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There are too many items for a scroll menu in the distribution interface. Also allow editing post route creation.Ī distribution post can only hold 10 routes, but there are just nine kinds of food items now. In this case, low would be minimum amount in the district you're sending too and high would be the minimum amount prior to send.
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So when you create the route when you're selecting the resource, you would also set the low and high. Low = minimum amount prior to requesting from another district and high = being the minimum amount need two accept a request from another district.ģ) Have each route have their own individual amount upon creation. shorturl.at/fiksLĢ) Rework the distribution post to handle only that districts inventory. So I have a few suggestions: (some of which don't work with others)ġ) (From waltermundt) Rename "low" and "high" in district distribution limits and allow the "low" value to be above the "high" value. (essentially load balancing your resources as needed)ĭistribution points would need to be buffed a bit, perhaps have carts they pull? But also allow other workers in range of the drop off points to move resources while idlĬurrently the Distribution Post system isn't very intuitive and be hard to wrap your head around especially for new players when you can get to your second district relatively quickly in easy/normal modes. My suggestion would be a slight rework to this system:Īllow distribution of resources based on percentage, for example i want District 1 to have 50% of my overall carrots, District 2 to have 10% and District 3 to have 40%. Distributing resources between them currently feels clunky and slow to the point that you basically have to make each district it's own self sufficient area, which makes expansion annoying and avoided as much as possible. My problem stems from how they interact with each other from a resource perspective. I just want to preface this with the fact that I may be misunderstanding something about districts, so If i am I'm sorry.īased on my current experience I like the concept of districts and get their importance for pathing and expansion. Example: In the Distribution Center, D1 has 4 workers who supply water and berries to D2. In that particular Distribution Center, there should be worker slots for beavers from both districts. I think the door to the Distribution Center should act as the gate/border between two districts. Suggestion: Between two districts, there should only be a need for one Distribution Center and the two associated drop off points (which should be located within a certain distance from the Distribution Center). In the Distribution Center, I want to maintain an inventory of 15 berries. I want to maintain a minimum of 100 berries in D1, and maintain a supply in D2 of 25 berries. I am harvesting berries in District (D) 1, I want to send some to D2. A better description of what High and Low mean would help. The current method is clunky, and difficult to understand. In addition, I also recommend adding emergency hierarchy to each trade route (e.g. The only way to change them is to delete the selected route, then create a new one.įor problem 1): Either resize the building to a smaller scale (let's say, 2x3 or 3x3) while keeping everything else the same, or increase the number of beavers available to be hired (I strongly recommend the first one since the number of trade routes DOES matter)įor problem 2): Add an "Edit" function to the existing trade route that enables modifying the destination and/or the type of goods. However the current version of this building has two major problems:ġ) The size of the building is too large, while only 8 beavers can be hired, all together make the building's function inefficient Ģ) The existing trade routes cannot be edited. Distribution Post is a crucially needed building in transporting goods between districts, especially with specializations applied to each of them.
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