I always knew that the larger fish production was better than the initial one but it is nice to see the actual numbers. Regarding cattle breeding: 20 food perminute for 1 worker translates to about 100 food for 5 workers to make it more comparable to the other food production structures, making it the "best" producer while sitting on the "worst" cost/income ratio. That being said, 5 cattles are much more expensive than a single of the other options. Not to mention they require much more space. If you have enough lumber and stone however, I recommend not to skimp on the cattle breeding. Grain may be the most effective but the waiting times between each harvest have to be taken into consideration. Personally I combine the two when playing as Humans. For Orcs definitely choose boars over fishing if possible. Hunting is always influenced by how far the animals run.
Yea, cattle isn't really bad. If workers are your only limiting factor, it's actually quite good and it's a nice option to use when fish/animals dwindle since you can free up workers there and send them to cattle.
Humans really are the best and most flexible when it comes to food production I'm eager to see your videos on the best food sources for Dwarves and Trolls 💀
Nice video, didn't expect the fishing hut to be that bad, with it's very restricted stocks and placement. Good luck if you continue the series, and try to make troll corpse collectors work.
I allways use a combination of the Cattle farm and the wheat farm, yes you have to build them but you with the same 5 workers can have 5 Cattle farms and have a steady sorce of food, and when its time for harvest, the wheat the food stack very quickly. But i normaly get the food from the berrie bushes, the animals and the fish, but depending on how many of those food sources and workers are aveilable in the map i only allocate a limited amount of workers in each one. Many times just 1 in each source just too collect that food. By the way the food store is a very big deal in this food economy, i allways built 1 as soon as possible!
I never knew the fishing hut was that bad. But yeah, my usual tact is to start with the hunting cabins and later spam Cattle Breeding huts on (early) explored areas to get that food/h high as possible.
Thanks, interesting. For me it is usually two variants: (1 Grain + 1 Storage) or/+ (3-4 Cattle + 1 Storage). But when it is a large and quite long map... Well, they can have fun with fish :D Also, 1 Storage can double (without problems) only up to 4-5 Cattle/Pig (depending on the place). And 2 or more Storages can easily handle multiple production buildings nearby.
I kinda prefer cattle farms I think, standard is still four wheat farms, but given that you need only one worker for the cattle farm and no down time I prefer its reliability of supply :)
Good video. Also have you seen the model of the Piper in Conquest of Eo ? You can summon an astral image of yourself with the dreamweaver and acts as a hero/titan.
No I haven't, but I sadly can't play CoE (or any demanding games for that matter) because something's wrong with my GPU :') My PC resets if it gets overloaded and I can't fix at the moment
yea pretty much. That's why I wait until a bit later once they start flowing, but if worker are an issue, it's for sure the best considering the worker to food ratio
So, I'm having my breakfast, see a new video - and it's "What is the best Human Food Source?" Hmm... Anyway, I could never understand why both Fishing Hut and Fishing Guild are both t1 buildings with one being strictly better version of another. The former only have use for the limited time before you find the blueprint for the latter in the OoD campaign. On related note - I wonder if wood elves were planned to have fishing hut too at some point? OoD campaign have some weird maps where you play elves and have fish ponds nearby for some reason.
hey want to charm in with a cuple of factor´s to consider. Hunt is in my experience the best and most easy one. Foodstore does here very good. How ever if you want to go with speed and do not care about cost then the best is by far 3 Cattle breeder with a food store! The 3 Breeder should be enough so the Foodstore allway´s work and if you place the breeder right they have next to no space to cover ( the straw place facing the food store). this is also the same for Dwarves, Darkelves and Ork´s. There is also a little bug or well speed thing happening there because the worker speed up when they are about to leave to deliver the food wich make it not slower to place a Store. So if you just want to go for speed only Hunt and the single gather source´s they are the fastes. If you don´t have space to place it correctly it should be faster to just place the breeder and not the Foodstore since the walking will slow down production.
