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Author Topic: Foodproduction/population.  (Read 2956 times)

Meistermoxx

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Foodproduction/population.
« on: August 07, 2012, 04:50:39 pm »

So, the point of this tread is to find out how much food a dwarf consumes pr. year.
How much food a farmer working 24/7 (aka only one enables job - farming) makes pr. year.
How much boose a brewer working 24/7 makes pr. year.

I know that there are variables like walking and such, but if f.eks. the seeds are right next to the farm, and the still is right next to the FStocks, it should be possible to get an aproximate number.

Have there been done any science on this yet?

Please, feel free to post your thoughts on this.
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Scruffy

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Re: Foodproduction/population.
« Reply #1 on: August 07, 2012, 05:01:55 pm »

Pretty much depands on the size of the farm plot and the skill of the farmer. A single highly skilled farmer should be able to feed a relatively large fortress without any problems.
Same with brewing. The brewing skill affects the rate the booze gets produced and the amount of booze produced depands on the stacks size of the materials which depands on the skill of the farmer.
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The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

Meistermoxx

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Re: Foodproduction/population.
« Reply #2 on: August 07, 2012, 07:28:11 pm »

Lets assume that the farming plot is as big as it can be, since you can just make more plots if you neet that.
Also, lest assume that the farmer is legendary, since he will be as time goes.
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Wrex

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Re: Foodproduction/population.
« Reply #3 on: August 07, 2012, 07:30:09 pm »

Smaller plots are more efficent, actually. One guy can work a 2x2 and harvest it at the same time, any bigger requires more people.
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Mr Wrex, please do not eat my liver.

Meistermoxx

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Re: Foodproduction/population.
« Reply #4 on: August 07, 2012, 08:15:26 pm »

Smaller plots are more efficent, actually. One guy can work a 2x2 and harvest it at the same time, any bigger requires more people.

That cant be, the farmer only plants the shrooms, the army of muscledwarves do the rest.
The problem with a 2x2 is that the plants have to grow aswell, as being planted and harvested.
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krenshala

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Re: Foodproduction/population.
« Reply #5 on: August 07, 2012, 08:22:13 pm »

You get more from each plant when a highly skilled farmer harvests them.  The horde of random dwarves harvests faster for large farms, but as the farmer gets more efficient (higher skilled) then you need correspondingly less area to grow the same amount.  Add in pot ash (iirc) and that single (or small number of) highly skilled farmer(s) can out perform a much larger group of Urist McAverages harvesting.
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Patchy

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Re: Foodproduction/population.
« Reply #6 on: August 07, 2012, 08:39:19 pm »

Pretty sure the amount you get from a plant stack is determined solely at planting by the farmers skill, not by the urist mcparttimeharvester. The only reason to have the farmer harvest, is to get him/her extra planting farming skill exp. After legendary lvl for your planter, let the masses do the harvests.
« Last Edit: August 07, 2012, 08:40:50 pm by Patchy »
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Broseph Stalin

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Re: Foodproduction/population.
« Reply #7 on: August 07, 2012, 08:40:50 pm »

Dwarves eat eight food per year.
With a 2x5 farm plot One skilled farmer could feed six dwarves for a year with a single harvest (Provided you don't brew anything).
A brewers speed depends on your farmers speed and how much of your supply you're designating as food rather than raw material. Brewing speed varies with skill level and the amount produced is always #of plants X 5.

Mushroo

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Re: Foodproduction/population.
« Reply #8 on: August 07, 2012, 08:56:20 pm »

Potash fertilizer will increase your stack size (I think by about 50%, can someone confirm?)

A single legendary grower working a 3x5 farm plot (an efficient size requiring 4 bars potash per season) will yield an absolutely ridiculous amount of food.
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Broseph Stalin

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Re: Foodproduction/population.
« Reply #9 on: August 07, 2012, 09:02:39 pm »

Potash fertilizer will increase your stack size (I think by about 50%, can someone confirm?)

A single legendary grower working a 3x5 farm plot (an efficient size requiring 4 bars potash per season) will yield an absolutely ridiculous amount of food.
I don't know of any science on Potash, a lack of food isn't a problem in most large fortresses so that's not surprising.

