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The logic behind it is that one cannot exist without the other so if you end up getting some issue on a route that does it all - EVERYTHING comes ot a halt, where as if supply is fine and distro broke - you fix distro and end up just having more to distro.
I also have collections done on a corner basis so i send the vehicle to the furthest local then work my way back or vice versa, but i minimise "back peddling" as best as can be managed.
I would definitely consider keeping Stock/Distro seperate and then working from there.
I also make use of the cash on hand and "dump xxx" commands to make sure that a minimal amount of cash is being taken and that anything left over from each acquisition run is put back BEFORE drawing the cash needed for the next one.
On a more technical level, I build my routes by AP. I like my routes to be on a 6-8 turn cycle. So if my driver has 3 AP, that route needs to be 18-24 steps. (Once in motion, I periodically check to verify they're using all AP each turn.)
Speaking of steps and AP, every single step (even picking cash) costs AP. That's how I typically resize my routes. On a purchasing route, I typically re-supply cash at each drop off. But, if I need to streamline, I'll have them pick up all the cash for the entire route only once at the beginning. (Just make sure money will always be there and that police stops won't be a problem.)
On a supply-purchasing route, I also watch my notifications to ensure they're not leaving material behind for lack of space in the truck. If I see they bought exactly enough to fill their vehicle (e.g., 90 crocks in a pickup), I'll swing by their last stop in my car to verify nothing was left behind. If it was, then I rearrange the route accordingly.
Similarly, on a liquor-selling route, I periodically check the contents of the truck to ensure all (or just barely all) of the liquor is being sold. If I can squeeze in one more stop before re-supplying, I want to know.
1 Goon picking up all beer, going on a round trip, on the way bay home, they do a round trip while picking up crocks, unload crocks, unload money, repeat
1 Goon picking up fron money
Later on, selling and buying will be done with it's own car, so several goons, while the selling goons also supply my bootlegging. For front cash grabs It's also a good idea to go for several money drop offs on the way, just in case the cops are getting frisky
As soon as I go into actual ressource use, I put a single driver on ressource buying duty
There are several resources where you just need all that you can get - stoneware crocks, small bottles, eventually regular bottles, sometimes inputs like grape concentrate or apples. In those cases, I set up a run that is *buy from three stores* *drop off* *ensure cash on hand* *repeat with different set of stores* *repeat with different set of stores* *etc*
I hit as many stores as possible, so that by the time the list starts again, stores are likely to have replenished their stock a bunch and the driver isn't just failing to buy at a bunch of empty stores. It's pretty straightforward and nothing fancy, but it makes sure I have the essentials at hand without having to divert from other stuff.
Also, because it isn't buying or selling anything illegal, the driver can just focus on building skills around making customers happier.
In general though, once I find a need for a route driver I try to maximize his time. So like, if I have a driver making collections every month, I'll set up his collection route then I'll see what else is along that route to fill his time that would be beneficial to me. If I need Crocks and there are Crocks along his route (or close by), I'll have him swing in and grab them. Do I have extra booze? Are there buyers along his route? Then I have him take some booze with him, too. Do any of my nearby operations need supplies on his way? Stuff like that.
1) Ensure some cash at hand (around 100).
2) Pick up all beverage.
3) Sell all possible to a few places.
4) Buy all crocs (and other resources if needed) in a few places.
5) Drop off all crocs and resources.
6) Drop off all cash.
Repeat.
Usually buy/sell in the same route if possible, then I adapt some of the orders if it make the run more efficient.
In the start of a game I sell 1 crock to each I can to get some respect. I get atleast 2 fronts running preff 3. After i get 5 corners I start selling more and get my truck and 2nd guy. This will also give my 1st quest for a 2nd building.
Depending on if there are enemies close I go bother them or look for them. Meanwhile get an affiliate. When you have no produce and a affiliate he will give you two $750 "loans" for a favor. Free money who says no?
I always make my safehouse into a 200 m3 storage. And use cash from enemytruce to build my 1st produce. This has a a affect I can setup routes that bring overflow to my storage. So it would look something like.
1 pickup cash
2 repair
3 buy crocks (I always use pickup trucks for buying crocks)
4 buy crocks
5 buy crocks
6 drop off until 200 at production
7 drop off until 200 at production
8 drop off until 200 at production
9 Drop off all at storage
The main advantage is that you don't have to much in storage so you always produce. You can check one storage to see if any of your routes needs more or less stuff.
I am curious about this one ... it suggests your truck is carrying 600+ crocks at all times.
Regarding the multiple problems at the three shops bracket, even if you add another 3 shops for a total of 6, you can buy 120 crocks (small delivery truck max capacity) from 4 shops assuming they all have reached their max of 30 crocks each. The vehicle will then automatically skip the remaining 2 since its inventory is full. However in the second run, the vehicle will still visit the first 4 shops even if they have not resupplied and thus its incredibly wasteful UNLESS we get a delivery step that says “visit and buy from this store if they have X items”
Alternatively, provided all your crock needs are being met and no production is being stalled for the lack thereof, you could either just leave it happily running as-is or you could actually give that guy something else to do in between that particular crock run, since he's clearly returning way too early. One possibility, for example, is to double the length of his run by doing it again but in reverse order, so during the second half of his schedule he's first visiting all the stores least likely to have been visited for a while... while also allowing those at the beginning of his run a longer period of time in which to restock more fully.
I don't think everything needs solving with yet more automation options. Leave something for us to have to figure out / tweak for ourselves to improve overall efficiency - should we care to do so.
No I have 200 crocks in my 3 production buildings. I alterd it a bit now since I can actually put my brain to work how to be efficient. I use my storage to start every buy run so I always use those materials 1st.
Here is my Grape concentrate and malt syrup run:
1 pickup cash
2 repair
3 Pick up until 24 grape, at storage
4 buy until 24 (buying to make sure i got 24 for 2 runs at all time
5 buy until 24
6 buy until 24
7 drop off until 24 at production
8 drop off all at storage
9 pick up until 34 syrup, at storage
10 buy until 34 syrup
ect...