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It still might break but not often as long as the entire machine is working.
I'll build he chain i made from the production end to the begining because its seems simpler to understand like that for me. Also this chain is for level 1 croft and bakery and things will change and a the chain will have to be tweaked with upgrades, but you should get the idea.
Buildings I made the test with are: Croft, Mill, Orchard, Bakery.
The bakery should have 5 slots no more no less, those slots are for: Barley flour, Wheat flour, Honey, Barley bread and Cookies.
You build up 10 barley breads and 10 cookies, than you get a cart and build a trade route with it. Trade route should be pick up 10 barley breads and 10 cookies go to market sell them and reapeat constantly.
That is all you have to do with the bakery.
Now the mill. It should have 4 slots no more no less. Barley, Wheat, Barley flour, Wheat flour.
You set up a trade route that moves 20 Barley flour and 20 Wheat flour to the bakery. The cart will move back and forth constantly keeping the bakery full.
Orchard, same deal as the mill only here we're talking about 20 honey only.
And the Croft you make a route to the mill with 20 barley and 20 wheat.
This automates your whole production cue to the bakery and auto sell what your bakery produces. The problem here is you cant make that kind of routes for the extra raw materials, you need to have extra carts with which to manually sell off the excess of those resources.
You can make automatic routes for any raw material you're producing but not using in any of your production chains.
And last let me get back to that thing from the begining. For example your trade route from the croft to the mill is carring 20 barley and 20 wheat (loaded in that order) if the route is so long that by the time you make one full revolution the mill uses 20 or more wheat but not 20 or more barley, than when it returns it will still have barley but no wheat and by its instruction it will have to load the barley first and end up with 2 slots of barley and no wheat and this breaks the chain.
Its requires a lot of tweaking to make this work but it does save a lot of time. Have fun with it.
PS: Also I'm looking for people to play MP with so if you want add me.
I made a new system, which is a bit annoying to set up, but works well once it runs. For example barley. I load up a cart with ONE load of 20 barley. Drop it off at the mill and immediately let it pick up TWO loads of barley at the same mill and then drop off ONE load again. This way if there was more than 20 barley at the mill, the excess will stay in the cart. Finally I let the cart drop off the barley at a SECOND farm, which is set to auto sell.
(in case I cannot place a second builing of the same type due to the building limit of my title, I temporarily drop the excess of at my storehouse from where I sell manually).
It works, but I think it is a shame that you have to jump to such hoops to get a decent business running.
You work manually for a good while in the hope of setting an effective automated trade, but it just doesn't work.
I'm pretty disappointed, the game has a great start but then everything falls appart.
It's my first The Guild game, are the other ones better in this regard ?
Set it to hold resources for 24 hour production.
Back when McCoy had an expanded inventory mod that allows more resources to be stored in a building (if you could pay for the upgrades) you could tweak it to 48 hour production and it worked great, but for now 24 hour production is the best you can do.
I was thinking exactly what you are talking about that mod, just having a lot more inventory storages in the buildings would fix this problem. Is this McCoy mod unusable now ? Is there a way to tweak inventory amounts and/or sizes, in a .txt file or something ?
I only played in vanilla, maybe I should try the mods now... thanks.