Topic: Possibility for setting the material supply of all/several building( type)s
usingUser Topic Opener |
Posted at: 2024-02-03, 18:56
E. g. when you have a gold shortage but instantly need gold for making an expedition, you can set the maximum gold amount for the big and the dressmaker (?) to zero for sending your gold ingots to the port. But the disadvantage is that you need to keep in mind that no gold is going to be stored there as long as you keep the gold at zero amount in the two buildings. Could there be something for setting and changing the stored amount of the materials in every (type of) building? Or something to see which buildings have a) no; b) some; c) all materials at i) zero; ii) some other; iii) maximum capacity storable? Perhaps in the buildings statistics? Is it clear what I wanted to express? Edited: 2024-02-03, 18:57
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kaputtnik |
Posted at: 2024-02-03, 19:32
You can address this issue with the priority sliders, imho. If you set the priority to max for the expedition each produced gold will be delivered to the port and used for the expedition. Top Quote |
usingUser Topic Opener |
Posted at: 2024-02-03, 21:30
Let's say we have one building with a priority of zero (violet) to four (red) each. If I get you (and the game) right, only the building with priority 5 gets anything of my ware, let's say gold. So no matter how much (many?) gold there is or is produced, every gold goes only to the "red" building because its priority is the highes. As far as I can remember the calculation of where the gold goes next is different, at least for building buildings (creating a building). You can try that with let's say two fortresses, which need both 10 bricks to be built. Then you'll see that that's different (at least for building materials). Top Quote |
Nordfriese |
Posted at: 2024-02-04, 08:25
The five priorities do not all work the same:
These work the same for all types of ware requests, regardless of whether it's for construction, input or whatever else. Top Quote |
mxb2001 |
Posted at: 2024-02-05, 18:36
Mmmm those highest and lowest sound good. I've been using them w/o really knowing what they did. That should help. However there is still the problem of emptying out gold from weapon/armour smithies when you need it elsewhere. So a place to look up all the buildings which are set to 0 or maybe less than full would be handy still. It is a chore to go through all of them checking if they are set back to normal once things improve. Something else that would help is a little marker on the building stock to show the minimum needed to make all goods. Like a charcoal building would have a marker between 6 and 7 logs to show that it needs at least 6 logs to function at all. Clicking through 2/3 help screens to find that is a hassle. Of course not much help once you have memorized it but that's not relevant. -- |
kaputtnik |
Posted at: 2024-02-06, 09:56
You can use the building statistics for this, hotkey "b". Click on the building, and then you can use the arrow buttons to move the map to production sites with low productivity.
You don't have to search the help for the relevant info: Open the buildings window and click on the help button. Then you just have to scroll down then to find the relevant info. Top Quote |