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Not sure if you are playing pure vanilla (no mods), maybe to reach achievements, but there is a mod that allows you to build stockpiles to specifically store only a certain kind of resource.
So for example you build a Coal-specific Stockpile, and only coal can be stored here. Or you build a Log-specific Stockpile, so only Logs can be stored here. Etc.
First, are you using any mods? :)
Next: The very basic inventory mechanics tend to work very well for the base game up to a certain point where a town gets to be... pretty big. At that point, it's worth considering playing "modded" for some extra logistics/convenience tools.
Not that I think you're doing anything wrong, but you're sort of playing "backwards" in terms of getting iron ore/raw materials from Trade. Sure, it works, but having a "constant stream" of incoming raw material supply, even if it may not be as much as one trade, tends to work better. In that way, rather than a bunch of workers all moving to grab and move the new materials, you have a few working all the time often carrying less than their full capacity. Distribution gets a bit more even in that situation, I expect.
Move a marketplace/barn near where the goods are needed, even if it's redundant. Reduce the storage capacity, if you can, in areas where those raw materials aren't needed as much.
Since I started playing with the Colonial Charter mod, I haven't looked back. And, I won't likely ever return to "vanilla" play.. It's not because CC solves some problem with the base game or that there's anything at all wrong with the base game. It's just that it adds a lot of nice conveniences and some fun/interesting fiddly bits. :) In your example, CC has several options for you including specialized Market Carts that can store a select class of items for nearby workshops/uses. Even so, however, the player has to place such specialized things... tactically, always with travel distance in mind and the like.
To solve in vanilla, either move the workshops to where the stuff is or move the stuff to where they are... Reduce the storage chances in areas they're not used, increase them where they are.
I'd also recommend getting an ongoing source of supply so you have constant stocking efforts rather than one huge delivery effort. You'd likely get a more even distribution that way, though it's never truly "assured" as you can't control inventory levels "by item" very well in vanilla for each storage area/building.
Note: Colonial Charter is pretty darn neato... It's got a lot of things I never use, but there are some buildings/things in there that are very nice and really enable the functioning of much larger colonies with more complex/convoluted logistical needs. :)
For Houses, I build three directly in contact with the Marketplace, Then One or two for the Farms, And a few more on the other side of the Blacksmith and Tailor, and Woodcutter.
The Marketplace, will send out the Vendor's to resupply their shelves, with Logs for the Woodcutter, With Iron and Coal for the Blacksmith, and Hides, and Wool for the Tailor.
By building these in Every Market zone, I decrease the number of Vendors required by the Marketplace. Because a Vendor will Travel the Entire Map to restock the Market. Workers like the Blacksmith, will travel to the Market for Resupply, Not necessarily the stockpile placed right beside the store, They will typically check Markets first.
By providing a Barn for the Blacksmith/Tailor they will deposit the tools, and coats into the nearest Barn, the Vendor will come to that Barn, and stock tools and coats in the Market. If I have a Marketplace clear across the map, and do not have any blacksmiths or tailors in that area, then That Vendor will have to spend a whole day walking across the map to get the tools, or coats for the Market, it can cause many delays.
+1 to the suggestions for item specific stockpiles and storage buildings (in CC). One problem I have with those, though, is that laborers tend to carry lots of different items, and when they go to set their stuff down, they always look for a stockpile or a building that takes all of it. So if they are bringing 10 logs and a mushroom in from the field, they will walk past the log stockpile and put everything in the nearest general stockpile they can find. So I was finding my general stockpiles were maxing out and my specific stockpiles were sitting empty while laborers walked around.
I also think that laborers are not intentionally trying to move the iron away from the blacksmiths, so much as they are trying to spread it evenly around the map, so the blacksmiths always go through the little bit that is near them, and the iron builds up in places where it is not used. Same effect in the end, though, which is that resources are not being concentrated where they need to be.
I agree with your experience with item specific stockpiles. I tried them awhile back when they became available with a mod. I did not like them. The only specific storage facility I have has much luck with is a grain silo. I like to plant wheat and make flour for baking. If I put a silo net to my windmill it fills up with grain and the workers have the grain right next to the mill.
As for blacksmiths and woodcutters, if I start having a problem with lack of iron ore and logs in the nearby stockpile I build a wood cart and iron cart near them and let the workers run around bringing them the raw materials they need.