![]() This would also add a layer of depth to the farming process too that currently doesn't exist and then I could see proper justification here for having more than 2 workers. Avoiding this by taking your workers elsewhere would mean you'd get a base yield + any normal bonuses from the tile if on fertile ground or the tier of the farm plot itself (field vs. Perhaps certain slots for the field are different roles in particular to align with this thought. In theory, you'd expect they are controlling weeds, irrigating of sorts and the like to explain the need to be on the field from a design standpoint.Ģ) Actually add yield bonuses by keeping workers on the field doing additional things, such as weeding, spraying etc. Personally I don't think that should be an option and would suggest they change the way the game is played in one of two ways:ġ) Crops don't grow unless you have a worker on the field tending to them. When you create account, game will put you on the NEWER state. I did notice in your video you took your workers off the farm once it was planted and put them back when it had fully grown. Create a State of Survival Farm Account This will help you progress much quicker. First step to make and farms account or multiple account with ease is when you have many. ![]() I just fail to see the need for the other 4 workers. 2 workers can get the crop to 100% by Autumn to start harvesting without any upgrades and you can fully harvest the crop before winter without losing any goods. My point there was just to say really anything past 1-2 workers on a farm adds no additional value and I agree with the original poster that there's no reason you should have 6 slots there. ![]()
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