Banished

Banished

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Worker Tweaks
   
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16 May, 2020 @ 1:27pm
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Worker Tweaks

In 1 collection by Nemo Jr.
My Banished Mods
11 items
Description
Default & maximum worker capacities of some buildings changed to more sensible values. Crop Field, Orchard, and Pasture workers are assigned ideally, relative to area size.


For clarity:

- Default is what the game automatically assigns as the worker capacity to a building, when it's first constructed.
- Maximum is how high you can push it by clicking the arrows next to it.


Why change them?

The general idea is to minimize the amount of 'fiddling' necessary for every individual building.

Some maximum capacities changed for consistency (Market & Trading Post), some for bug fixing (see Apiary in notes), and some for good old fashioned freedom (Wood Cutter).

More important are the changes to default capacities: They are set to the highest values that would be beneficial in most cases. For example; you can crank up the Wood Cutter to 3 workers if needed, but 1 is usually enough to chew through the Log production of 4 Foresters, so 1 is the default. Mine and Quarry defaults are set to max because you'll probably only have 1 or 2 of them at any one time, and there are no diminishing returns for adding more and more workers, unlike, say, Herbalists.

Crop Fields, Orchards, & Pastures use a system to dynamically decide the default capacity, depending on size. I tweaked the numbers so it will assign a 2nd worker right after you exceed the maximum ideal size for a single worker, then a 3rd after the same amount, and so on. For example; 1 worker is usually ideal for an 11x11 (121 tiles) field, so that's what will be assigned by default. I put the breakpoint at every ~124 tiles, so 22x11 (242 tiles) will have 2 workers, 22x22 (484 tiles) will have 4 workers, and so on. Should be (more or less) reliable all the way up to 60x60 (3600 tiles).


Compatibility & Recommendations
- This mod only changes the worker numbers, for only a few buildings (see table below). In case of conflict, place this mod higher if you prefer these numbers.

- Orchard worker numbers are optimized for my Pretty Orchards mods with their 4x4 tree placement.

- If used together with Placement Restrictions Relaxed and Pretty Orchards - Everlasting these 3 serve as a (more comprehensive) alternative to Better Fields.

- One Stop Mining mod (or similar) recommended, which makes it easier to keep track of your miners/stonecutters, in an indirect way (only one kind of worker & fewer buildings needed at a time).


Other Notes & Details
- Blacksmith, Tailor, and Tavern building models seem to be unable to accommodate more than 1 worker (extra workers just idle all day) so they aren't changed, unlike Wood Cutter.

- During testing, the Apiary building has revealed a weird quirk (I think this is a bug): 1 to 3 workers functioned normally, but as soon as I added a 4th worker, yearly production per worker jumped to almost twice (!) of what it should be, which in turn made it even harder to balance this already OP building in my Tavern and Honey Tweaks mod. So the new max capacity is 3 (down from 4), same as the default cap (which is plenty).


All the changed numbers:

Name OldDef OldMax NewDef NewMax Apiary 3 4 3 3 Herbalist 2 2 1 3 Wood Cutter 1 1 1 3 Mine 15 30 30 30 Quarry 15 30 30 30 Market 12 25 4 30 Trading Post 6 20 4 30 Name ~1 Worker Per Max Crop Field 121 tiles (11x11) 60 Orchard 169 tiles (13x13) 60 Pasture 400 tiles (20x20) 20

(Keep in mind, the numbers are for ideal weather and worker behavior; you may want to plan your fields and orchards slightly larger (for a 'free' worker) or smaller (so 1 worker is enough), depending on the situation.)
4 Comments
Nemo Jr.  [author] 1 Jan, 2021 @ 5:41pm 
You're welcome :)
Crawfish 1 Jan, 2021 @ 2:52pm 
Thank you very much for the mod.
It is a pity that this cannot be done with a tailor and a blacksmith. I hate artificial prohibitions.
Nemo Jr.  [author] 29 Jun, 2020 @ 6:48pm 
Glad you like it :)

I sometimes have the same problem (rows of Taverns) so I would include them if there were an easy way to do it, trust me.

From the description:
- Blacksmith, Tailor, and Tavern building models seem to be unable to accommodate more than 1 worker (extra workers just idle all day) so they aren't changed, unlike Wood Cutter.
Sarah 29 Jun, 2020 @ 6:34am 
This is a great mod, so thank you! I am wondering if you could include the tavern in this, making the max workers there 3, or something. I hate having to build a row of taverns to have enough mead.