Gatherers are a huge boon to adding variety to your food supply early on. Gathering and chickens are the only food sources that produce more than one food type from a single source.
Some other stuff I've found:
- 13x13 is the easiest to remember and most efficient use of space for orchards and only requires two workers. Food trees take up a 2x3 area unless they're at one of the edges. If you use a measurement that doesn't take advantage of that final row of orchard, that area is just wasted space. Annoyingly, you can't reform them to take up 3x2 areas, so making two different non-square rectangular fields could potentially result in wasted space, even if one of them is perfect.
First orchard, 7x5:
TXXTXXT
XXXXXXX
TXXTXXT
XXXXXXX
TXXTXXT
Result: 35 Tiles, 9 Trees
Second orchard, 5x7:
TXXTX
XXXXX
TXXTX
XXXXX
TXXTX
XXXXX
TXXTX
Result: 35 Tiles, 8 Trees
They take up the same amount of space and require the same number of workers, but yield different amounts of trees. Note the hanging empty area to the side of the 5x7 orchard. You could make it a 4x7 and make it just as efficient, production wise, with the benefit of taking up less space.
I'd like to see orchards reworked so you don't have to fiddle with this. Just give trees a 2x2 or 3x3 space instead of a 2x3 space and/or restrict the sizes so you can only make orchards of optimal dimensions and call it a day.
Also, it would be awesome if you could see how many workers a field would need to be optimal as you're drawing its bounds. Would definitely take a lot of the guesswork out of oddly shaped fields.
- Individual 7x7 plots are the largest a single worker can manage. If space and/or variety of food is an issue, you can plop down several of these and four of them produce nearly as much food per square as a fully staffed 15x15 area. They fit almost anywhere and potentially produce four times the variety as a single, larger field. I wouldn't recommend using the minimum 4x4 fields unless you're desperate or have a massive idle population. They produce next to nothing.
Also, since we're on the topic: Space starts becoming an issue in the mid-to-late-game, even on larger maps. Expanding your village means people spending time travelling between hamlets, resulting in time lost and even potential deaths from the commute (Though dropping stone roads seems to help quite a bit). This goes for having production further from your city center, and having four 15x15 fields for four workers may earn you more net food, but it'll take up a lot more space and will earn less food per acreage. So when you have 300 people and there isn't much else to do with them, you might as well increase the efficiency of the space you have by having more workers work less space.
- Trading goods seems to be the key to unlock more stuff when traders stop by. After automatically trading for stone for almost 50 years, Goods and Food Merchants bring around 30k units of food every trip. Resource Merchants bring about 5k units of Stone, Coal, and Iron. The only downside at the moment to trying to make an industry based village is the lack of variety and value in trade goods. Firewood remains the tool of choice for running the market.
I'd really like to see more luxury goods, like pottery, artwork, metal crafts, and the like.
- Speaking of trading, it's possible to devalue your goods, but it only affects one merchant at a time and requires you to sell a LOT of a particular good. I sold a few thousand units worth of firewood to a Goods Merchant a while back, and the value of firewood went down from 4 to 3, but only with that particular merchant at that particular trading dock. It has not gone back up in value.
- One tavern stocked by a single 15x15 field of wheat appears to be enough to keep the supply of alcohol constant. You'll probably need more than that one field since your villagers will inevitably eat some of it before it gets to the brewer. Having taverns seems redundant, though, since Chapels make 200 people happy at a time and don't require any resources.
Of course, I just had a thought. Do people only drink to restore happiness, like people do with health and herbs? Because having both a chapel and a tavern may explain why my berry fueled tavern could barely keep booze on the tap in smaller villages, while my two wheat taverns easily keep 300 people happy. I'll look into it later.
In any case, having a large tavern, church, and large cemetery for every 200 villagers is sufficient to keep them 100% happy most of the time.
- You need a LOT of wells spread around your village to keep fires under control. I've had both my markets burn down, despite having two or three wells right next to them and the houses around them. Kind of frustrating, but now I've put about four near the village center and spread wells around a bit more. After I did this another fire broke out, and this is when the second market burned down, but I didn't lose nearly as many other buildings. As far as I can tell, wells only lower the chance the fire spreads. Stone houses seem to catch fire just as easily as wooden ones.