Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Well you are going to send 150 rum to every grocery and mall you own. Then the excess goes to the dock.
In short, once you have some kind of advanced industry which processes raw goods, it becomes pointless to export low level raw resources, as they never will make it to export.
My advice is to check the available export contracts every few months or longer. I'm not sure what the intervals are on contract changes. But in doing so, always try and pick up contracts for the highest level of manufactured items you can produce.
So if you produce logs=planks=boats, don't bother ever trying to export logs or planks. Same for iron-coal=steel-nickel=weapons, contracts for exporting anything lower than the highest will typically result in not exporting the lower grade materials. However, this isn't always true. If you've a substantial amount of low material producing buildings, lets say a ton of coal mines at max efficiency: even with four steel mills up and running at normal or 4/5 efficiency, it's likely an excess of coal will make it to export, but still has a chance to be redirected back to higher production.
Neither do I and I got hundreds and hundreds of hours played. The way I do it is look at my buildings and see how much crap aint moved, if it is too high of an amount I add another teamster building.
Well the easiest way to know when to look is when your export ships vary in the amount of exported goods. If you watch liek 3-4 ships and they are exporting like 20-50k then you have a transport issue, if you have a 40-50k export range then you have enough transports moving everything around quick enough.
I default to 2 teamsters per building that needs product moved. So if you have 4 plantations and 2 industry buildings, thats 6 buildings that need product moved, 12 total teamsters needed. That's 1 full upgraded teamster office with 12 workers (or 2 non-upgraded with 6 each)
If you need to stop gap while industry is ramping up, switch them to loose loads and they can handle 50% more, but I prefer not to lose product and switch them back once I have enough teamsters to keep everything flowing
Yeah that works great for most people. However I suck and lose count. So I go by the "Why the @#$% aint my @#$% in port method."
You have a buildings list in the almanac. It tells you a total of: production buildings and industry buildings, simply add them together and double it
If your almanac lists 10 production buildings and 2 industry you have 12 buildings that need product moved, you need 24-ish teamsters. Now simply look at the total number of teamster buildings (also listed with a total number) in the almanac
24 teamsters is 2 upgraded buildings, not sure if they are upgraded? select one of them from the list, change to the upgrade tab and then use the arrows (on the building details window) and scroll to the others and see if they are upgraded
No need to remember anything other than how to open the almanac, even with islands over 100+ teamsters I can check my balancing act in seconds
Ok, yeah I see now, that makes sense.