Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 16:38
Actually, having a workrate for corn would be very useful (to help players improve their farm placement). In addition, other primary-resource-gathering buildings that work whenever they are in the building (I.e., the mines) don't actually work at 100% efficiency either, because the workers have to leave the building in order to eat. Time taken for lunch breaks should be included! 
What we need is idea workrate for buildings. I think that the idea workrate should be the "perfect" circumstances. For example, the perfect working condition for a stonemason:

The Stonemason on the left cannot be 100% efficient because-- although his house is directly below the deposit-- he has a horrible stone blocking his path. He needs to take a half-second to walk around it (this obstruction also represents other units that might get in the way, such as serfs). The Stonemason in the middle is too far away from the deposit to work at 100%. In contrast, the stonemason on the right can enjoy the benefits of 100% workrate (as long as there are enough serfs to pick up his produce!): He has an unobstructed path to a close deposit, and also an inn that is as close as it can possibly be. The inn is also loaded with fresh sausages and bread: The most filling meal. The stonemason will therefore not have to eat as often as he would with wine and bread, for example.
This is just an example of what figuring out what ideal workrate would is; though, this method would be different for other buildings. Once we figure out the ideal workrate, we can then develop a maximum efficiency percentage. Again, this is just the way that I imagine this feature to work. There are other people's opinions, too, and I'm willing to see them as well
P.S., considering the stonemason picture, I think that it might be closer if the stone deposit was to the side of the building rather than on top; however, I am too lazy to test/change the picture. I'm sure that you all understand what I am trying to explain anyway

What we need is idea workrate for buildings. I think that the idea workrate should be the "perfect" circumstances. For example, the perfect working condition for a stonemason:

The Stonemason on the left cannot be 100% efficient because-- although his house is directly below the deposit-- he has a horrible stone blocking his path. He needs to take a half-second to walk around it (this obstruction also represents other units that might get in the way, such as serfs). The Stonemason in the middle is too far away from the deposit to work at 100%. In contrast, the stonemason on the right can enjoy the benefits of 100% workrate (as long as there are enough serfs to pick up his produce!): He has an unobstructed path to a close deposit, and also an inn that is as close as it can possibly be. The inn is also loaded with fresh sausages and bread: The most filling meal. The stonemason will therefore not have to eat as often as he would with wine and bread, for example.
This is just an example of what figuring out what ideal workrate would is; though, this method would be different for other buildings. Once we figure out the ideal workrate, we can then develop a maximum efficiency percentage. Again, this is just the way that I imagine this feature to work. There are other people's opinions, too, and I'm willing to see them as well

P.S., considering the stonemason picture, I think that it might be closer if the stone deposit was to the side of the building rather than on top; however, I am too lazy to test/change the picture. I'm sure that you all understand what I am trying to explain anyway
