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In the source sector set the amount to keep, then in the receiving sector set the amount they want as well
2) Set minimum amount of resources for both sectors
3) Make sure export to other sector is available in both sectors
4) Make sure you have space for resources in stockpiles
Works for me
If they are using alloy to build, they usually build first before sending. sometimes its a 50/50 split.
Should it have to be this way though? I don't think so.
Sure, there are some resources I just want to hold in a particular area, but for the main resources like alloys and food, for example, there really should just be a setting to share between sectors as required (aslong as there is a stockpile to put it in).
This import/export system seems over-engineered and appears to be complex purely for the sake of it.
Ultimately it comes down to this:
Which sectors do you want resource X in? [select sectors] > build applicable stockpile.
Added bonus, this means that the one producing this resource will stop sending it to the sector that has plenty.
The option for this to happen is just a few short clicks away.
There's also the option to prioritise what sectors certain resources are sent to.
It seems broken at times because the game is designed to create traffic jams and shipping delays. What you're describing would be fine for a Real Time Strategy title, but this is Time and Resource Management within City Building and Management.