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On a practical note, it also stops the game from grinding to a halt while trying to do path-finding for hundreds of beavers travelling half-way across the map. Pathfinding cost tends to increase with the square of the distance, so many short journeys require less effort than fewer, longer journeys.
You only need to grow wheat, make flour in 1 district. Shipping the flour is least work max benefit if each district has a bakery.
This allows lower population in each district, which in turn makes it easier to feed and water the population.
I had one main district that does all the production that takes in all resources to make another like, bread etc, then distribute those to other districts.
Another would be all the wood production,
Then the water distributor one would be the one with the lake (granted my lake was 1/4 of the map)
to make it efficent for travel all my district connected in strait lines, as traveling was rather far, especially the food production one had to travel across the map. Every district i had had 3-5 dropoff points , each of those would carry 300 max of a single product like water, food, wood, etc
I find there not bad until you have large populations then the drop off and distribution centers can't keep up.
I have the opposite experience. When your districts get large populations, starting a new district barely impacts them at all.
Since these buildings are mostly for performance and eco efficiency reasons, there should be better ways to integrate them into your structures. Make them stackable, like warehouses and maybe a bit smaller. Same goes for drop off points.
Also some more convenience in setting up the routes would be nice.
Why on earth would you need 15 Distrib Posts?? Each of them can have up to 10 paths, Water and 1 type of food is typically all you may need long-term.
Try a RELAY approach - you send stuff from central district only to two or three closest districts, and have them send surplus stuff further to distant districts. That way, you should comfortably do it with just 2 Distrib Posts in the central district (perhaps sending Planks, Gears, Metal Blocks).
Also, consider placing Distrib Posts on top of storage buildings to save space.
Also having the ability to set up 10 paths per DP doesn't increase the quantity of stuff you can transport. Usually I have 1 DP that transports food to one outer drop off point only, if that district still doesn't have a running food production (which can happen sometimes, if you want to build in an area that doesn't have water yet). If I would schedule that same DP to also transport everything else, like building material etc., they would be too busy doing that and would only transport food every 10th round.
One example: I have a "dam building district" with roughly 150 beavers all being busy with just contruction and moving stuff around. There is not much room for food production and water production is also difficult. So imagine how many DPs I need to get them all the food, water, wood etc. 2 DPs can't handle that at all.
I'm already doing relay approaches if it's far away. But for that you also need more DPs, they are just distributed. Also it's less efficient than transporting materials in one go. At a certain scale you just need so many of those DPs.
Late in my first game, and I was getting bored, and how does the real world work? Everyone does they are best at, and gets their required products from other specialists.
Started by creating a district that only creates Planks. Besides building needed infrastructure, they only run the Lumber Mills & Power Wheels that energize them. Food, water. & logs from other districts who have it in abundance.
Expanding this ideas, gives the current game meaning.