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
A screenshot of the warehouse storage is here: https://steamcommunity.com/id/thecrimzonking/screenshot/957470676447211482
It's currently sending wheat to the farmers market and truck depot, but it would fill back up to max capacity again in a few minutes.
It works fine. Problem was water, not wheat. Just set the WH to manual and back to auto for refreshing orders
I know I'm over producing, but I'm still learning the mechanics of production, logistics, and planning my tech research. I understand that being inefficient will hurt me financially and cause me to misuse available land space, but it feels like the game is punishing me in opaque ways for the crime of not planning perfectly. Can you explain the mechanic whereby having too much wheat means my livestock farms aren't getting wheat?
1. Two of the livestock farms are fairly new, and I had recently converted a wheat farm to a potato farm.
2. The livestock farms aren't picking any wheat up!
If the livestock farms were consistantly picking up wheat and not laying fallow for 30 day stretches I would actually run out of wheat. This is just reinforcing that feeling I described of the game demanding that I manage my internal supply perfectly or risk everything going haywire.
1. If a product is capped, you are overproducing. Never overproduce
2. Manual destinations take priority over automatic distribution
3. Cluster specializations. Don't mix 20 different buildings with 1 WH
4. Expect domino effect; something wrong at the base, will spread the issue outwards and upwards
Hope this sets you on the right path
I eliminated the potato and cattle farms. The cluster is now just water, wheat, sheep, a warehouse, and a truck depot. To make things even simpler I also reset everything's productivity to 100%. I made my goal to produce 15 mutton/30 days to meet local demand. So how many sheep fields do I need?
Mutton
1 field = 1 mutton/30 produced
1 field = 1 wheat, 1 water/30 needed
15 fields = 15 mutton/30 produced
15 fields = 15 wheat, 15 water/30 needed
I also wanted to produce 30 wheat/30 days to meet global wheat demands. Including the wheat needed for my sheep I need enough wheat fields to make 45 wheat/30 days.
Wheat
1 field = 2 wheat/45 produced = 1.33 wheat/30 produced
1 field = 1 water/45 needed = .67 water/30 needed
(45 wheat/30 days) / (1.33 wheat/30 days/field) = 33.75 fields
34 fields = 68 wheat/45 produced = 45.22/30 produced
34 fields = 34 water/45 needed = 22.67 water/30 needed
So I need 15 water for mutton and 22.67 water for wheat each month, 37.67 total.
Water
1 harvester = 3 water/30 produced
37.67 water / (3 water/harvester) = 12.56 harvesters
13 harvesters = 39 water/30 produced
So that's exactly what I built. 15 sheep fields, 34 wheat fields, 13 water harvesters. And my warehouse is still capping out on wheat and water. My livestock farms will pick up enough wheat and water to produce 2 cycles. When the 1st cycle is complete they'll pick up water for a 3rd cycle, but no wheat.
I understand that the game demands attention to detail to keep things running, but I find that what's being expected isn't just attention but rather mastery. The game itself gives me no nudges as to where the problem lies. From your most recent reply to this thread, and responses I've read you give to other people who have requested a little more hand holding via in-game prompts or warnings, I know that you want this game to demand that players think before they act and plan carefully. But if a player makes a mistake in planning or execution, or even a sub-optimal or inefficient choice, the problem that is created and the mistake made would hopefully be noticeably related.
In this case I see my livestock farms occasionally stop producing for ~20 days every so often. I click on them to see what's up and notice they have a supply issue. So I check the warehouse they're supplied from and see that it's absolutely full. What else could be causing this? Should I not be sending 30 day supplies of products to stores? Do I need to manually direct some crop farms to send wheat to the livestock farms? Am I misusing my trade route in some way? Everything is located in the same cluster, but should I still have counted road tiles and factored travel time into my production schedule? I want to play perfectly, and I like that you want the game to expect perfection from me, but what's the learning curve here?
I feel like I'm stuck due to overlooking something basic, but am absolutely clueless as to what it is I'm missing.
The problem CrimzonKing has is real. Since productions from different building types rarely line up neatly and controlling how much of what gets sent where (the best you can do is setting a max stock at the targets) and output slots are pretty limited, it is simply needlessly fiddly and complicated to set up a "production cluster" somewhere, and it gets actually *worse* if you use warehouses. The water tower is better (and should be a core game feature, btw) and works pretty much like you would expect it to. You feed it manually from your water pumps and that is basically it for that area of the map. But that only works because it only uses one ressource.
