Re: Official KaM Remake r2736 Bugs topic
Is it that bakers had stalls "all" over the city for distribution? While their shop and actual bakery was at their guild's quarters?
@Krom
It would take more time, IF you have the same amount of serfs.
Take a look at this:
Let's say that Pigfarm can handle 1corn per minute and you have farms that overall produce 1.2 corn per minute at average.
Then closest pigfarm will be stocked fully and distant pigfarm will get only 1 of 5 corn.
In the game it will look like farm #1 is overstocked and the other one is understocked.
Now think about it at different angle - both pigfarms are working and consuming all the corn produced. If you force 50/50 split then overall production will be penalized by serfs having to carry half of the corn farther to 2nd pigfarm instead of 20%. Pigs production will be the same "number of corn = number of pigs", but due to route length it will take a little more time.
What is important here, is that you need to balance corn between different consumers! (Mill, pigfarm, stables) and that is done through menu
In the end - build more farms!
Why is that logical? I always make the same houses at each other: farms, woodcutters, quarry, etc. I think that's much more convenient, as the inhabants of these houses can use the same resources (field -> farms, trees -> woodcutters, stone -> Stonemason, etc.). Besides, even in the Middle Ages this kind of thinking was being used. In big cities the streets were devided in guilds. Every member of such a guild would live in the same street (or streets if the guild covered several streets).Anyway, its logical that the nearest building gets first to receive its products, thats how the game works with and thats how I learned to make farms next to the mill and swinefarm and horsefarm.
Like this:
farm - mill - farm - swinefarm - farm - horsefarm - farm
Castle Guard Swordsman
Posts: 1912
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Take a look at this:
Let's say that Pigfarm can handle 1corn per minute and you have farms that overall produce 1.2 corn per minute at average.
Then closest pigfarm will be stocked fully and distant pigfarm will get only 1 of 5 corn.
In the game it will look like farm #1 is overstocked and the other one is understocked.
Now think about it at different angle - both pigfarms are working and consuming all the corn produced. If you force 50/50 split then overall production will be penalized by serfs having to carry half of the corn farther to 2nd pigfarm instead of 20%. Pigs production will be the same "number of corn = number of pigs", but due to route length it will take a little more time.
What is important here, is that you need to balance corn between different consumers! (Mill, pigfarm, stables) and that is done through menu
In the end - build more farms!
Posts: 3822
Joined: 16 Sep 2007, 22:00
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Take a look at this:
Let's say that Pigfarm can handle 1corn per minute and you have farms that overall produce 1.2 corn per minute at average.
Then closest pigfarm will be stocked fully and distant pigfarm will get only 1 of 5 corn.
In the game it will look like farm #1 is overstocked and the other one is understocked.
Now think about it at different angle - both pigfarms are working and consuming all the corn produced. If you force 50/50 split then overall production will be penalized by serfs having to carry half of the corn farther to 2nd pigfarm instead of 20%. Pigs production will be the same "number of corn = number of pigs", but due to route length it will take a little more time.
What is important here, is that you need to balance corn between different consumers! (Mill, pigfarm, stables) and that is done through menu
In the end - build more farms!
@Lewin: That is why we penalize deliveries where To house has more wares. For each additional ware, the delivery gets penalty of 20 tiles. But yes, if you have one Workshop next to the Smelter and other 100tiles away - it won't get any iron.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
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Location: Australia
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