. Escrito originalmente por Gilmaris:All the descriptions for pulses are identical. ![]()
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