![]() ![]() It subtracts the smaller country walking distance from the larger one, and adds the difference to the straight distance, and that's the score for that granary. The country walking distance from the map entry point to the farm access point. The country walking distance from the map entry point to the granary access point, and The straight distance from the farm access point to the granary access point, and It uses three numbers about these granaries: When a cartload of farm goods is ready to go to a granary, the game surveys all the staffed granaries accepting that food that have road access to the farm. )īuilding's map entry distance - country walking distance between a building's access point and the map entry point (I call it country walking because it is walking without reference to roads 'road walking' does not figure in this question, nor does 'limited road walking'. If the person would have to go around rock, forest, buildings, etc., all tiles traversed are counted. It's slightly counter-intuitive, since 10 tiles diagonally is a longer physical distance than 10 tiles horizontally or vertically.Ĭountry walking distance - number of tiles a person would walk on the map between two points. I've seen this referred to as "distance as the crow flies". Straight distance - number of tiles between two points this is calculated as the larger of the number of tiles in the y-direction and the number in the x-direction, so it counts one tile whether traversed diagonally or laterally (or obliquely). Map entry point - tile on the map at which immigrants and donkey traders, etc., appear when walking onto the map.īuilding's access point - first road tile found next to a building when starting from the tile NE of the N tile of the building and going around the building clockwise. ![]() I've seen suggestions that farms and housing blocks be put on "different road networks", but I'm hoping I don't have to do that - it interferes with trade. Same result.Ĭan anyone suggest other things that might be causing this? I also tried positioning the granary so that it had two road connections opposite each other - i.e., the road went straight through the granary. My wife is suspicious of granaries which make a T intersection of their internal crossroads, so I saved the game and tried repositioning the lacking granary so that a road went past it instead of through it - same result. There is no chance the granary getting the food is considered closer "as the crow flies" one of the farms misbhaving is only 3-4 tiles from the granary. #Zeus poseidon game meat wont go to granery full#Cart pushers don't get back to their farms until long after the farms are at 100% ready again, and market buyers have to go to more distant granaries to get food.Īll of these granaries have stable full employment the one I want all these carts to go to and the one they do go to are both set to "accepting wheat" and "not accepting" all other food types. This greatly slows food production, and my houses devolve because they have no food. My problem is that some of the farms on the West side of the lake take their wheat regularly to the granaries that are further away. There are two other granaries, built previously, that are due North of the central lake they are further away from the farms west of the lake by any measure. I built farms on both sides of the road going through the province, then a Granary just to their North, then the 7x7 block North and West of that. ![]() One of my 7x7 blocks is NW of the lake, and I mean it to mostly have food from farms on the West side of the lake. I've left the fruit farms in that first section, and built 3 other sections in the middle-and-northern part of the map these are supported by wheat farms grouped around the central lake. I'm in Caesarea this is the one where a previous governor failed, and so you have a poorly designed section with fires and departing citizens on your first day. ![]()
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