Kingdoms Reborn

Kingdoms Reborn

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Can I stop my peeps from eating cactus fruit?
My peeps have more than enough food of other types, and I want to use the cactus fruit for making perfume.

I've made a cactus fruit storage yard right by my perfumery, but peeps seem to be walking up to the storage yard, taking the cactus fruit, and then eating it. This means my perfumery runs out of cactus fruit long before it can supply my peeps with perfume.
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When people get hungry they go to the closest source of food, so make sure some other food or a market is closer to the nearby houses than the houses are to the cactus fruit store.
in a market you can disable certain food types. And all those houses within influence of the market wil not use it unless there is no other food availaible. I do believe holding shift while enabling disabling stuff on the market set's this setting for all markets you have but not sure of this.
I've tried both those things. It's better now, but still not awesome.

Houses have checkboxes to enable/disable use of luxuries. I wish we had the same thing for foods.

But it's not a big deal. I'm still having fun.
Postat inițial de Hopefully Humble Tim:
I've tried both those things. It's better now, but still not awesome.

Houses have checkboxes to enable/disable use of luxuries. I wish we had the same thing for foods.

But it's not a big deal. I'm still having fun.

If they're looking elsewhere, beyond the market it means there isn't enough of what you're telling them to eat.
Hmmm. There is for sure enough food. But maybe it's not being distributed well. Maybe I need to do that market upgrade to give it more workers, so that houses are fully fed by market - and peeps don't have to go looking on their own.
Postat inițial de Hopefully Humble Tim:
Hmmm. There is for sure enough food. But maybe it's not being distributed well. Maybe I need to do that market upgrade to give it more workers, so that houses are fully fed by market - and peeps don't have to go looking on their own.

hello tim..

be careful what and how much you use your markets. early on you only need one worker and you only need to market fuels, medicine and luxury items. your workers will find their own foods when they need them.. similar to tools. different types of foods elevate the happiness of your city.. but that doesn't mean your citizens need to have available those different food sources all located centrally within market.. citizens have a buffet of content where ever they find it. there is a reason why food types are not shown in the house ui as they are not critical independently to feed your city.

as for dissuading your citizens one food type over another.. there is usually a food priority based on your culture. and that food type will usually be chosen over other food types. you will learn this over time. example.. citizens will choose meat over wheat, grapes over meat, oranges over grapes.. ect. a good goto is cabbage and seed you can buy from the card shop.. blueberry and pumpkin. if you notice your citizens are eating all your cactus.. cactus used for making tier 2 perfume. plant several fields of cabbage, four or five. watch the cabbage become the preference and also your happiness increase due to variety. cabbage not doing the trick.. try pumpkins.. put down a forester over an oasis and "cut only non fruit trees" while "prioritize planting fruit trees" and start a date fruit plantation.. ect. (you will need a bit of irrigation on the last suggestion) or... you could just over plant the heck out of cactus. so many fields of cactus it wont matter. :steamhappy:

ah well.. the wonderful nuances of KB.

all the best.
Postat inițial de Hopefully Humble Tim:
Hmmm. There is for sure enough food. But maybe it's not being distributed well. Maybe I need to do that market upgrade to give it more workers, so that houses are fully fed by market - and peeps don't have to go looking on their own.

Not enough marketeers can be a big part of a supply chain problem and may explain why your citizens are looking elsewhere. If you have a lot of different goods at your markets you'll need more marketeers to distribute them amongst a growing number of homes. If you're certain there is enough food quantity then the supply chain is almost guaranteed to be the problem. Also have a look at how far your marketeers have to travel in order to supply your markets. If they're having to travel across several provinces then that's probably the bottle neck right there.
The distribution system remains a challenge for me. With resources, it's mostly clear when I have too much or too - I can see the quantity in storage, and rough numbers for production / consumption. There aren't any numbers for the service buildings (e.g. marketplace). Some other games with production chain / factory / city building -mechanics have usage numbers and uptime percentages. With KR, I'm just guessing.

That's true I could watch my marketeers ... then I'd know, and wouldn't have to guess. That's always felt like more micro than I want to do, but maybe it's necessary if I want to up my Kingdom Reborn skills. I'll think on that and give it a try in my next game.
Postat inițial de Hopefully Humble Tim:
The distribution system remains a challenge for me. With resources, it's mostly clear when I have too much or too - I can see the quantity in storage, and rough numbers for production / consumption. There aren't any numbers for the service buildings (e.g. marketplace). Some other games with production chain / factory / city building -mechanics have usage numbers and uptime percentages. With KR, I'm just guessing.

That's true I could watch my marketeers ... then I'd know, and wouldn't have to guess. That's always felt like more micro than I want to do, but maybe it's necessary if I want to up my Kingdom Reborn skills. I'll think on that and give it a try in my next game.

KR Needs a little micro here and there >: ] It's very much a numbers game and the little things tend to add up quickly. You don't necessarily have to follow the carts either. That's just the lazy mans way of doing it. Just locate the nearest source. EG, coal. Where is the nearest storage of coal, relative to your market? Is it well stocked or is it low on coal, meaning the cart will actualy go even further for the coal or be bringing back insufficient amounts of coal.

