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It's still a decision to make though, because even with bad fertility it's useful to supplement your barley/malt imports with a low own production of barley, and thus keeping costs low. Obviously you can skip that if you have another fertile region producing barley for all of your infertile regions.
And yeah, Hunting Grounds is OP, especially for regular deer regions - as long as you don't do any farming there at all.
This is not the maturation period - iirc they take 1 full year to mature from new born lamb to sheep.
I usually just get 30 sheep, then set all lambs to be slaughtered for meat and hides (they give the same amount as mature sheep for some reason). And 30 sheep times 9 wool per year is way more yarn/clothes than anyone needs anyhow, especially until clothing is actually being consumed over time.
66 Lambs per year also seems to be the hard cap. I get this is made to limit trade exploitation, but then it makes it useless as a food source (max of 10 meat /month or 20 with skinning perk), while you can still scale up Yarn production and still exploit trade.
Makes this Sheep perk only attractive to fire and forget: get 26 sheep so the village can get a constant 660 silver /year.
This whole mechanic of livestock would be more immersive if it could be a viable food source and require the player balancing pastures with space for crops (or taking perk for Fenced fields), yarn production, and the ratio of slaughter to birth rate. my 2 cents
If not this should be even more attractive to any region with bad fert, saving a lot of space on veggies and apples
For those few changes that did happen, I left in the old info with the strikethrough function, then added the corrected version.
It also has nice tables showing the trade route prices, making that part easier to understand.
Generally it's 10x the base price of the good for your first route, 20x for the second, 30x for the third etc.
But even if you pay 300 for a trade route that you really need, the perk only saves you 150 silver. The charcoal perk can create that much with just 30 coal produced, about 1/7th of a kilns monthly output with one family working.
It's not that the trade perks are bad per se, it's that you can overproduce so easily that other perks become far more interesting and the money saved on trade routes quickly pales in comparison to how much you can earn through exports.
Well I'm still not good in making money in this game, probably I see more benefit of Trade Logistics perk than it actually is.