Slots, the all important mechanic Simplified Version
So I've been tossing and turning over how on earth to standardize things like land area, building size, production from that, etc. I might be on the way to figuring it out: Slots. It's a simplified way to standardize things and give a basis to space and math for creating/ producing things:
Slots in Nature:Picture a natural area: forest, grassland, swamp, etc. Let's say a grassland. How many farms, pasture lands, buildings, etc, can you put on that grassland. Answer, that's as many Total Slots as the area has, and here that's 17 or it's the denominator of 0/17. That doesn't mean you necessarily have to have 17 separate things. Assuming you want to / can fill up all 17 slots (the whole area) you can have many small things, or fewer and larger things. Do you want / can you have 17 small farms, or one large one the size of 17 of those small farms? Maybe some mixture of the two?
[Name of Grassland]
Total Slots 0/17
1 Farm Field 4/17
2 Farm Field 3/17
3 Farm Field 7/17
Free 3/17
The above gives you 3 farms, one of them the size of four small ones, another the size of 3 small ones, and the final one the size of 7. 3 Standard slot units are free and undeveloped. That may change if players want/are able to change that. This is a fairly small grassland, actually.
Slots in Above Ground Buildings:Let's look at that Grassland again and those 3 free slot spaces .Let's say those are close together, because that way we can build a building on it that's slot size 3.... Just like with the farm fields, we can make one large building using all the space we have, or we can have more smaller buildings. As you can imagine, this means those three slots, if used for a large 3 slot unit farm house, can potentially hold 3 slots worth of separate rooms.... (bedroom, kitchen, living, etc)....
This gives us
[Name of Grassland]
Total Slots 0/17
1 Farm Field 4/17
2 Farm Field 3/17
3 Farm Field 7/17
Farm House 3/17 (1 bedroom,1 Kitchen, 1 living room)
Slots in Above & Below Ground BuildingsNow add Z levels.... It's the same idea as before, but in 3 dimensions, this time height. Essentially, you're doing the same as above with the "Slots in Above Ground Buildings" part, except again for another layer. This is how you can have underground layers, or a second story on a building....
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As a preview, slots are incredibly important, because they influence lots of things like production, storage, need satisfaction, etc. Clearly, a larger carpenter shop will have more room and be able to hold more workers to create more wood works faster..... That is, the more slots that carpenter shop has, the more production it's capable of.... The more slots devoted to bedrooms, the more people can get sleep and room requirements they need (also the more slots each person's bedroom is, the larger it is, and the more luxurious under normal circumstances). Storage Areas with more slots devoted to them can store more materials, causing fewer work stoppage and providing more breathing room for haulers.
Players want to create more of something, devote more slots to allow more workers to contribute to creation.... Those workers fit into those slots....
The more workers working on something, the more labor is available to create that something. This may mean things get created faster, or better, or with less strain. Also, some infrastructure / equipment takes up a slot, but provide some benefit (heavy custom forges might take up a slot, but you can smelt better and forge better with them).
Now in some cases, you won't be able to use all of a given area's slots without some kind of infrastructure, depending upon what you're trying to do with it. I won't go into specifics here, but unless the land is incredibly fertile or fertilized you can't just have an entire area be farm fields. You might also need roads, or irrigation. Buildings may also need hallways, or stairways/ramps to connect multiple Z levels. Clearly, sometimes you'll have natural features that take up slots, such as a river, and you're going to need that to do things with boats or perhaps water sources. You might be able to theoretically put in a canal where there is no river for boat traffic, and a road doesn't seem to be desirable for some reason, but a dock needs say.... water.
Moreover to create that farmhouse listed above requires a certain amount of resources and one of those is labor. Another might be either stone or wood or some combination of the two. That's another benefit of "slots" as a simplification method, size is somewhat determined by the amount of materials used in construction which will inform the amount of labor needed. In other words, a slot will take X materials, Y Labor, and Z Time to create.... Depending upon what's going to be filling that slot.
Finally, for a more complicated version, all those previously mentioned production roll formulas listed in older posts. More slots generally = better facilities and space so that will increase the success probability, and conversely less slots will have the expected effect..... Thus, space, labor, and productivity are somewhat linked.