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Grikshna Aug 26, 2021 @ 11:50pm
Resource distribution completely messed up?
Hello, I decided to try the demo even if several comments point to serious deficiencies in the current version..... and I must say that I'm not impressed.
My problems are in particular with the resource distribution system, which seems inconsistent and/or messed up.
- Resources auto-teleport across depots, which seems to indicate that resource management is a secondary mechanics in the game
- If you run out of firewood all citizens start complaining about cold, but as soon as firewood appears in a depot, the icon goes away, indicating that here also the resources auto-teleport to houses
- production buildings indicate an "upkeep", which really looks like "resource consumption": contrary to the two cases above the resources do not seem to auto-teleport to the building, but there's no indication of the mechanics which is supposed to bring them there (workers? carriers?)
- it's not clear what specialized workers do when out of raw materials: I've had a sawmill with 2 people sit there producing nothing while in front of a depot full of lumber. If the lumber needs to be brought to the building, why do the sawmill workers do not revert to "resource collection" instead of being idle?
- if "carriers" are the ones in charge of resource distribution, why is their number capped?

And a final comment, and this is 100% immersion destroying: the game starts like a 10-person settlement focused on survival, but the main resource are coins obtained through taxes.....
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mechaboy Aug 27, 2021 @ 3:29am 
This has been an issue since release -- probably longer.

Yes, depots/warehouses are all linked. And TBH this is (IMO) not a big deal. Considering there is a carrier job linked to every depot/warehouse you add, it's the carrier's job to move stuff around. Close to 10% of my workforce in my current game are carriers. The overall focus of the game, which will not be obvious in the demo, is on appeasing your town's luxury needs and balancing out the social dynamics between the 4 classes. Your town will be very vocal in their dissatisfaction if you don't.

Workers out of resources: Like in real life, they probably sit there and twittle their thumbs. "That shipment will come here aaaaaaaany minute now. Yes sir. Any minute now....."
Last edited by mechaboy; Aug 27, 2021 @ 3:31am
IroynArrow Aug 28, 2021 @ 3:24am 
I actually like the automatic teleport of goods. In games like this, where you have walkers, the walkers will always end up being your bottleneck. In Banished you could not build big villages, but had to spread your houses all over the place. In Life is Feudal the AI was kinda wonky. And here too I saw a Youtuber struggling to make a satellite village because his villagers were spending more time walking, than doing anything useful. Not perfectly optimized villages and weird AI behavior will grind your game to a halt.

It is why I prefer games like Anno. You can just focus on building, optimising and dont need to worry about weird AI behavior. Goods are shared between markets and each building has its own transport. They did a good job with Oxygen not included, there dupes would prioritise stuff that is near them. Would be good here too if carriers would stick more to a certain area, instead of walking all over the map to do 1 thing.
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Date Posted: Aug 26, 2021 @ 11:50pm
Posts: 2