2 single Burrage Plots; Picture 1- A is the 'House', B is the 'Extension', So what is C?
QuestionMini house... You can build a second home in the same plot for an extra family (2 extra fams at level 3).
Then when you upgrade to level 3 it has 4 families in it!
I hate to confess that I have been playing this game for almost 50 hours and just realized this was the case
FYI when you upgrade a "double" house to a specialized job it takes 2 families away from the work pool
Which can be rather annoying. I never make plots where I plan to run a business any bigger than needed to be for the extension out back.
Double families is still good in business plots for things that your region specializes in. Like I have 4 families pumping out helmets and plate armor like crazy because I have two regions with infinite iron mines.
That's the dream
More gear for Uruks
i tried the same thing. families pumping out helmets and plate armor so much that market crashed from oversupply lol
You can stop trading for a little bit or buy back to reset the market fyi.
My issue has always been not being able to trade away all my goods fast enough though -_-
Sorry, infinite iron mines?
Regional specialty, can take a rich iron vein and make it bottomless essentially.
Can mine and refine with reckless abandon
You need to use the upgrade to get it. Iron mine with rich deposit and the regional upgrade for mining.
Can i throw here into the room that you can build multiple mines over a deposit aslong you build on the edges of the deposit?
I assume not many have thought about that and placed it right in the center. I usually have 3 or 4 in a deposit and when I produce too much and sell too much i switch to donkey trading, specializing and building out my next settlement, sending wood back which gets turned into shields and wood parts to sell while iron things are getting normalised in price. With the stocked up Iron in the new settlement i can make some nice profit to get everything going
Never thought of doing this, thank you
Wait doesn't it automatically snap to the center?..
Stupid question, but how do you get infinite iron mines? Last time I played, I remember only the berry and hunting spots staying, but mines would deplete. I had rerolled my maps countless times.
Chicken or goat burgages get artisans when I'm ready for them
Wait... you can change what the extension is??
You can change tier 1 specializations.
Yeah, you have to destroy current extension. Same menu as adding it, there should be an icon at the bottom of the extension menu, red, looks like a tower on fire
Edit: corrected where the icon is
Good to know
The more you know!
Correct. I usually do this with large veggie plots and/or orchards, and I assign the residents to farming.
Your orchards will be more productive if those families are assigned to other work. The harvests overlap for farming and apples.
Do veggie plots still generate food if the family is assigned to other work?
They need to work the garden and the other job. So neither is done at 100% efficiency. Building a double house and huge garden for veggies is popular strategy for food as enough people are working on the garden
Nice thanks
Correct. Create tiny single burgages (just big enough for the workshop) if you are going to make them smiths, tailors et al.
Yeah so double families plots are very good to opti Big orchards or veggie, but for workshops (Blacksmiths and all), it is often better to have one family, as you often overconsume raw material with only one family working on it
Then 4 when it’s level 3
Or out to 4 families if it is level 3 burgage
Do we know if that increases the yield of the business/craft?
my man - thats how it should be. tutorials are nice but to learn a game thats new is fun and basically so great. every TW game that i start is like 2% new since one knows 98% of the mechanics!! i did the same and as of now there is nothing new. so its way more fun to make such mistakes i think <3
Not trying to be rude.. but how Dx
I knew it was an extra house but didn't realize it provided 2 extra families at level 3.
I didn't clarify that very well originally, but it's fine
Ohhh gotcha. That makes more sense.
Took me 50 hours to realize the + and - impact the number of total houses in the planned plot.
It’s a game-changer for vegetable farms
Does anyone know if it's more cost effective to build these extensions or just make a separate plot?
What I do is make a square that is 2x corpse pits by 2x corpse pits. This fits 5 burgages by default. I modify the build plan to put 3 burgages there that each fit 2 houses. Everything said and done instead of having 5 burgages/families and spending for 5 vegie patches I only have to pay for 3 veggies patches but I have 6 families there which is extra labor to harvest everything from the patch. Food is abundant.
I believe it's almost always more cost effective, only 2 lumber and it also has the added bonus of assigning the extra family to deal with the veggie patch/orchard that you can upgrade as well, and when you upgrade to level 3, four families can live there instead of two
Each burgage plot uses the same resources regardless of the amount of occupants.
So having the extension allows 2 families to use the same resources as 1.
You mean to upgrade? Because food consumption is per family, not per burgage.
Perhaps the information I have is incorrect or has been patched out then. I watched a guide that gave this advice.
Some of the yt guides are sadly spreading wrong or outdated info. AFAIK, food consumption has always been per family.
It's confusing because food supply at the market is per burgage (times the number of food types) and so is the maximum amount your food stocks will stock (even when you're monthly consumption under certain circumstances is higher than that!). And of course the number of automatically set up stalls is per 5 families, not burgages, just to make it extra confusing...
Is there a reason in the game to build actual single houses? At some point I just stopped making them.
I think when you have multiple artisan families in the same plot, the production rate goes down a bit. I don't have solid proof, but I rather have 2 Blacksmiths plots (2 fams) than 1 Blacksmith with 2 fams.
