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As for trade routes... The big issue is trying to guess the right number ot items a certain business will consume each day. So you set your trade route for lets say "20 pine wood per day". But if you miss that number well, either your workplace ends up without room for other stuff or your production will stop because it is missing.
Now you multiply this for every resource you use for every item you craft!
It is quite a mess. To find this proportion.
OFC if you craft just ONE item per business then it gets a lot simpler.
Buw is it a good idea to run an Inn that only makes rosbiff? I dont know.
A possible strategy is to stock up on items first, then start production. That should take some micromanagement but, the idea of a business that bring resources, craft and sell product all by itselt looks more and more complicated :S
I manage just about anything with trading routes. I published a mod for that this year:
http://www.gilde2.de/filebase/file/40-tradingroutes/
The mod largely improves the trading routes by removing the bugs and adding options. It's also included in the MegaModPack by now, so the link has the mod based on vanilla.
I can set where to stock, and how much of each item. I can then choose where the carts will unload the goods and how much of each.
I cant set up the time and I dont think they can handle schedules with too many commands such as load , unload, load again, unload, unload, etc
But I dont think they are to blame.
Do you guys try to produce 4 or 5 different items each time?
I was running all patron and scholar buildings... the patron ones were the easiest. Mages Guild, Hospital, Church, these proved to be a mess.
Windmills, orchards, they tend to get filled very easily.
Scholar is a bit harder to provision since you are relying on market. And you still have to manage your workers to collect herbs -- unless you dedicate a business to herbs and provision the herbs to other buildings :-)
Anyway, it's just a suggestion. Feature list is included and tutorial is linked.
I would probably have to stop production of the other places and slowly work out one by one. WIth many business that can make you bankrupt... I pay like 10 k in salaries each turn ew.
Some places are just a mess. Like the church, If I set to 5, to 10, to 20 pinewood each day to craft that "parchment paper" it always stop, sooner or later, and the leather to craft "Talents" book is always too much...even 5 leather a day is sure to overflood the church.
The alcohol in the public houses.... if you leave someone crafting alcohol it will saturate the warehouse, but if you dont watch out your business will stop because theres no alcohol left!
Maybe setting up a trade route to sell alcohol every day wouldnt be so bad huh?
The alchemist/mage business. If you leave them harvesting herbs and producing potions, well... the herbs will saturate the werehouse and the dude will craft maybe 5 potions a day? Then you either have to make the others craft potions or leave them idle...
The hospital too is a ♥♥♥♥♥♥♥ mess. OMG! Those bandages specially, they are a nightmare. I think maybe its best to stock on stuff that is used to treat people and then make the nurses craft some artifact.
Anyway, public house + mages guild + hospital (not the exact names here ok?), these 3 business will let you craft the most expensive item in the game worth 3 k. I think its called secret mixture, Im not sure.