![]() Often I'll go a long time without quite being able to hit the next tier and it's nice to have water contributing to that. I like leveling happiness and getting access to more homes. Is the implication that juice and water pipes would go directly to homes as well and complicate things? Why would you do this rather than send those fluids to markets and apothecaries where it's teleported to homes directly?Īlso, I've gotten pretty far along in the campaign and I don't see why I wouldn't supply water to homes. Wherever you have homes, you place a big block of wells next to them and pipe the water right in, it's all local. I don't see how piping water to homes would crisscross with juice and medicine pipes. ![]() In particular, the elemental magic stuff, where recipes typically take several items at a time. Packagers mostly make sense for items where the volume is very high. Trains only work well with train stations, they’re painfully slow to load / unload otherwise. It’s mostly the speed being much higher than caravans, though the 50 finished items capacity per car doesn’t hurt. They’re a PITA compared to Factorio, but the throughput is enormous compared to caravans. You need silos as buffers to make this work well.įor real long distance, trains are the thing. It helps a lot to use wait until full / wait until empty to limit traffic on the road. Factorio “main busses” exist because the balance is more single source, multiple destinations.Ī 2-lane road network with caravans works well for short-distance transport that’s too far / too complex for belts. This isn’t Factorio, production balance is very much skewed toward a single building eating the entire production from multiple buildings. A house water network often gets in the way of piping later game fluids like juice or medicine.īelts are really only strictly local. Piping water to houses is generally not worth the effort past the early game because it only gives you +1 happiness, and you have more than enough happiness. This is also why coin-bonus and steam-bonus boosters have little value, they act like artificial workers. It multiplies the labor output of citizens, but once your happiness gets above a fairly low threshold, you typically have more workers available than you need. Happiness, in contrast, isn’t all that important. This is your main incentive to ship goods long distances - because all the goods of a particular type are coming from one town. This is particularly pronounced for Knowledge towns.īecause you never have enough towns to get bonuses for every possible production chain, you shouldn’t duplicate town specialties, and any production chains that match a bonus should be inside that town’s radius.Ī corollary is that production chains that don’t match the town’s bonus need to go elsewhere if you don’t have enough room for all the chains that should go there. This stacks, so if you’ve got a 3-step process, you’re getting 8x the production from the same raw material. You get up to +100% (x2) output for the same material if the item matches the town’s bonus. The main source of efficiency is town bonuses. I'm already trying double/triple lane paths for wagons and caravans but it just doesn't feel as efficient as using belts but that leads to a lot of spaghetti unless you are keeping buildings directly next to each other. I'm already experimenting with vertical construction, especially with houses (making sure to pipe up water, naturally) but the lack of direct vertical transmission of solid goods outside of silo chaining is making me hesitant to make it a priority especially in early game. ![]() Overall I'd love to see some examples of more optimized production, if they exist. It seems to be more efficient than trying to mass produce and ship out raw materials/intermediate products (like cloaks and books) but I've yet to delve into packagers because of my whole "localized production" mentality. Take Factorio for example, where the general strategy is to have a main bus of your resources running down your factory (until megabase level but that's a whole other discussion) and that clearly wouldn't work for Factory Town due to belt throughput and the sheer number of different resources.Ĭurrently I'm just making little localized production chains for each new tech tier, for example the Magic Knowledge I added another school to receive the Knowledge, and built the whole production chain for cloaks and books etc right nearby even though I have those things being made elsewhere already. I've played it a fair bit and gotten a custom map up to tech level 7 but I feel like I'm not playing the game in an optimal fashion. So I've been playing a lot of these types of games and I'm having a hard time grasping the basic mentality of this one.
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