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This sounds more like you have OCD and it bothers you not having neat little piles of one type.
This suggestion/request w/e it is serves no function, solves no problem and makes nothing better.
Granted.
If , after a considerable amount of game time you decide that the configuration of your piles & barns needs to be reconfigured to increase efficiency: It it would be beneficial to be able to directly empty the given inventory into a more effective configuration.
As it stands you can spend hours waiting for your people to figure out such simple tasks. You can’t tell me that helping your people sort this out is a negative.
I miss ability to control my stocks in all kind of storage (like in Caesar series or many other econom. strat.). Routing and store keeping as in is now are very strange.
for example:
I can't say - keep all logs in storage near firewood production center. no. it will be stored around all map.
I can't say - keep in this barn 1-2k food and all other move to other barns. no. Instead I need to waste a lot of build space to build a some markets, hire a lot of staff and then they will do something similar. work for process instead work for results.
And I don't won't to waste my time to understand how stone, producted in quarry at north-west corner of map traveled to small local storage between farms at south-east corner. Why? For what? What crazy farmer left his work and for some reason bring it here?
If you don't get it look up the word (Logistical).
This really needs to happen. An additional option over what we have now.
I'm not sure what Locklave is talking about OCD for. It's common sense that in a simulation/management game you should have full control over your resource paths/destinations. Maybe he/she hasn't built a monster sprawling city yet and has therefore not suffered the problems first hand with having the slight lack of control that we currently have. having to micro-demolish stockpiles to try to force certain resources down certain paths is a scabby workaround that I'm having to use now.
Even as an upgrade to the existing market(an addition of a mule or something) so that you don't start with it and have to upgrade to get the benefit.
Hopefully, someone will be able to mod this in as soon as we have the tools at our disposal.
edit:fixed stupid spelling.
It's unfortunate that there are the same suggestions here on the Steam forum as well as many many topics that have basically the same thing on the official forum instead of people holding it all together to stand in union of an idea to get the idea clearly across to the developer that we'd really like to have this.
However, with how many suggestion topics are being made on the official game forums I have to wonder if Luke is even bothering to read them anymore or if he even read them to begin with.
I have enough accounts without needing another one...lol...
You have more though CB, you're everywhere :P
I nominate you as our steam discussion union rep. I request stockpile control, fair pay for all involved and a dental plan. thx ;)
This is another post about can't see the forest for the trees....
And brinnmilo, who says a market place isn't appropriate(out in the sticks)?
i completely and totally agree with locklave.
The point of a game like this, is to build a city. For me, the cities are and ai are supposed to inefficient, and you, as the city builder are required to problem solve these inefficiencies, with planning and management. It gets it as right as any city builder i've ever played. in fact, i can't think of a single one right now that does it better.
If my city is built right, my resources are where they are supposed to be, and getting to the people and production. Markets are surpremely powerful. But imho, shouldn't be used until the player understands the game first heh
It's a catch 22 really, because, until a player figures out how to fully use a market, they won't understand the game :p
Did you actually read the OP?
It's nothing to do with the way markets work or game knowledge. He's talking about stockpiles and barns...lol.....Markets work great but they only bring resources to them and balance resources out over all of them. You can't direct stuff around the map apart from using the trading post trick or by micro-demolising stockpiles.
This to me says there needs to be more control over where raw materials go at least. I'm not massively bothered about direct food control because as just mentioned, markets work well but raw material control is surely a must. A city planner should always have this control.
Things break down a bit when you expand over an entire large map. In fact, the whole simulation struggles a bit when you get above 1k pop.
Maybe check peoples playing hours before assuming it's a game knowledge thing. Everyone posting here is 60+hours.
you don't use barns or stockpiles to move resources, you use markets....barns and stockpile are basically for overflow, surplus. Stone should be on the ground where ever you're expanding. then your stockpile can come into play...
First of all, no they shouldn't be inefficent by design. By definition that's poor design. Second, if the AI is designed to be moronic (because inefficient doesn't even slightly cover the AI in this game) then all the planning in the world won't change a damn thing because they'll still be too stupid to properly utilize what you've built. Third and actually on subject, what he's talking about is MANAGEMENT. If it's the player's job to micromanage their way out of planned incompetance than they should be able to MANAGE things. As the game stands, the only things you can manage are where things are built to begin with. Once the building's down that's it, it is now completely in the hands of the little inbred lemmings to use or ignore as they please
you manage the the ai by well timed placement of buildings and orders of other things. In other words, you build a good city, and you'll see a good ai, you build great city, you'll see a great ai, you build a crappy city and guess what you're gonna see??
i tihnk you need 60+ hours to post here though...heh , anyway i hope modders give yall exactly what you want. but you may as well not even call it banished after the mod, cause you''d be taking away one of it's best strengths. Then you could build as unefficient as you want.
I really do not see the problem. I build one market in my town center, eventually staff it with 25 vendors. I build LOTS & LOTS & LOTS of storage barns -- basically I build two storage barns adjacent to each independent food production spot -- i.e., a forest cluster with 2 storage barns, a group of small farms with 2 storage barns in the middle of them. 3-4 non-overlapping fishermen who share a storage barn. I build dozens & dozens of stockpiles. 'Course I build a few large ones to hold tons of stuff, like next to the trading posts; but I also bild small 2x3, 3x4 stockpiles anywhere there isn't enough room alongside the road to build a house or anything else useful.
I end up buying most finished products (tools, clothes), but do have a few blacksmiths & tailors, which I try to place within the market radius.
So, anyway, things have always run fairly smoothly in my towns and the lack of being able to micro-manage the storage barns and stockpiles simply never occurred to me.