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Old May 21 2010, 04:15 AM
John P Darrow John P Darrow is offline
 
Join Date: Jul 27 2009
Posts: 4
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Quote:
Originally Posted by JustHikk View Post
Cheese isn't the limiting factor, tomatoes are.
Not actually true. One of each end product facility, and three each of red windmills and dairy processing, requires 2182 plots kept continuously growing to meet a full production load. This means that if you can keep 2400-2500 plots and harvest, plow, and replant them as soon as possible after they're ready, it's actually possible to produce enough of the planted crops, even tomatoes, to keep up. It's just a lot of work. (Getting friends to gift you blueberries and especially pineapple helps a lot, as it frees up a lot of plot-hours for other production.)

Cheese, however, _is_ an absolute limiting factor, at least under the one-of-a-given-facility-per-farm limit. Back when only the pizzas and the cheesecake required cheese, it was possible to cover them using three dairy processing facilities - the six pizzas together required six cheese every two hours, plus another two every four hours for cheesecake, for a total of 14 cheese consumed per four hours; since cheese produces at 6 per 4 hours, having three facilities met the requirement. But the sandwich facility added another three per hour (twelve per four hours), and nachos another two per four hours, pushing the total requirement up to 28 every four hours, or almost five facilities' worth. Since you only have three farms, making cheese at the required rate is simply impossible. And cheese isn't giftable.

The main issue is that the rates for the production of intermediate goods (flour, cheese, etc.) were set back when there were far less final goods that required them for production. For example, when cheese was first added, there were only three kinds of pizza and the cheesecake, meaning two dairy processing facilities easily sufficed; now, lots more things use cheese, but cheese production still happens at the same speed - it's never been rebalanced.

Another aspect is that many of the facilities' production options seem to reflect a developer's original intent/mindset of a facility with a limited number of production slots, where, for example, you'd have six different types of pizzas available but could only make two types at a time, so you'd have to choose which ones to make based on what toppings you have in stock; whereas, the way the facilities actually work now, production profit efficiency basically demands keeping all six types cooking at once.