CrimzonKing could solve his problem by simply dividing up his production more, using multiple warehouses to prevent them from mixing things up or being to slow to respond, but that is neither intuitive nor good. If you want players having to use more than one warehouse per production cluster, create game rules that enforce that, like warehouses only handling 2-3 types of different goods, period, and the player having to select those, and any excess above a certain threshhold automatically getting sold to state or something.
In general, a kind of prioritizing system for the outputs would be useful. Because of the incongruent production outputs of different buildings, you will most of the time have slight under- or overproduction of one thing or another. It would be good if there was an easy way to, for example, set the factories producing boards to only supply, say 15 of their 16,5 (fictive numbers!) total production to the store and dump-sell the rest along with the warehouse in the middle selling any excess wood over, say, 50 stored, to the local hardware store. If I set a the latter in the current game, it is possible one of my factories gets undersupplied and/or the hardware store oversupplied simply because there is no good way to set exact supply priorities.
And do not even get me started about the way truck depots and their lines are currently handled. They are even fiddlier and you have absolutely no idea of how you need to set them up, so you just click tons of monculture routes with x*4 trucks and hope it works. Why we cannot simply use the output menu of the truck depot similar to every other building (with the aforementioned enhancements for that menus usability) is really baffling to me.
In my recent 7.2 testgames, the most effective and hassle-free setup was one that used a water tower (later another one somewhere else) and no other logistics buildings at all besides i think 3 warehouses or so in the middle of a complicated production chain with just one single output that purposefully was undersupplying because otherwise the numbers really would not add up neatly at all and mess everything up.
Every other variant is a nightmare to setup and extremely prone to breaking down.
What's weird is that the warehouse will release wheat to the livestock farms under one condition: the warehouse wheat supply is maxed out and it sees that the wheat farms are ready to bring more wheat to the warehouse, ie. every 45 days when the wheat farms complete their cycle. So the warehouse is communicating with the wheat farms when wheat is available, but it's not communicating to see how often wheat is available.
I can think of a couple ways to fix my supply issue with the game in it's current state. I could let some wheat farms continue to automatically send wheat to the warehouse, but then have a few set to manually deliver two cycles worth of food to the livestock farms. This doesn't feel intuitive though because I'm setting deliveries based on a farm-to-farm basis, but when I'm calculating how to have a lean and efficient production process I'm performing field-to-field calculations. And if I add any livestock fields to the cluster I need to click through my crop farms to find the one that's supplying it with wheat and then adjust the deliveries as needed. It's much nicer to have the warehouse distribute things.
What I actually ended up doing was basically what Stormfox suggested. I gave Warehouse 1 manual wheat destinations to sell to market and then under its outgoing products tabs I told it to stop allowing the livestock farms to pick up wheat. Then I built a second warehouse and gave Warehouse 1 a manual destination to send enough wheat there for 2 cycles of livestock farm production. And that's all Warehouse 2 does, it gets wheat from Warehouse 1 and then sends it out to the livestock farms.
From a player perspective though the above solution isn't the first thing I think of doing. When I see that my livestock farms don't have any wheat, but I know that I'm producing enough wheat for all my needs it's clear that there's a distribution problem somewhere. Up until there was a problem everything was working nicely letting my warehouse distribute wheat automatically. My first thought is to set a manual destination for the warehouse to distribute wheat to the livestock farms. But my warehouse has a limited number of destination slots, there's simply not enough slots for each livestock farm and all the finished products I want the warehouse to send to various destinations. This is I think where a lot of players are going to hit a wall.
I have two suggestions that would keep the obligation on the player to find their own solution to this problem that is intuitive. First would be to uncap the number of manual destinations for warehouses. Pretty straightforward, but I'll admit that with only about 10 hours of playtime under my belt I don't know how this effect the game at large.
The other solution would be to allow the player to take a set of buildings and to define them as a group. Think of the set as a cottage industry. The catch is that they would all need to be identical in size and in which product they produce. So no placing grape and orange orchards together, or farms with 3 fields together with farms with 5 fields. But if I have 5 livestock farms that each have 3 fields and are each producing sheep I can group them together and call them "Sheep Industry Group". Then in my warehouse I can set a manual destination for "Sheep Industry Group" and the warehouse will supply each unit in the group with however much wheat and water I say.