Talk:Treadmill Crane/@comment-72.130.209.167-20170212054516/@comment-2A02:1811:D401:3F00:506B:957F:2A76:76BE-20180305163842

Here's how much treadmill crane influences farm reseed times (pretty negligible if you ask me, contrary to what's implied in other user's post):

(tested with malians in castle age)

Setup (farm setup)

҉    A total of 32 farmers farming 5s from start (tasked with triggers, for accuracy and reproducibility) ҉    Treadmill researched at the time they start farming, but the initial farms are already seeded ҉    40 farms stocked in the mill for reseed, an additional 5 farms @16:00 ҉    Dark and Feudal fully researched, only treadmill from castle age (which means no

Tech variations (t= time in seconds, fps= food per second for 32 vils) (+% when compared to no research)

none (no castle researches) t=1624, food=15271, fps=9.4033 treadmill only ​​​​t=1592, food=15194, fps=9.5440 ~(+1.5%) 

heavy plow only t=1962, food=19188, fps=9.7798 ~(+4.0%) hvy plow + treadmill t=1951, food=19179, fps=9.8303 ~'(+4.5%) (0.5% 'internal' difference = negligible)'

handcart only (avg,2tests) t=1384, food=15462,5, fps=11.1723 ~(+18.8%) handcart + treadmill (avg,4tests) t=1371, food=15402.75, fps=11.2347 ~'(+19.5%) (0.6% 'internal' difference = negligible)'

handcart + heavy plow t=1690, food=19303, fps=11.4219 ~(+21.5%) handcart + hvy plow + treadmill t=1685, food=19302, fps=11.4552 '~(+21.8%) (0.3% 'internal' difference = negligible)'

As you can see, the effect Treadmill Crane has on seeding or reseeding farms is negligible, for food production it is NOT worth buying it. It changes the reseed times from 16-17 seconds (on paper 15 seconds) to 14-15 seconds (on paper 13 seconds), but those two seconds aren't even worth mentioning, especially when you have heavy plow and the imperial age crop rotation, for a total of 550 food per farm (which takes ~23 minutes to farm and costs 60 wood)

Note: This test is obviously biased towards a playstyle that has most farms already built (no initial seed needed) when you research treadmill, but it suits for comparing numbers easily and accurately since vills put in an equal amount of manseconds in each setup. This would not be the case if I had to manually make them build and farm. Also, I feel this is a more accurate representation, since you would have a lot of farms already built in the feudal age.

Note2: The test ends when all 77 farms have been used (45 farms stocked in the mill + the initial 32 pre-seeded). I used this ending condition because it more accurately shows the influence of treadmill crane on 'farm reseed time' than a fixed test time would.

Note3: Having more farms (and limiting farms to only 1 farm away from mills/tcs) would generally increase all bonus percentages per tech (because of efficiency)