Medieval Dynasty

Medieval Dynasty

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Village management tweaks
It's good that you are finally looking into making management of a village less tedious and micro management heavy. Seasonal farming, production and village production consumtion overiviews are great help but we can go further with far better production behavior.

Rather than work 100% and then split the % workload into several tasks which works good for some buildings already but it is very problematic.

This system is especially needed for processing buildings that need raw resources and the input is very infrequent.

I see a barn as a prime candidate for this as I usually rather do that tasks myslef because it is even more tedious to constantly reassign people and change production.

This can be combined with production limits and also imput limits.

It could work that you set % allocation which can in total be greater than 100% but only tasks with currently highest priority will be active up to combined 100%. If for some reason high priority tasks cannot be done then it is skipped and

Example of a barn settings:

prio 1 - make fertilizer 20% production limit 200
prio 2 - make animal fodder 20% input limit 100
prio 3 - process oat from farms 100%
prio 4 - process rye from farms 100%
prio 5 - process wheat from farms 100%
prio 6 - process flax from farms 100%
prio 7 - grind wheat to flour 50% input limit 100
prio 8 - make animal fodder 100% input limit 100

Eaxmple A) I have nothing to process from fields and plenty of grains and not over 200 fertilizer. Production at that time would be:

20 % fertilizer
30% animal fodder (prio 2 task and prio 8 task leftover 10%)
50% flour grinding

Sitiuation B) oat farm has been harvested

20% fertilizer
20% animal fodder
60% oat processing

Input limit is critical so you can reserve certain amount for more priority tasks - for example for grain it would be sowing. For wood you can reserve it for construction, then firewood then anything else.
Output limit can be handy so you don't end up flooding your storage and corelates well with priority as you can set up for example a smith with all tools at 100% but rather set them limits and priority which means you don't need to tweak with % of tools every now and then.
Last edited by jwinter; 16 Mar @ 5:16am
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jwinter 1 Apr @ 2:18am 
Another approach to input limits could be to utilize workplace inventory and run simple commands for it to reserve desired ammount of input resources in local inventory of a workshop but then some capacity upgrades would be probably needed.

For example set Farmshed to store 200 of each grain seeds. This would ensure that whatever is left in the common storage is safe to process wihout risk of turning all seeds into flour or animal fodder.

Workshop storage could be upgradable. I can imagine that a chest that is placed near the workshop could be as an option linked to the workshop to add another 50 storage capacity and be linked to the workshop inventory.
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