Sadly, the game does not show production/consumption for the time being.
The production rate should go up because both families in the double plots should be working the artisan job at the same time. But you lose two workers from the worker pool this way.
In theory, yes. But in practice I felt the output was lower than expected
I've just read from someone testing that and they got nearly twice the production with double artisan plots.
You do however need to be able to feed them enough resources to keep working. Production speed is generally overtuned, imho.
I use single homes for my “professional” families. The blacksmiths, etc. if you put a blacksmith into a double plot, both sets of families will become blacksmiths
Single home plots are easier to satisfy, particularly if you rely on backyard extensions for food. For example, take two populations (group A and group B), both with 20 families. Group A lives in 10 duplexes (10 plots with 2 houses each) and have 10 backyard extensions. Group B lives in 20 singles (20 plots with 1 house each) and have 20 backyard extensions. Both groups eat the same amount of food. If both groups used chicken coops exclusively, Group B will produce twice as many eggs (20 coops versus 10 coops), making it easier for them to meet their food requirement.
I actually only use duplexes for veggie gardens and apple orchards now, since production scales with size and you want more families to work the yard. But for everything else I prefer singles.
Market stalls stock to a maximum of plots times food types offered. 50 lvl 3 double plots may only need e.g. 50 berries + 50 meat + 50 bread + 50 veggies for 100% market supply, but they won't stock more than that either. Yet the 200 families living there consume 200 food per month, completely emptying your food stalls (whether you have 4 or the up to 40 the game wants to create if you let it). That makes it tough to restock before taking a hit to your villagers' satisfaction, which matters when playing on harder difficulties.
100 Lvl 3 single plots would also consume 200 food per months, but with 4 food types they'd stock twice as much, giving you a nice buffer.
Also, chicken coops and goat sheds produce one unit per burgage and month, regardless of how many families live it the burgage.
I’m too dumb to understand these games.
I just play them and hope stuff I do works.
Only 1 backyard per family, so less eggs/hides per family.
Pretty huge downside in a game about minmaxing production vs consumption.
C is the slave family that lives in your yard. It's 2 houses and one plot of land for whatever you need.
He means the mother-in-law suite....
Well once she moves in you become the slave
we call it a granny annexe around these parts.
Jeez
Guest house for lesser citizens
Tip- if you have a double house plot with an artisan shop like a tailor, it will use 2 families to operate, but should also double the production output
It doesn't actually double the production. There are diminishing returns on every additional worker (also in the actual industry buildings like the sawmill and tannery, by the way)
True, it does increase productivity significantly, and means there is less down time as there are more people to get items.
It's awesome for farm and orchard plots as well..
Extra housing. If the plot is wide enough you can upgrade it with +1 family extension.
for vegetable gardens and apple orchards, you want to make double plots like this (with massive backyard extensions) to maximize the harvest and minimize time families spend away from their day jobs while harvesting.
I’ll add that having undersized (at least .5 morgans) is better cause you workers will harvest all the vegetables instead of trying to go for max amount. More time to do other assigned jobs.
I do huge plots and assign the workers to the church so they have plenty of time to farm it.
I assign them to empty stone cutters and mining pits, then refill their old workplace vacancy. Say, the farm. The gardener can't be the new hire at the farm, since they're "employed". Then I cut them from the mine, and they're forced to unemployment.
If I leave them in empty stone fields, will they still garden or pick apples?
Honestly never thought of it that way. I was always under the impression to have the farm efficient but they could also be doing other task if close by. Think I’ll have to try that in my next play through.
But there isn’t anything in the church for them to do unless there are bodies to burried.
Exactly. So they farm the carrots and apples instead.
A second building that can house a second family.
Generally if you’re making the extension portion (B) into vegetables or orchards, it’s best to do it on a 2-family plot so one family can work a job and the other can be unassigned (or assigned to a seasonal job) so that they’re available to harvest vegetables/apples from the extension.
I usually make single-family plots for chicken and goat and artisan burgages, and I only do two-family plots for the large burgages that require attention from the residents.
There are so many questions on this sub that would be answered by just playing and watching. Don’t get me wrong I did own the Ocarina of Time game guide when I was a kid but there aren’t any puzzles in this game. Also haven’t you cropped out the tooltip on screen that answers your question?
It’s all I build
Same, in early game it's the best way to increase your pop with the same amount of food
Food consumption is per family.
Are there any disadvantages to a double plot? I build almost all my plots like this, except for plots I specifically make for artisans as early-mid game losing 2 families when you convert is a big hit. Otherwise these double plots seem to good to be true, am I missing some other disadvantage?
You have less backyards per family if all you do is build duplexes. Single homes means you can get more backyards per family, which is better for chicken coops. A chicken coop produces one egg per month no matter how many families live there. 2 houses with 2 chicken coops is a lot better off than a 2 house plot with 1 chicken coop.