So i tested it a couple of times with this set up and stopt time. It will change depending where you start counting but i got in 10 try´s: 4 times 100food/m 3 times 80food/m 2 times 120/food/m 1 time 90food/m. this is with 4 buildings and 4 workers and it is consistend since there is no walking. ( I tried it with dwarf´s). that is around 24.25 food/m as average per worker.
so another test. i have 3 times this set up so 3 breeder 1 foodstore. so in total 9 breeder 3 foodstore´s. i checked how long they took to get to a 1000: 3:40 so 220 second´s. 1000 divided by 220= 4.545454545... * by 60 = 272.7272727/ by 3 = 90 food/m per 4 worker´s with this set up so around 22.7 per worker.......
next test was to 2000 same set up i ended at 23.255 per worker. to 2000 it took 7:10 ( a bit less because some of my food went to healing unit´s so i lost around 30-40 food) so 430 second´s 2000/430= 4.6511.... *60 =279.0697.... / 12 = 23.2558... so yeah seem´s to be somewhere around 23-22 perworker
Wait. Cattle breader is 20 per minute? Tuat is a good score for 1 worker! Tbh I was sure it will be much worse haha. Addind the food storage to the mix for those testy for the future would also be coll, especiallu for the buildings that requiem a lot of walking. For example, with the grain food storage is 100% usefull as it will produce whole you wait for the grain to grow, bit does it even help the breader? How with fishes? If it does help the breader- how many to build to it to be most effective? How many is 2 much? How does grain work if you have like 3 buildings, all builded around each other with some time in between so the workers work on each other fields? In short- interesting video, but i feel there can be soooo much more done in it haha
good points. I admitedly didn't go too deep into the entire food store direction because I mainly figured it would be double of what it normally is, but the way you put it, it might be interesting to do some more testing. I might do a follow-up video testing a couple of scenarios with the food store. Maybe once I've done the basic buildings for each race.
@Wormic yea, the storage thing was always interesting to me and tbh now I am even curous how did i not try it muself haha. Especially with the dwarves, it is interresting how many pig framrs use for one storage, considering space, walktime and so one. So I am realy curious to see the rest of this series haha
Yeah, you basically have to take into account how long does it take for worker to walk to the Food Store. While for animals and fish I always make sure to put Food Store closer and then the corresponding building behind it ( trust me, they have plenty of range to reach the resources ) to mitigate this, with Cattle Breeding and Grainfarm it's a bit different story. Grainfarm has it easier, since the workers walk less often, comparably, and they can gather wheat from neighboring farms while Cattle Breeding workers will have to walk out every time. It makes the placement really crucial.
I always wondered, if a food store could max in capacity. So for example if one might fit 5 farms around one and they all start harvesting at the same time, is the food ressource really doubled or...? - Is the doubling cancelled, if you spend the food before the referring animation starts or is the doubling queued? So spending all food, delete the farms, does the food store keeps working until the doubling is finished? - If it queues is there a way to max out the food doubling? Such that the animation takes too long to finish, before new food comes in? I tried that a while ago with elf wood workers and had at least the feeling, that one sawmill could hardly maintain more than two wood cutters constantly cutting the trees of the surrounding foresters. But I would like to see some confirmation, so I can build the maximum amount of defensive towers in the shortest amount of time...
@ I don’t think it maxes out but at a certain point it just gets too overwhelming for the building and it gets stuck playing catchup. if you were to stop the production buildings at that point, it would continue working until the “backlog” of resources has been doubled, but once you reach this breaking point I feel like it makes more sense to build an additional doubling building to spread the load more evenly
@@WormicAt least they have regenerative food production. I played through free game mode with a friend multiple times, and while elves are my favorite light race (because of infinite wood) their food production is so miniscule that on most maps your have a unit cap of 30 or 40. But they don't need units, since they can spam towers, so that's something :D
I dont like the hunting lodges at all. At the beginning they are good but when the wildlife is further away they go and explore the map and get into fights i dont want. This is annoying...
Bri came back from the dead
I always knew that the larger fish production was better than the initial one but it is nice to see the actual numbers.
Regarding cattle breeding:
20 food perminute for 1 worker translates to about 100 food for 5 workers to make it more comparable to the other food production structures, making it the "best" producer while sitting on the "worst" cost/income ratio.
That being said, 5 cattles are much more expensive than a single of the other options. Not to mention they require much more space. If you have enough lumber and stone however, I recommend not to skimp on the cattle breeding.
Grain may be the most effective but the waiting times between each harvest have to be taken into consideration.
Personally I combine the two when playing as Humans. For Orcs definitely choose boars over fishing if possible. Hunting is always influenced by how far the animals run.
Yea, cattle isn't really bad. If workers are your only limiting factor, it's actually quite good and it's a nice option to use when fish/animals dwindle since you can free up workers there and send them to cattle.
Dwarf and human best way to collect food.
One maybe overviewed thing about the cattle breader:
Best food per worker ratio.
So it is in theory the best, if you work with very few workers.
Humans really are the best and most flexible when it comes to food production
I'm eager to see your videos on the best food sources for Dwarves and Trolls 💀
Trolls be like
"We make human food"
"human food?"