It's also possible to have too many goods in a market. How fast the market can bring in supplies is always the hard bottle neck.
hi tim..

again.. two different conversations going on here. one. how to limit certain citizen desires for specific food. two. how markets work. neither are overly complicated in KR. its all basic supply and demand with respect to how far a citizen/worker has to travel in order to meet that need. all markets do is provide a self sustained "storage area" to meet the needs of the house the worker lives in and decrease the travel time a citizen will travel to meet its cyclical needs.

here is a pic of my very early current game. and the inventory of (one) a market. keep in mind that all of my markets in this city have the exact same amount caps. 100 for any represented resource, except stone tools.. which is hard capped at 20. and every market employs only one worker. i don't need more workers running around filling my markets with every single resource i produce.

https://steamcommunity.com/sharedfiles/filedetails/?id=3449608275

as you may notice.. there are NO food types at all in the market. as i stated in my first reply, there doesn't need to be. UNLESS, there is a remote work area far away from ANY food source. then maybe you would only add one resource of food, usually the most over produced. so the worker spends less time traveling to eat.. and more time working the remote area.

also in the pic.. you can see that the city only has 2 main food sources. i will be adding cactus soon. maybe i will post a pic on that when its done. my citizens are more than adequately happy, and overall my tiny 170 pop is running efficiently. the houses always have fuel.. the citizens never have to travel far for medicine, or luxuries and food is easily available as the farming and ranching are centrally located to the city itself. as long as you have ANY food source (at least one) close to your housing or production. if your citizen is hungry they will eat it. your citizen will not say.."oh i feel like date fruit today over wheat, and will walk across the map to get some" no. food is food. UNLESS there are two sources of food right next to each other. ie: a field of cactus fruit and a field of wheat (or two supply depot sources). that same citizen will more than likely choose the cactus fruit over the wheat as a preference to its culture (or other coded meanings unknown) and is why i touched base on that with my first reply.

lastly TOOLS. which are very important to keep in mind. especially distance from where they are produced. as when a worker runs out of the tools percentage they have on hand.. that worker will get a little red tool icon above its head and slow its movement to a crawl until that tool is replenished. this you don't want to happen.. ever. all you need to ask..is how far a very slow worker would have to travel to replenish that tool resource. if its a long distance. add a small amount to your market. i always add a small amount just incase. my tool amount for markets never go over 30 unless a remote colony. the tools resource is the slowest depleting resource % a citizen requires.

also of note. and this is something i'm still testing and figuring out. it seems that if a worker has easy access to a resupply.. they will resupply the resource at a less needed percentage, than if they didn't have access to same resource. in other words, they will trigger "getting tools" more often.. or "getting warmth" "getting medicine" if there is a market close. not because they need it.. but because they can. again.. code stuff unknown or could even be a bug. tldr. frequency of use is greater when a market is present, then when not.

https://steamcommunity.com/sharedfiles/filedetails/?id=3449641870

here is rita. she is age 86 (bless her heart). and she seems to LOVE tools. she uses them twice as fast as she normally did at age 25.. because she moved to a house next to a market that supplies them.. makes them easily available. where she would use her tool to 75% then replace.. she uses her tool to 50% then replaces. again. this number is not known. but i personally have noticed a difference in supply depletion rates, market vs non market. work in progess.

hope this wall of text help you.. or anyone willing to give it a go. i have time.

all the best.

edit: added pic of my dear friend rita.
Editat ultima dată de OZFugazi; 22 mart. la 6:30
I just have to build my perfume maker near the cactus farm, place a cactus stockpile near farms and perfumery and it’s fine. Though I have to uncheck the perfume from my T 2 house until I have sufficient enough for use to get the level 6 houses and get technology or advance to industrial age for 50 level 6 houses. You can use carpet and clothes to maintain level 5 and until you get the minimum perfume to advance.
Markets are only good if you have plenty of workers. I don’t make them until the work area is too far.
What best is make stockpile of medicine/medicinal herb, tools near work area.
But once you get spice you can replace the perfume.
Editat ultima dată de buds; 22 mart. la 7:55
Postat inițial de buds:
What best is make stockpile of medicine/medicinal herb, tools near work area.
But once you get spice you can replace the perfume.

ty buds. good to see you.

this is some excellent advice. i started placing 1 warehouse next to each/all marketplaces. then set delivery directly from production to each individual warehouse until there were 500 units. primarily did this with tools, as i felt they were being used way to heavily. moving tools from marketplace to the warehouse (and removing tools from marketplace) has dramatically slowed the over usage of tools by workers/civilians within those work areas. either the civilians usage to replacement value is far less if the replacement source comes from the marketplace.. or. there is a bug with what triggers the worker to desire a refill, if said refill location is a marketplace. hmm.

thank you for the advice. i know you only play extreme difficulty. but this works well in general. appreciate.

all the best.
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