![]() And the farmers don’t have anything better to do in between harvests/planting. I’ve got most of my cellars in town or around it, but I don’t think the harvested food is lying around for all that long before being taken to the cellars. I wonder how much that affects storage times. Here’s one of my more successful attempts at implementing this strategy. I also restrict my Storehouses from storing any food or crops that should be kept in the Root Cellars or Granaries and that helps significantly with shelf-life retention as well. Those Root Cellars that do stock the raw goods are on the far side of a wall of Smokehouses and the Cheesemaker, as far from the population as I can get them. I restrict the Markets from stocking Raw Meat, Fish and Milk, and have only one or two Root Cellars that will accept only raw goods.īecause who needs an extra Shelter Stocking run as raw food rots quicker, when Harvest or Manufacture is supposed to be taking place? The Market workers seem to have significantly larger carrying capacity than regular workers, even when regular workers are equipped with Baskets (Professional Items ) I put my Root Cellars as close to the Farm fields as I can get them, for quick turnaround on harvest to storage transfer so that whatever shelf-life the crops have are maximized, then let the Market workers keep the Market supplied on their own. My plan just looks waaaay to complicated to add to the wiki! Plus, a denser town looks less modern to me, and with shifted and rotated shelters, it looks much more organic than with perpendicular stone roads forcing everything into blocks.Įither way, I’d love seeing such different layouts by the community instead of more of those market-centric road-grids. I can’t really test whether that actually makes up for the lack of road speed boost though anyhow. One advantage of super dense housing without roads is the direct path taken towards the target location, as well as shorter distances due to the density. I ended up adding a road from the central theatre in all four directions, though I’m not sure if maybe that hinders the plan a bit, because villagers prefer roads so much. Apart from large statues, I leave out all other decos downtown - and roads. Still, my current plan involves shelters rotating around small gardens, with each shelter theoretically affected by 12 of them, and each garden affecting 12 houses. Though really, I don’t really have resource problems by the time these layouts become relevant. Your second point was my main reason for prioritizing saving on more expensive buildings as well. Didn’t really notice a difference in-game though. That’s what I assumed early on, after seeing the complaints about the current inefficiency of markets, that maybe bringing in more markets might help.
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