Forgetting my own suggestion was a sign for bed haha Anyway, I agree that way is a relatively simpler way to achieve the same thing (even suggested it myself ). There main advantage to wratiis way of implementing it, in my tired mind last night ,was that it automatically removes diminishing returns, which I disagree with in this instance. I imagine that is is a relatively trivial do change in the current form though. Back to diminishing returns. It isn't something that I see adding anything to the game, if anything I would argue it takes from it. It becomes a 'noob trap' because it causes sub optimal gameplay with no way to know that it is sub optimal. It has inherent difficulties with communicating in this instance. It doesn't add any depth gameplay wise either. Theres a restriction on the number of workers already so I can't see why it's in place? If it were to reduce the early power of farms there are other ways of achieving that without the nuanced issues that diminishing returns introduces. (requiring a farmstead, increased build time, cost, lower rate + more techs, fewer workers per field (potentially another tech to increase this)) Thought this would be a good time to bring it up since we are talking about farms.