Plot efficiency

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Re: Plot efficiency

Postby sabinati » Mon Feb 15, 2010 5:04 pm

minck1 wrote:
Potjeh wrote: The pumpkins alone can feed all the animals you see here.


Will pumpkins be available on the new map?


i sure hope so
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Re: Plot efficiency

Postby 32012323 » Mon Feb 15, 2010 5:13 pm

I know what you mean Rhiannon, like I said I really wanted the winery lot to look like a genuine tavern area but getting my head around the fact that there's a limited amount of decorative furniture to do it with only proves what a real waste it would have been.

By the way is the QL of a tree dependent on a stat/skill formula or just the water and soil QL? I realize that's off topic but I only ask because the QL 10 mulberries I had planted ended up yielding a QL 7 tree with QL 43 soil and QL 13 water. This may be revised in the new world, I don't know since the QL system might get an overhaul, but it's good knowledge to take down just in case.

Cheers!
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Re: Plot efficiency

Postby Potjeh » Mon Feb 15, 2010 5:19 pm

Well, my farm is a single-person thing, you'd probably want to make it bigger for multiple people. Clocking about 3 hours a day without interruptions, I can do all the harvesting, feeding and other everyday work (cheese, silk, etc.), and I end up with a lot of surplus food and one silk cloth a day (though I stopped doing silk a while ago because I was busy reorganizing to accommodate farm animals). I usually don't clock in the full 3 hours, though, so some crops go unharvested for a couple of days.

As for perception, lately I've come to rely on pancakes because they're a lot more milk-efficient than carrot cakes. I also raise my sheep for their meat, so sausages come in handy too. Before domestication I mostly relied on carrot cakes, though plaice is also nice. In the new world I think I'll use plaice for perception, because eating carrots is a bit tedious (just 1 FEP each).

And I do decorations too, but only on village grounds. My village is basically just a meeting area (hehe, I bet Klaue was disappointed when he broke in and found just a bunch of leather), so no need for efficiency there.
Last edited by Potjeh on Mon Feb 15, 2010 5:20 pm, edited 1 time in total.
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Re: Plot efficiency

Postby Rhiannon » Mon Feb 15, 2010 5:20 pm

32012323 wrote:I know what you mean Rhiannon, like I said I really wanted the winery lot to look like a genuine tavern area but getting my head around the fact that there's a limited amount of decorative furniture to do it with only proves what a real waste it would have been.

By the way is the QL of a tree dependent on a stat/skill formula or just the water and soil QL? I realize that's off topic but I only ask because the QL 10 mulberries I had planted ended up yielding a QL 7 tree with QL 43 soil and QL 13 water. This may be revised in the new world, I don't know since the QL system might get an overhaul, but it's good knowledge to take down just in case.

Cheers!


Well inthis game (which Is what I like about it) everything matters. Your trees can come out + or - a certain amount...but consider all ingredients...you farming skill when you plant it, your pots, your herbalist table (and all the ingredients that made it), the water, the soil and the quality of the seed. All of this (then the +/- factor) goes into the finished tree. As to the decoration factor...I just used my imagination...everything from Urns to flower beds, decorative trees, good use of stone walkways, Torch posts, carpets, candleabras, ect to design areas that pleased my "Palace Garden" eye. There's not much stuff to work with, but if ya do it right it can end up looking pretty cool.
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