"yeah, we find human. we cook them"
"Brother Unk and Urk fall."
"We bury Unk and Urk?"
"No, we eat."
"Oh keh..."
Nice video, didn't expect the fishing hut to be that bad, with it's very restricted stocks and placement. Good luck if you continue the series, and try to make troll corpse collectors work.
One Cattle Breeding for the lower population upgrades, then as many Grainfarms as you can. Works like a charm
I allways use a combination of the Cattle farm and the wheat farm, yes you have to build them but you with the same 5 workers can have 5 Cattle farms and have a steady sorce of food, and when its time for harvest, the wheat the food stack very quickly. But i normaly get the food from the berrie bushes, the animals and the fish, but depending on how many of those food sources and workers are aveilable in the map i only allocate a limited amount of workers in each one. Many times just 1 in each source just too collect that food. By the way the food store is a very big deal in this food economy, i allways built 1 as soon as possible!
I never knew the fishing hut was that bad.
But yeah, my usual tact is to start with the hunting cabins and later spam Cattle Breeding huts on (early) explored areas to get that food/h high as possible.
Thanks, interesting. For me it is usually two variants: (1 Grain + 1 Storage) or/+ (3-4 Cattle + 1 Storage). But when it is a large and quite long map... Well, they can have fun with fish :D
Also, 1 Storage can double (without problems) only up to 4-5 Cattle/Pig (depending on the place). And 2 or more Storages can easily handle multiple production buildings nearby.
Spellforce - childhood game! Great Game!
I kinda prefer cattle farms I think, standard is still four wheat farms, but given that you need only one worker for the cattle farm and no down time I prefer its reliability of supply :)
Good video. Also have you seen the model of the Piper in Conquest of Eo ? You can summon an astral image of yourself with the dreamweaver and acts as a hero/titan.
No I haven't, but I sadly can't play CoE (or any demanding games for that matter) because something's wrong with my GPU :') My PC resets if it gets overloaded and I can't fix at the moment
@@Wormic - clean windows install
- clean the ventilation system it might overheat
@@Wormic also could be the ram stick
I usualy just spam farms 😅
Imo csttle farm is my favourite cause it gives the most food per worker and is steady in comparison to the farm.
@@Schnitzelfox yea it’s pretty good, only a bit expensive and needs space, but still very good value especially with multiple
Very good video, boss
Its fun when you use speed up game and they move like in cartoon.
so if you're resource rich cattle breeding is the best worker to food production ratio
yea pretty much. That's why I wait until a bit later once they start flowing, but if worker are an issue, it's for sure the best considering the worker to food ratio
So, I'm having my breakfast, see a new video - and it's "What is the best Human Food Source?" Hmm...
Anyway, I could never understand why both Fishing Hut and Fishing Guild are both t1 buildings with one being strictly better version of another. The former only have use for the limited time before you find the blueprint for the latter in the OoD campaign.
On related note - I wonder if wood elves were planned to have fishing hut too at some point? OoD campaign have some weird maps where you play elves and have fish ponds nearby for some reason.
hey want to charm in with a cuple of factor´s to consider.
Hunt is in my experience the best and most easy one. Foodstore does here very good. How ever if you want to go with speed and do not care about cost then the best is by far 3 Cattle breeder with a food store! The 3 Breeder should be enough so the Foodstore allway´s work and if you place the breeder right they have next to no space to cover ( the straw place facing the food store).
this is also the same for Dwarves, Darkelves and Ork´s. There is also a little bug or well speed thing happening there because the worker speed up when they are about to leave to deliver the food wich make it not slower to place a Store. So if you just want to go for speed only Hunt and the single gather source´s they are the fastes. If you don´t have space to place it correctly it should be faster to just place the breeder and not the Foodstore since the walking will slow down production.
So i tested it a couple of times with this set up and stopt time. It will change depending where you start counting but i got in 10 try´s: 4 times 100food/m 3 times 80food/m 2 times 120/food/m 1 time 90food/m. this is with 4 buildings and 4 workers and it is consistend since there is no walking. ( I tried it with dwarf´s). that is around 24.25 food/m as average per worker.
so another test. i have 3 times this set up so 3 breeder 1 foodstore. so in total 9 breeder 3 foodstore´s. i checked how long they took to get to a 1000: 3:40 so 220 second´s. 1000 divided by 220= 4.545454545... * by 60 = 272.7272727/ by 3 = 90 food/m per 4 worker´s with this set up so around 22.7 per worker.......
next test was to 2000 same set up i ended at 23.255 per worker. to 2000 it took 7:10 ( a bit less because some of my food went to healing unit´s so i lost around 30-40 food) so 430 second´s 2000/430= 4.6511.... *60 =279.0697.... / 12 = 23.2558...
so yeah seem´s to be somewhere around 23-22 perworker
Weed Farm for the win
The farmer png for your avatar is oddly fitting in this video lol
Wait. Cattle breader is 20 per minute? Tuat is a good score for 1 worker! Tbh I was sure it will be much worse haha.