The only disadvantage I’ve found is like you said when going to lvl 2 housing. That being said I’m a noob still figuring out the game like the rest of us
C is the extension.
B is the work plot.
Close you can get B to the Main and C less walking distance for work.
Why not just play the game and find out?
But then how would they get upvotes and attention
My question is... does having a second family on the same plot consume extra fuel? Normally is 1 Fuel/Month per Plot.
No extra fuel, as you said it's calculated per plot. Not per family.
Seems like something that should be changed to be per family eventually though, IMO.
I agree with you. I've always calculated fuel based on how many families just in case
You guys calculate?
Idk why I'm always low on fuel, everyone complains about food, and I always have more food than anything. But fuel is a pain in the ass for me
Fuel consumption is per plot, food consumption is per family (+ retinue). Automatically created number of stalls is per 5 families, how much stalls are actually stocking is per burgage (times the number of food/fuel/clothing types offered) - how much you need for 100% coverage is, too.
It's all over the place and needlessly confusing.
Plus, fuel has to be manually transported to burgages each month, food just teleports into people's stomachs (was different in the closed alpha). So fuel stalls should be close to burgages, food stalls don't need to and can be close to food production instead.
It’s a more efficient way to increase town pop. It’s a second housing unit on the same plot. Which reduces amount of fuel and resources needed for the population to be happy. But it also means losing more workers when upgrading to artisans but their production speed is much higher with double plots. At least in what I’ve noticed. And at level 3 the family allotment goes up to 4 with a double plot.
crazy to me someone runs to reddit to ask this instead of just playing the game
Every game for the last 10 years requires at minimum 15 Google visits for information. 3 of those 10 Google visits doesn't have an answer. I've just laid out a clear Q and A to this curiosity Where There Wasn't One Before.
You have pretty salty days now, eh? You should try prayer. It will actually help you.
I was with you until the prayer bit.
hell yeah brother
I'm only using this tiny house to get more people in quickly and also to quickly house the 5 people from the first camp.
You can have it for an extra 1 wood. It's very useful at the start of the game to gain population quickly without wasting wood.
Wider plots allow for housing extensions so you can house 2 families on one plot
Room for 1 family
extra housing
I mainly use double housing for veg or orchard upgrades so workers can help, if a house doesn't have an extension I use this too as it uses less resources, for jobs that remove workers from the work pool I never use it cause if you want more yield doing two separate houses is better to produce different things, so two separate smiths producing different weapons rather that 2 family's on one plot producing the same thing. I'm not sure if two families on one plot increases yeild for things like smithing tho
Second home for kids family, you can expand the house for 2 logs to take in another family and the benefits is that the needs are calculated per house, not per family
Extend house for 1 extra family at the cost of 2 additional logs. Same.
It count as 2
A - Main house
B - Back plot (for product)
C - 2nd house (after upgrade)
The second family that will make things that much better.
I pretty much only build plots with the house+ thinking it helps reduce firewood and food need, plus boost to efficiency of their extension, is that valid?
It's a shed that has room for a family.
Then you can upgrade the shed into a house later.
B is the workshop, C is the extension I think.
A: Mainhouse C: Second house B: Work shop, goat pen, chicken coop.
Expanded living space.
In modern zoning it is called an Accessory Dwelling Unit. Small house next to the Big House.
Granny Flat
House for a second family
It‘s your Housing Association nightmare fuel
In law suite xD
Bro just unlocked key to space efficiency
Guest house. Very useful for dense environments
Double house + plot is great for farms, etc. Single house with plot is good for options that take over the household workers. In my experience
An additional house / side house for more family members.
I learned this the hard way at first. Now I put a row of small houses usually by the granary and depot make them as small as can be so they can do the crafting.
Then huge houses for veggies and maybe apples if I need them
C is the granny flat
+1 family
Second house on the same plot. If big enough you can move in a second household. Great if you’re doing vegetables.
Wait, the workspace is called “extension”? I thought that’s what you called the extra house aka “C” in the picture????
Lol I just call it an extension, because you dont need it for the house. That's where we put the Chicken coops, Tailors, Blacksmiths, Apple Orchard, and wait... there's more!
Yeah I usually just called it workspace or workshop since that’s usually what it becomes.
It’s a granny flat for another family
Second house for poorer peasants (if that is even possible).
Basically an in law suite.
That’s where the inlaws go (extra family)
A: house B: back yard C: plebetopia
That C is only worth it if families living in A and C won't do any homework or be turned to artisans. I keep households like this on active jobs.
Dual plots are two houses on 1 block.
The pro is that upgrading both houses is cheaper, and the housing density is higher.
The big con is that it is less backyards per family, so you will struggle to generate a decent amount of eggs and hides via chicken/goat.
B is industry not extension.
It's called a backyard extension by the game....
Baby mama house
It's a picture of a house with a plus on it...
Thanks for writing it down for the blind people
This is actually a really good question. The symbols "make sense", but there is definitely room for improvement.
Perhaps the work area could be a simple square instead of a house symbol with a hammer to show that it is an extension area for work?
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