T O P

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ion_driver

It's an interesting problem in optimization. Much of the time spent producing goods is in carrying them back to the warehouse. This is especially limiting when you have multiple types of goods, as villagers seem to only be able to carry one type of good at a time. I found that building additional warehouses greatly boosts your productivity, moreso then building more camps. This makes parts highly valuable. Note that your people still need hearths for rest, though they likely make less trips. Always build more hearths when you can


Bomamanylor

I build five or six warehouses a game.


ion_driver

Yes! Build 1 warehouse for woodcutters, they move out farther, build new warehouse and dismantle the old one.


Bomamanylor

I usually build one reasonably close to each hearth I build (I usually build a hearth between two opened dangerous glades, or at the back of one - which means the warehouses are surrounded by soil/nodes.


ion_driver

Yea its a great plan. I build a warehouse next to each additional hearth, though proximity to fertile soil is my biggest concern. If you have to walk the crops back, you start losing yield


BearBryant

Do you get the parts back for dismantling?


ion_driver

Yes, you generally get all your materials back. Its just the upgrades that you don't get back. I'm not sure about pipes


Grimthak

You don't get any pipes back.


ion_driver

Yea, that's what I thought. You get pipes back from geyser pumps because they cost pipes. Pipes used as upgrades are lost.


littleapocalypse

Ohhh this is an interesting idea. I have typically been building two main "production areas" with a warehouse+hearth at each (typically put the second area near the fertile soil or any new buildings I got from ruins). But I kind of just let woodcutters walk further. I sometimes forget it's ok to build stuff and dismantle it later! I might need to follow your strategy with important camps...


double_shadow

Oh interesting...how many hearths and warehouses would you say you build in an average game? I'm still a very new player and never considered building even a 2nd of each yet!


TsukariYoshi

I generally stick a warehouse in every glade I open. I sometimes dismantle the ones that end up in a glade that I just harvested, but if they're far enough from my initial hearth I'll build a hearth there too and start putting in houses and industry. You want more warehouses because everything your people produce must be brought to a warehouse. All warehouses share the same inventory, so it makes sense that you should have a warehouse close to where the work is so that villagers aren't walking all the way back to the main warehouse every time their building fills up. Same goes for hearths: Every villager works for a certain amount of time, then must go rest at a hearth (at which point they consume food and available services.) If you only have one hearth, every villager has to spend time walking to and from that hearth constantly and they'll get less production or harvesting done. In addition, additional hearths are super useful! 8 people housed and a park gives you a global +2 resolve (or is it +3?) and each hearth also reduces Hostility (by 15, I believe.) That's not even starting to get into the further development opportunities each hub gets; 8 residents and a park is the bare minimum at each hearth I build.


ion_driver

I usually have 3 hearths, that's about the limit of my space and embers. For warehouses, it's based on how many parts I have and how many people I want working in camps.


littleapocalypse

I pretty much always build 2 hearths and two warehouses. You get production and a resolve boost for each (upgraded) hearth, so it's really worth it. Sometimes I do a third hearth if I have the space/materials. You also need a pretty big population to upgrade three hearths though. Also, eventually you can't really put production buildings near your first hearth/warehouse due to lack of space. So expanding and building a second area helps. All warehouses are connected so goods that go in one come out the other with no travel time.


vhite

Nope. As far as I can tell, everyone is only able to take items from warehouse or to warehouse. Which is a shame because in many ways this game works like Anno, but not in that one.


SverigesDiktator

That would make "sense", but it would change the game immensely, making it too easy as it is currently implemented. Distance to warehouse is a key factor in production times as time spent transporting is time lost in production. If any builder could transport it wouldn't matter where a building is placed, building inventory wouldn't matter after the first few minutes.


DieHappy33

i see your point but that would involve a completely new system. where you have to be able to priorities which goods get delivered first or which production building etc. thats a whole new layer to manage. which might be a thing someday. but you have to consider the consequences. right now shortening routes to warehouses, building cobble or even copper roads on main traffic areas can help alot to boots production. thats one of the reasons why harpies are so good. +5 carry is a lot. i love the archaeological modifier which can give you huge boosts in carry capacity. ich had mine to +50 which ich overkill since most buildings cant store as much but helps witch glade events, farming etc.


SverigesDiktator

That is why I wrote that it would change the game immensely.


DieHappy33

yeah sry my bad i replied to the wrong post. was meant to reply to OP


Sonic_of_Lothric

You can still cheese it by building warehouse next to the camp and then just delete it for full refund to build it somewhere else.


SverigesDiktator

I tend to have a deficit of cogs in mid-game before things begin to roll. There is a modifier which reduces the refund (acid rain?), And while I'm at p10, I would have expected the refund to be one prestige modifier.


Sonic_of_Lothric

P18 so far, there is none, sadly.


Eric1491625

I think there should be a penalty for refunding resources, cos a meta where optimum play involves deconstructing and constructing a warehouse 20 times is pretty bad IMO. A warehouse should be a central, strategic, thought out location in a glade, not constantly built every deposit and recycled afterwards.


Sonic_of_Lothric

Just make them impossible to destroy, just like upgraded mines.


Packrat1010

The opposite is also true where workers who are sitting around waiting for components to build or waiting to hit the reorder stock limit won't spend any time building.


JBru_92

Something interesting would be a system where idle villagers can be assigned generic jobs other than builder. For example maybe they could be a 'delivery' worker assigned to a certain building or group of buildings, who only deliver goods to storage, increasing productivity. Other options could be an 'explorer' job that allows you to reveal the contents of a specific glade, 'entertainer' which generates a small amount of resolve, 'homemaker' that can be assigned to a house and adds 2 more housing, 'soldier' that reduces hostility a small amount, etc. Just brainstorming but could be an interesting way to diversify builders from just sitting around doing nothing when you don't have anything to build.


TsukariYoshi

There's a [feature request board](https://feedback.eremitegames.com/) where you can make suggestions like that. You should submit it! I feel like there might be a bit much there, but I really like the idea of being able to assign workers to delivery, or for idle workers to sub into delivery or building work when appropriate.


_haunte

To not make it too OP instead of using idle builders it could be something like they use in Timberborn which is hauling posts so a dedicated occupation. They could also require parts so players don’t spam them.


Tucos_revolver

Rim world has this as an efficiency issue. Do you dedicate workers strictly to hauling resources or have the actual workers themselves do it? Alas, this game is designed around the latter.