Addind the food storage to the mix for those testy for the future would also be coll, especiallu for the buildings that requiem a lot of walking.
For example, with the grain food storage is 100% usefull as it will produce whole you wait for the grain to grow, bit does it even help the breader? How with fishes? If it does help the breader- how many to build to it to be most effective? How many is 2 much? How does grain work if you have like 3 buildings, all builded around each other with some time in between so the workers work on each other fields?
In short- interesting video, but i feel there can be soooo much more done in it haha
good points. I admitedly didn't go too deep into the entire food store direction because I mainly figured it would be double of what it normally is, but the way you put it, it might be interesting to do some more testing. I might do a follow-up video testing a couple of scenarios with the food store. Maybe once I've done the basic buildings for each race.
@Wormic yea, the storage thing was always interesting to me and tbh now I am even curous how did i not try it muself haha. Especially with the dwarves, it is interresting how many pig framrs use for one storage, considering space, walktime and so one.
So I am realy curious to see the rest of this series haha
Yeah, you basically have to take into account how long does it take for worker to walk to the Food Store. While for animals and fish I always make sure to put Food Store closer and then the corresponding building behind it ( trust me, they have plenty of range to reach the resources ) to mitigate this, with Cattle Breeding and Grainfarm it's a bit different story. Grainfarm has it easier, since the workers walk less often, comparably, and they can gather wheat from neighboring farms while Cattle Breeding workers will have to walk out every time. It makes the placement really crucial.
I always wondered, if a food store could max in capacity. So for example if one might fit 5 farms around one and they all start harvesting at the same time, is the food ressource really doubled or...?
- Is the doubling cancelled, if you spend the food before the referring animation starts or is the doubling queued? So spending all food, delete the farms, does the food store keeps working until the doubling is finished?
- If it queues is there a way to max out the food doubling? Such that the animation takes too long to finish, before new food comes in?
I tried that a while ago with elf wood workers and had at least the feeling, that one sawmill could hardly maintain more than two wood cutters constantly cutting the trees of the surrounding foresters. But I would like to see some confirmation, so I can build the maximum amount of defensive towers in the shortest amount of time...
@ I don’t think it maxes out but at a certain point it just gets too overwhelming for the building and it gets stuck playing catchup. if you were to stop the production buildings at that point, it would continue working until the “backlog” of resources has been doubled, but once you reach this breaking point I feel like it makes more sense to build an additional doubling building to spread the load more evenly
i stick with 5 Catle and 1 Farm . i dont like to have down time on mana and hp regen for my units
regen is tied to the food store though, no? I think the only two requirements are having food (as a resource) and the building occupied with a worker.
5 sources... The Elves are whining in the corner...
@@SjaduK dwarves 💀
@@WormicAt least they have regenerative food production.
I played through free game mode with a friend multiple times, and while elves are my favorite light race (because of infinite wood) their food production is so miniscule that on most maps your have a unit cap of 30 or 40.
But they don't need units, since they can spam towers, so that's something :D
@@SjaduK And their units scale really well, especially if you try to make the ones that require iron or lenya.
Does wildlife also regenerate? Fish yes because it's a ressource node, like ores. But wildlife too?
I'm not 100% sure but I think it eventually does, similar to trees, it just takes a very long time. But I could be wrong on that
Yea they regen u even have script for wildlife regen(spawn)
@@Wormic in campaing, they wont regenerate, in free game, wild life will respawn...
@@heldensatko They respawn in campaign as well. It just takes some time.
@@TheBezixx TOoD, first campaing, food is capped. try it :) after farm / breeder and other infintie resource, never noticed...
And now do the dwarves ^^
they'll be next in this series
I dont like the hunting lodges at all. At the beginning they are good but when the wildlife is further away they go and explore the map and get into fights i dont want. This is annoying...
For a serious comment, i wonder how the Human Farms compare to the Dark Elf farms
I'll make one on them as well fairly soon
Interesting
Fish regenerate and wildlife does not or at least i think so.
They both regenerate, but wildlife might do it a bit slower. As someone pointed out in another comment, there's a script for it.