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This way, the trucks will deliver grain to your cattlefarms
Always:
Resources ------> Conversion -----> Storage -----> Factory/Outside connection
Crops ------> Cattle/Flourmill -------> Storage ------> Factory/Outside
A screenshot with traffic overlay or so would help us to help you
I'll keep that in mind even though I have it pretty much that way already, weird that it doesn't collect like every other resource management game. I end up making so much more crops than I need. It's annoying. I noticed that it would import to fill up storage as well.
You're missing storage between "Resource" and "Conversion" - otherwise you rely on your field needing to empty JUST at the right time when the pasture is asking for crops. If that doesn't happen (which is rare), the field will export and the pasture will import instead.
Also, distance is not a factor. The game will not pick the closest pasture to a field - it's all about when a request for a resource is sent out and what buildings are able to respond at that time. Sometimes you'll get lucky and it will be a building close by, sometimes they'll come from across the city.
OP states cattle not getting any resources...Do cattle not reside in pastures designed for grazing? Now I know that pigs don't normally graze but this after all is CS so why not let pigs graze? Point is if as it says pastures are used for grazing what other resources would they need?
As you'll notice there's no grass in the pastures, they'll need crops to feed them. ;)
Okay, it's best to leave behind the notion of how things work in real life, because this is a game, where things need to be simplified for the simulation to work on the average computer system and also be fun for players to interact with.
Pastures are "processors" - meaning they turn a raw material (in this case crops) into a different resource (animal products). As they go through a supply of the raw material, they will send out a request for more. If there's a building in the city able to respond to this need, they will send out a delivery truck. If there aren't any buildings available in the city to respond, then a truck will import from the edge of the map. And if no truck arrives with new raw material before the building runs out, it will complain about not enough resources.
If you select the pasture and hover over the "Crops" part, it will show you how much is left.
https://steamcommunity.com/sharedfiles/filedetails/?id=2189028078
From what I've always seen the let's say ore mine will always look for storage first.
Storage will look for production.
Production looks for a warehouse.
And of course warehouse looks for a factory.
If the chain is broken and you have none of some building it will just export (mostly).
Sadly storage and warehouses will get filled by imports if not set to empty. This is the 1 weakness in the game. There is a mod that breaks this behavior. This from what I've watched this is what the vanilla AI does.
Yes you can set it up any other way. But you'll get a lot of trucks back tracking in a industry area causing traffic you don't want. Setting up buildings in order so to speak let's your traffic flow through a DLC industry area.
As I've said many times. Industry DLC traffic is the easiest to control. You know exactly where it wants to go. Normal traffic sometimes can make you scratch your head thinking, "Why have you little buggers picked that way?" When the path you've built looks like it quicker/shorter. But the AI thinks not. Easiest fix I use is change the speed limit up one on the road I want. Down one on the road I don't want.
Cims love driving fast:) Sort of.