If you want better development in the prosperous game of Song Dynasty, housing, agriculture, commerce, industry, etc. all need to be reasonably planned and developed. So how to plan for agriculture? Here we bring you the experience of planning the prosperous breeding granary in Mantingfang Song Dynasty. Let’s take a look at the introduction below.
Planning experience of breeding granary
Food is the most important thing for the people. Just ensure the balance between resource output and consumption. The increase in population and the increase in tourist population in the medium term will increase consumption, so we need to plan accordingly.
The storage capacity of the granary is limited. The upper limit of the player's later food supply is actually the total storage capacity of all buildings (all buildings). The excess will rot.
The fixed difference in fish production of fishermen is not large. It is easy to calculate the total production and adjust the number of fishermen. It should be noted that not all water has fish. Only in this way can fishing be done in water areas with fish.
The output of livestock farms is relatively fixed, and vegetables are consumed to produce meat.
Hunters can also produce meat according to the number of small animals in the picture. If there are more small animals, the refresh rate is lower than the number of hunts, and the output will become low or even 0. This building is also the only stone-consuming building in the later period and requires 9 stones per year.
The logic of behavior is a cycle of getting wood - getting stones - getting tools - hunting - storing meat. The way to improve efficiency is to build it next to the industrial area and not far from the breeding farm in the agricultural area. There are enough wood, stones and tools for NPC to prepare. The route becomes shorter, and the farm has enough meat warehouses to shorten the distance for storing meat.
In my small picture, the maximum output of an Orion is 350+ meat per year, which is equivalent to 6-7 farms and is very cost-effective. The prey refresh rate of the two Orion maps cannot keep up with the average total of more than 100 each.
Note that the small animals on the map are randomly refreshed, but the total upper limit remains unchanged, so after a while you will find that the survivors are spawning on the islands where your roads are not open, and they are getting more and more productive. The amount of meat will decrease sharply, so if all roads are opened, there will be no dead ends, which is very good for hunters. It is important not to have such inaccessible blind spots.
According to the output calculation of the granary, it is easy to get the storage capacity required in the area to plan and build large and small granaries. The quantity of granary storage can be manually modified. There is no need to arrange warehouse management personnel to supply the granaries in the output area. In the demand area Someone will come and get it.
The demand side I am referring to is mills, wineries (grain), farms, pickle shops (vegetables), butcher shops and fish shops (meat and fish). The residential area and commercial area can consume secondary products such as grain from the mill, vegetables from pickles, wine from the winery, and meat and fish from the secondary processing of the butcher shop and fish shop.
The acquisition logic is that the landlord goes to the secondary output store to get it, and when the secondary output store's warehouse is full, it will automatically stop production (in this case, industrial areas are like blacksmith shops and folk kilns, which stop production once the warehouse is full). Production will continue only if there is demand, so it is important to arrange secondary output stores throughout the city according to demand.
Insert it here to automatically stop production. When its own and surrounding warehouses are full, it will automatically reduce production or even stop production, unless the warehouse is expanded. This is the same in industrial areas and agricultural areas, because only 7 blacksmiths can be produced in a year when the warehouse is full.
The above is the relevant sharing about the planning experience of the prosperous breeding granary in Mantingfang Song Dynasty.