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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 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.
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.
Stock maximum pulls from other warehouses. It'd probably be stupid inefficient but couldn't you daisy chain them?
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.
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.
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.
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.