Foundation

Foundation

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Builder Workshop Location
A loading screen tip suggests building them close to big projects for efficiency. However, builders will still need to grab resources which makes me think they should be close to a warehouse with the relevant resources.

So then for builder projects, ideally, you have a builder hut and warehouse with resources nearby. But that gets awfully temporary real fast, I think. And with the way jobs work (destroying the workplace leaves all employees with their previous job until you manually unassign them) it gets real micromanagement real fast.

So for sake of permanence, wouldn't it be better to leave builders near warehouses with the resources nearby, and just bite the bullet on them walking far away to the build site?
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Showing 1-14 of 14 comments
kongkim Feb 7 @ 6:16am 
The walk distance will be the same if it's from the project to the warehouse or the other way around?
Cleril Feb 7 @ 6:19am 
Originally posted by kongkim:
The walk distance will be the same if it's from the project to the warehouse or the other way around?

They still need a house which impacts how quickly they can get back to work. I'm thinking that makes it decisive they should be a permanent placement.
I thought the same thing about that tooltip. It doesn't make sense to me how that would be helpful at all unless porters could stock building sites.

I put my builder's hut at the center of everything and near a Lumber Camp, Stonecutter Camp, & Weaver Hut. Next door is a Warehouse that stocks processed building materials like Planks, Polished Stone, & Tools.

I don't know yet if that's the "optimal" setup, but they seem to do very little empty-handed walking.
Cleril Feb 7 @ 9:51am 
Originally posted by Maehlice:
I thought the same thing about that tooltip. It doesn't make sense to me how that would be helpful at all unless porters could stock building sites.

I put my builder's hut at the center of everything and near a Lumber Camp, Stonecutter Camp, & Weaver Hut. Next door is a Warehouse that stocks processed building materials like Planks, Polished Stone, & Tools.

I don't know yet if that's the "optimal" setup, but they seem to do very little empty-handed walking.

That's my current setup now too. Each city I get a little better at optimal logistics. Best to always go for a set it and forget it setup. Building up is difficult unless you leave plenty of space to expand.
Think of it more from the perspective of growth. As your game advances, and you buy more territory, you'll want to have multiple builder locations. The tooltip (to me) is merely suggesting that you pick your secondary, tertiary, etc. locations in accordance with how you are building.

Of course you need all of the things you mention nearby as well (storage, market, water, housing, etc.).
Cleril Feb 7 @ 10:52am 
Originally posted by returning143:
Think of it more from the perspective of growth. As your game advances, and you buy more territory, you'll want to have multiple builder locations. The tooltip (to me) is merely suggesting that you pick your secondary, tertiary, etc. locations in accordance with how you are building.

Of course you need all of the things you mention nearby as well (storage, market, water, housing, etc.).

Yes, exactly. I'm curious how feasible it would be to have a single lumber camp supply multiple warehouses throughout the map. It would save on labor force if you didn't build multiple setups for the construction materials.
Originally posted by Cleril:
Originally posted by returning143:
Think of it more from the perspective of growth. As your game advances, and you buy more territory, you'll want to have multiple builder locations. The tooltip (to me) is merely suggesting that you pick your secondary, tertiary, etc. locations in accordance with how you are building.

Of course you need all of the things you mention nearby as well (storage, market, water, housing, etc.).

Yes, exactly. I'm curious how feasible it would be to have a single lumber camp supply multiple warehouses throughout the map. It would save on labor force if you didn't build multiple setups for the construction materials.
you cant. warehouses will only pull from places within a certain radius.
Cleril Feb 7 @ 11:14am 
Originally posted by Ninjafroggie:
Originally posted by Cleril:

Yes, exactly. I'm curious how feasible it would be to have a single lumber camp supply multiple warehouses throughout the map. It would save on labor force if you didn't build multiple setups for the construction materials.
you cant. warehouses will only pull from places within a certain radius.

Stock maximum pulls from other warehouses. It'd probably be stupid inefficient but couldn't you daisy chain them?
Originally posted by Cleril:
Originally posted by Ninjafroggie:
you cant. warehouses will only pull from places within a certain radius.

Stock maximum pulls from other warehouses. It'd probably be stupid inefficient but couldn't you daisy chain them?
i did not know that. This changes things....time to go nuke my town and start over! I wonder what happens if you daisy chain them at the edge of radius and set them all to stock max...will it pull from warehouses that are also set to stock max? Will the warehouses be constantly stealing from each other instead of going to the producer to fill up stock?

if it works like im hoping, I'm envisioning a chain of warehouses running through my industrial area, basically forming the breakwater between it and the housing districts. Then I could make dedicated production areas, with a warehouse right there to maximize production that would then feed into that central chain and ultimately get distributed through the whole town, and thus all my goods would be available throughout the whole city.

This requires testing.
Cleril Feb 7 @ 12:39pm 
I was thinking the same. Given you can make a massive lumber production, it'd be theoretically possible. It's a question if stock maximum forbids other warehouses from requesting stock. If so, then you couldn't daisy chain, unless workers will walk to the originating warehouse from any distance. I wasn't aware of warehouse radius.

But at that point it is probably more efficient to setup another production point. It wouldn't cut into labor anymore than having a giant lumber production.
Originally posted by Ninjafroggie:
This requires testing.

If I remember from my own game's a warehouse set for maximum stocking won't let it's resources be taken. But I could be wrong.

Should be a simple experiment with a logging camp and like three warehouses, with a few houses next to each to avoid delays because of walking to work.
Cleril Feb 7 @ 1:43pm 
Originally posted by AmesNFire:
Originally posted by Ninjafroggie:
This requires testing.

If I remember from my own game's a warehouse set for maximum stocking won't let it's resources be taken. But I could be wrong.

Should be a simple experiment with a logging camp and like three warehouses, with a few houses next to each to avoid delays because of walking to work.

But then if warehouses have a radius that they will stop pulling from you cannot daisy chain indefinitely. I suppose then the only logistics that work is to setup new lumber camps if you need wood past one other warehouse set to stock maximum.
yup, it doesnt work. Although being able to pull from other warehouses still makes things easier, allowing for a warehouse located in town to pull from one outside, it seems we're stuck with making lots of areas that make a little of everything instead of dedicated districts
Cleril Feb 7 @ 2:19pm 
Originally posted by Ninjafroggie:
yup, it doesnt work. Although being able to pull from other warehouses still makes things easier, allowing for a warehouse located in town to pull from one outside, it seems we're stuck with making lots of areas that make a little of everything instead of dedicated districts

Thanks to all who helped sort this out. It's a bit of a shame. I tried making a city that didn't have any lumber industry but realized no traders can sell you planks so at the least you must have sawmills.

If they added whitelisting to warehouses (i.e pull ONLY from these buildings) we could daisy chain properly and if they have a seller who can sell planks we could have some more flexibility with city design.

Granted, there's already a good amount of flexibility.
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Date Posted: Feb 7 @ 6:09am
Posts: 14