Would this be a good idea? I remember a system like this in Caesar III (love that game) with various systems listed from 1 through 10 - albeit not on just farmland but everything, certain high-priority tasks being focused on by the populace/funding/resources more than others, and defaulting to the next on the list when everything for that one was done (or unable to be finished due to lack of resources). I noticed while farming multiple farms, the high maintenance ones would often lose out to sharing with lower maintenance crops. Something like this would benefit in that area, so you can have your food fields a priority over things like flax (or the other way around, if you have an overabundance).
I think it is a great idea. In the interface where we enable or disable certain tasks it could instead have an up and down arrow, up increases the number all the way to 10, meaning highest priority for that team, down all the way to disabled, the team do not do that task. This way we can give teams priorities instead of the entire colony.
This is a tricky one. One design goal I believe was expressed early on by Gaslamp is to minimise micromanagement and have the colonists themselves figure out what they should be doing, with fewer fine gained controls presented to the player. Given the way jobs work at the moment is a queue with filters and weighting, I'd like to have the ability to reorder jobs in the job list. Secondly, for farms, have tooltips show how many farms there are, how many are growing what the currently hovered one is growing, and how many work crews have the farming category enabled in their filters.
I find the Jobs queue to be the most... frustrating thing, at the moment. Probably because there seem to be random jobs going down the list that remain unassigned despite there being a free team to work them. Maybe it'll work with less micromanagement when the systems work better in the future? Just got to be patient! Also Snowpig, I worked out that solution after almost dying to starvation so often... but having one team for two (say, flax and cabbage) still makes cabbage rot often. Hell, even two for two - I made it work by having three teams focusing on farming alone, so when various members are sleeping others can farm, but... yeah. Also, when you have four/five Overseers, are they supposed to suddenly be able to accept more than four people on their teams...?
Prioritizing would be nice, but even more than that, I'd like to be able to give a "Collect" order to tell them to go pick up items lying on the ground that are far away from town.
It'd be really nice to just have a standing order available for that, if people aren't busy and there's nothing else to do, go pick up all the stuff we've (inevitably, at this point) left everywhere!
I'd go for a general please priorities this one commodity order. Not certain about going as far as giving weightings to everything though, I think you'd lose a lot of colonist agency.