Iosyn

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Re: Foodproduction/population.
« Reply #10 on: August 07, 2012, 09:18:47 pm »

Potash fertilizer will increase your stack size (I think by about 50%, can someone confirm?)

A single legendary grower working a 3x5 farm plot (an efficient size requiring 4 bars potash per season) will yield an absolutely ridiculous amount of food.
Absolutely ridiculous amounts indeed and about 50% sounds right.
Fertilizing plots with potash actually gets more efficient on larger plots, but by the time a single grower can plant such a plot alone you probably don't need to fertilize anymore.

Seriously, I can't move for bloody plump helmets. I've had to carve out another two food stockpiles, or start weaponizing barrels of plump helmets-- but you know some hungry sod is just going to go get his noms right next to a stunned goblin.

In any case, you can brew everything you farm into alcohol and then cook the alcohol into meals. feels like a glitch, but that way you can always ensure alcohol stocks just by having your cook bugger off to stone-detailing duty--
and on the plus side, it trains both your brew and cook, instead of just one.
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Mushroo

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Re: Foodproduction/population.
« Reply #11 on: August 07, 2012, 09:40:35 pm »

The point of potash fertilizer is not necessarily to grow more food (that isn't usually a problem for most forts) but rather to increase the plants-per-seed ratio. This is a huge boost if you are trying to ramp up production quickly from a small number of seeds (for example if your herbalist has just discovered a new species) but also and especially as a labor-saving device. Compare 5 stacks of 1 plump helmet each vs. 1 stack of 5 plump helmets. With the single 5 stack it is 1 job to plant the seed, 1 job to harvest, 1 job to brew, and the output is 1 barrel full of wine. With the 5 single stacks you need 5 times the seeds, planters, harvesters, brewers, barrel makers, wood-cutters, haulers; and your stockpiles are jammed with barrels that only hold a little sip of wine. Not to mention prepared meals; the value of a quarry bush roast [100] is astronomical! Potash has a ripple effect through all the industries. It's nice if you're trying to run a compact, efficient fortress. You will need easy access to approximately 1 log per farm tile per year, and making ash is a great use for your wood furnaces after you have converted from wood charcoal to coal mining or magma as your fuel source. And let's face it--sooner or later a migrant potash maker is bound to arrive, put him to work!
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Laurin

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Re: Foodproduction/population.
« Reply #12 on: August 08, 2012, 01:33:18 am »

Processing sweet pods into dwarven syrup yields five units of syrup out of one sweet pod. So even more ingredients for cooking, provided that you have other solid raw materials.
Also, syrup like other processed materials is much more worth than the crop itself. Dwarven cooks are a bit hesitant to use it though.
« Last Edit: August 08, 2012, 01:35:38 am by Laurin »
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Mushroo

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Re: Foodproduction/population.
« Reply #13 on: August 08, 2012, 06:48:13 pm »

Syrup is kind of buggy, unfortunately... left to their own devices, dwarfs will end up with lots of surplus syrup and no cookable solid items.

I prefer quarry bush leaves which provide the same 5-to-1 ratio but dwarfs seem to cook them preferentially. As a side bonus you get oil (for cooking or soap as you desire) and press cakes.
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Laurin

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Re: Foodproduction/population.
« Reply #14 on: August 09, 2012, 01:37:12 am »

Quarry bush is always good, also because the nuts can be eaten raw.
Although, it's easy to drown in quarry bushs if you don't watch the production chain. For new players it might be difficult to provide the many bags. Cooking lavish meals on repeat can help with that.

Generally I try to build small (2x2) farm plots for every plant I can grow. I start with 2x3 plump helmets, 2x2 for the other underground crops each. This is easily managable by two farmers.
Step by step I add later on (during the second year) small plots for the plants I have seeds of (by gathering and processing, milling or brewing) or bought seeds from the caravan.

Supported with a variety of eggs from my egg farm, chease and occasionally butchered surplus animals, fish and hunted prey I have never any problems feeding my dwarves. They are mostly extatic early on because of legendary meals and because I supply them with their favorite drink.
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