I understand the difference between cartloads of goods produced against
units displayed in markets and houses.
How many cartloads of food can farms produce per year.
Is this static through the game or does it vary.
Ceres blessing seems to instantly take all farms to 100% production for
the currently cartload - is this correct.
Can farms produce while their cart is on walkabout or only when the cart
is back at base.
Do different types of farm produce at the same rate.
Do different types of farm produce the same amount per cartload.
How many people can a farm support.
How many cartloads of goods can factories produce per year.
Is this static through the game, or does it vary.
Mercury's(?) blessing seems to fill a warehouse/granary with extra
goods, is it random?
Can factories produce while their cart is on walkabout, or only when the
cart is at back at base.
Do different factories produce at different rates.
Houses need various items to evolve.
These items are delivered to houses via markets.
Is it impossible to specify which items are distributed to houses via
markets, for instance I might want to hold back one block of housing to,
say, Insulae, while allowing another block to progress higher due to
shortage of items.
Now the real crunch questions....
The items like wheat, veggies, fruit, meat, pottery, furniture, oil,
wine, are stockpiled in houses.
How many of each are used per month/year.
Does consumption depend on the type of house, the number of people
currently in the house, or both, or something else. Real life common
sense says that a large rich palace should consume relatively much more
per person than ,say, a poorer Insulae *per item*.
When a house devolves do any stored items get lost.
Do minimum quantities of items need to be in houses before they evolve.
How soon after items are delivered to houses will the houses evolve.
Is there a maximum amount of each type of item that can be stored. Does
this change per house type.
How long after an item runs out will the house devolve.
Are market buyers aware of item shortages in houses and act accordingly
- or do they just follow a blind buying cycle.
Are items shuffled around houses depending on needs or are home owners
generally selfish as in real life.
....It seems to me that houses are a third type of storage area after
granaries and warehouses - a storage area that hasn't received much
attention so far.
Does anyone have any useful information not requested above.
Thanks in advance to anyone who can answer these questions.
Happy civil engineering everyone.
--
Dave Richardson
>Houses need various items to evolve.
>These items are delivered to houses via markets.
>Is it impossible to specify which items are distributed to houses via
>markets, for instance I might want to hold back one block of housing to,
>say, Insulae, while allowing another block to progress higher due to
>shortage of items.
Directly, no. But most resource-consuming upgrades also require some
other improvements - the step using pottery requires bathouses, and that
for furniture requires a barber. If you don't build a barber nearby, the
houses never use furniture, although you will normally have a region
of intermittent barber access which will use furniture intermittently.
The oil upgrade requires both school and library access, which is a little
slipperier, but you can still control it. Such houses will still stockpile
the resource, but they never use it, so once they've been "fed" once
they'll stop bothering you.
>Now the real crunch questions....
>The items like wheat, veggies, fruit, meat, pottery, furniture, oil,
>wine, are stockpiled in houses.
>How many of each are used per month/year.
1 food per month per person over 7 in each square. May differ for villas
(I assume everybody in a villa eats, but I've not looked)
I'm not yet sure about the rest, but it looks like:
1 of pottery/furniture/etc. per month per *building* that has a
population large enough to require that upgrade.
>Does consumption depend on the type of house, the number of people
>currently in the house, or both, or something else. Real life common
>sense says that a large rich palace should consume relatively much more
>per person than ,say, a poorer Insulae *per item*.
Villas seem to follow the same rule. Consumption per person may actually
go down since the buildings are bigger.
>When a house devolves do any stored items get lost.
Couldn't you just look for yourself? No, they don't.
>Do minimum quantities of items need to be in houses before they evolve.
1
>How soon after items are delivered to houses will the houses evolve.
Quickly enough that it doesn't make much difference.
>Is there a maximum amount of each type of item that can be stored. Does
>this change per house type.
Lots of food (at least 500/ insula), 8 pottery, 4 everything else.
No changes except I've not seen low-grade housing develop huge food
stocks.
>How long after an item runs out will the house devolve.
Quickly enough that it doesn't make much difference.
>Are market buyers aware of item shortages in houses and act accordingly
>- or do they just follow a blind buying cycle.
They only buy items in demand.
>Are items shuffled around houses depending on needs or are home owners
>generally selfish as in real life.
They're selfish. Haven't you ever seen a building downgrade next to another
with supplies? I've seen downgrades to tents next to a Large Villa
(which, oddly, didn't downgrade from the bad neighborhood).
Curt Adams (curt...@aol.com)
"It is better to be wrong than to be vague" - Freeman Dyson
> Dave Richardson <Da...@curverconsumer.demon.co.uk> writes:
> >When a house devolves do any stored items get lost.
> Couldn't you just look for yourself? No, they don't.
No, but when a house devolves from a 2x2 to four 1x1's, it doesn't
seem like the goods (or services) get divided evenly. In fact, often
when a 2x2 house devolves into 4 parts from lack of something like
pottery, three of the parts will also start complaining of no
bath-house access. I've seen this many times, and checked to see that
the houses on either side show plenty of access. If a house with 3
oil devolves into 4 1x1's, I'm assuming at least one of those won't
have oil either.
Aaron
--
Aaron Baugher - abau...@rnet.com - Quincy, IL, USA
Extreme Systems Consulting - http://haruchai.rnet.com/esc/
CGI, Perl, Java, and Linux/Unix Administration
I have noticed this too. It seems that when a large house devolve into
several smaller houses, all except one of the newly created smaller
houses "inherit" the same service/access from the larger house's
previous service values. I think a better way to handle this condition
is that when a large house devolve into several smaller houses, the
services (and goods) should be divided as evenly as possible among all
the small houses.
Dave
--
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Dave Lin http://www-cs-students.stanford.edu/~dlin dl...@cs.stanford.edu
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