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Old 01-16-2016, 08:54 PM
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Quote:
Originally Posted by mmartin798 View Post
The traits apply to how many man-hours a single worker generates in a year. All the numbers for labor needed in Ag, Extraction, Manufacturing are based on a 2000 man-hour year. So 1 labor year = 2000 man-hours. But if discipline, curiosity or organization is high, then a single worker produces more than 2000 man-hours in a year. I did one example of a TL B town that was organized by members of one branch of the armed forces. I gave them organization and discipline both of 80%. This resulted in each worker producing 2360 man-hours annually rather than 2000. The traits also affect the number of workers from the population, again higher discipline giving a boost.

As an example, let's use the hypothetical ranch we have been using. If we up the discipline to 85%, we get a 14% Labor bonus (number of workers) and a 14% Labor hour bonus. Rather than the 5 workers producing 2000 man-hours per year each, this change gives us 6 workers producing 2280 man-hours per year each. It doesn't really change the fact we need 2 farmers with the extra productivity per worker, but we do get an additional worker.

Ok, I was wondering what percentage they were talking about...I though that the text was talking about the labor distribution percentage.

They mean the community traits, as listed, per each encounter group establishing that settlement..... Aka Krell, Ballooners, Badges, Frozen Chosen, etc.
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