This time I would use examples from my tests to make my points a bit more clear (my writing style is a mess, sorry about that). It’s not a single thing, see – it’s a combination of all the above. This plays a huge role, more on that later.Īnd so we are finally here, at THE peculiarity of a cart. It might go higher, have no easy way to getting to 300% so far, but I think the same logic applies, so it would be 4 carts. As far as my tests show the number of carts a building have is directly tied to it's productivity percentage. The last (but VERY important) thing about cart - their number. This means that if a building consumes 2 types of goods (foundry) – a single cart would be sufficient, and, as was established earlier, it makes no difference when calculating warehouse throughput. Each cart can have up to 4 tons of cargo and can move at least 2 types of cargo at the same time (maybe even 3, so far I’m a lowly pleb and never even got to world-fair building stage and before that max input is 2 types of goods). Same goes to the number of stuff – even if takes 2x4tons, still 20 seconds. Bonus point – it does at the same time, so if it delivered ingredients and picking up the produce, it would be done in the same 20 seconds. Speaking of time – it always takes 20 seconds for a cart to load/unload. Curios thing is – it almost makes no difference whether cart only delivers produce or it picks up ingredients at the warehouse and then delivers the produce: either way the ramp would be used and it’s the same in terms of time. But if a cart is moving stuff from one building to another – then it’s totally free in terms of ramp capacity. If a cart have to take stuff from a warehouse or put it there – then we are limited by number of ramps of a warehouse (note: carts are not very good at regulating traffic in a case of 2 warehouse near each other, they will go to a free warehouse if other is at capacity, but they can get the info only before they start moving, so they still might fill one warehouse, leaving the other one empty). Now, cart is a basic unit of transportation. I think this issue might be some of the reason for sudden shortages of stuff –when by consumption calculators and warehouse throughputs you should have enough.īut the main issue I found is this – cart peculiarities. In case of an incident just wait for it to blow over in supply building, since producer have to be connected to warehouse, so no problem with special service buildings here. That’s the reason why it’s actually better to stick to pre-Anno 1800 way of thinking when it comes to layouts – that is, only connect suppliers to producers and producers to warehouse (when possible). Because there is no priority for carts, at all – every one is equal. This in turn makes other producers to halt, since they can’t offload their produce in time too, chain reaction and boom, your whole production line is a mess. But it takes up very limited ramp space and time. Now say there is a halted production in one of the ‘final’ buildings – then his supplier, ‘ingredient’ one, would have to offload its produce to the warehouse. Say you decided to go developer-indented way of placing production buildings – that is, they are all connected to ‘main road grid’ directly, so emergency services can get there (instead of pre-Anno 1800 way of directly connecting ingredient buildings to producing ones and connecting only the latter to warehouses). However, there are 2 issues I came upon.įirst, while trivial in a way, still is an issue. Large 4 ramps, 12 unloads/min, 48 resources. Medium 3 ramps, 9 unloads/min, 36 resources. Small 2 ramps, 6 unloads/min, 24 resources. Numbers for production balancing assuming fully loaded horse carriages. Now, first things first – let’s look at the number wiki gives us:Īll warehouses take 20 seconds to unload a cart.Ī horse carriage can carry up to 4 units of resources at a time. Results are humble, but it felt a bit of a waste to just keep them to myself, so here is what I found. So I decided to have some tests for a few hours. No, because there are little things that affects warehouse logic, which in turn could lead to weird shortages of stuff seemingly out of nowhere. Yes, because in general the numbers are right. There is wiki, or course, which clearly states all the numbers you might need – right? Well, yes and no. But this one – I just HAD to know the throughput of a single warehouse. Have no idea why it got me so interested while it was never much of an issue in 2070, much less in 1404, for me at least. One of the things that bugged me about this new Anno (apart from a thousand other little things) was the warehouse mechanic.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |