Talk:Sappers/@comment-2A02:1811:D401:3F00:506B:957F:2A76:76BE-20180306011432

Sappers slightly boosts wood income (~1.5%). Could be trivial, but could also mean that extra edge! Basically almost the same thing for wood as Treadmill crane does for food by reducing farm reseed times (see my reply here)

TEST SETUP (reproducible): Two 12 by 20 areas. One with Forest trees, another with Oak Forest trees (hp difference). Both patches of trees are 9*9 (huge?large? forgot...) So 81 of them. The areas are separated by water, so no contamination and stray vils. They get a lumber camp one row of tiles removed from their initial treeline. Eight lumberjacks are tasked to the middle tree initially, then they automatically find themselves better trees. A second lumber camp is built for each area, closer to the treeline, at the 20minute mark (two tiles in between first and second camp). A third camp is built for both areas at the 35 minute mark (this time, 1 tile in between old and new camp). When new camps are built, the older camps are immediately deleted. They are built by pausing the game and tasking ALL vills in that area to build the new camp. So yeah, I hired 16 Briton lumberjacks, 8 per camp, their attire seems to match what we found in Imperial Age dig sites. Choppa! (all wood techs were researched, I also did two dark age tests in a similar setup before this, but there was no noticeable difference in finish times -- 1h long, only 20 second difference --, despite the Sapper tech registering as 'researched' when pinged with a condition)