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(1) To move materials from the warehouse to certain buildings more efficiently (in less time), or
(2) To prevent one building from hoarding all of a particular type of material and preventing other production buildings accessing those resources.
If it's (1), then I just can't picture how it actually saves any time or how I'm supposed to build to take advantage of it. I still build the same way: production building entrances as close as possible to any warehouse.
If it's (2), then that's fine, perhaps I'm getting some small gain from it that I don't really notice. I don't usually have too many buildings competing for the same resource. And the times that I do, it's often more of an issue like I enabled Coal for a recipe and since it all got taken inside a building, my firekeeper can't use it and I can't sacrifice it. Or I enabled planks for a recipe, and now my builders can't access it. Those issues are still not addressed.
Edit: Oh, I guess it's about recently manufactured goods, for example copper bars could be manufactured in the Smelter and then taken directly from there to the Toolshop without going via the warehouse at all. Just trying to think about which other resources are similarly produced by a production building and then used in one... Flour. Pigments. Actually, any resource produced in gathering camps including woodcutters, mines... Maybe it's not as insignificant as I thought.
Lumber mill workers take wood from warehouse to lumber mill
Lumber mill workers make planks
Lumber mill workers take planks to warehouse
Smithy workers take planks from warehouse to smithy
etc...
Now, if the smithy and mill are close enough together it is
Lumber mill workers take wood from warehouse to lumber mill
Lumber mill workers make planks
Smithy workers take planks from *lumber mill* to smithy
etc...
One step has been removed, so the lumber mill workers go walkies slightly less often if someone takes their planks directly. But yeah, not a huge change in practical terms.
Walking any distance is super expensive, so i feel like it's still the best move to build warehouses everywhere. But one trip next door vs 2 trips to the warehouse is an improvement... a small one admittedly, but the game is tight enough that i'm sure it's significant.
Since then I've started grouping food processing places near farms or large meat sources and that does cut down the time it takes to start production quite a lot depending on the layout of your town, so then the only real wait is for the final delivery to the warehouse and nothing else
I do think that front door/path access should be part of it though.
Now, the manufacturers run smoother and less idle. I feel faster in early years.
I noticed one about the glade event where I have to bring tools, I was in hurry to produce a few tools from the workshop and was tried to click it to bring to the storage now, but the scouter just picked it up from the workshop directly and bring to the glade event. So much time saved. That's one impactful.
"Nice, another +10% chance for 2x production" => yeah it's nice, but hard to actually see and feel.
The logistics update makes a difference, doesn't mean it's the kind of difference that's easy to see for all of us in action.
Not always have big impact, but it add up
This accumulation of lot of small variables (logistics time, speed multipliers, double production modifiers, etc...) gives a lot of depth to the game. But because they're so invisible to the player, there's a lack of feedback about when something the player is doing them well or badly. I wonder if misunderstanding (or not at all realising the existence of) these subtleties acts as a big barrier in people improving with the game? Of course, a forum were half the contributors play at P20 is probably not the best place to gauge this...
1) A quality of life feature that removes the need for annoying micromanagement.
2) A new mechanics that would be fun to use.
The first purpose does not really apply. Each building has 3 recipes, most of the recipes have multiple ingredients, building blueprints are acquired gradually and unpredictable, and as the result, there's no way to organize the buildings into production chains to solve the problem with accumulation of resources in the building output storage. I still cluster my production buildings around the warehouse to average the transportation time, because achieving optimal transportation time through delivery chains seems impossible.
The only usable mechanics added by the update is the "agriculture cluster" described in previous comments. Other production buildings still need to be organized into good old "industrial cluster" around a warehouse.
These logistics changes probably improve the overall production somewhat, but it could be as well achieved by boosting global production speed.
As much as the game needs some changes in logistics, this one looks really underwhelming. However, I hope that it will make sense after future improvements.
Then the new logistics is really important.