Generally, though, if you stick to these rules it shouldn't be a problem. We never really bottomed what was causing this, I think the general feeling was that the layout was just so complicated that it was confusing the resource collection algorithms. There was a discussion on here a while ago where the OP had a very complex production layout using the noria exploit, and was running into problems where the production buildings ignored some of the farms (leaving them unemptied) while waiting for goods from other farms. My layouts usually allow for this, as the warehouse provides a useful 'buffer' in the event of problems (eg forgetting to refill a noria ) but it's not essential, and sometimes leaving the roads out saves space.
You can, if you want, connect the farms to a warehouse with a road, then their spare production is picked up by the carts and can then be collected from the warehouse. The ratios are on the production calculator ( ()) and summarised (slightly simplified) on my crib sheet in the sticky. This is quite simple with beer, but with complex goods eg wine, where the ideal ratio is 6 Vineyards + 2 Lumber + 1 Charcoal + 1 Iron mine + 1 iron smelter + 2 coopers + 2 wine presses, this takes some care to make sure you don't over or under supply.
With the correct ratio, there should always be a supply of raw material in the production building (eg wheat and hops in the brewery), at which stage production should go to 100% and the walking will no longer be an impact. Too many farms is a waste, too few will result in a lack of supply and the brewer walking a long way. For instance, beer is optimised when you have 1 wheat farm and 1 monastry garden feeding 1 brewery. There are a number of standard layouts around, including in the 'building layout' sticky here.Ģ) Make sure you get the correct ratio of farms to buildings. If production is below 100%, there are a couple of things you can do that will minimise the effect:ġ) Build your production buildings and farms in a standard layout minimising the distance between them. If you're just worried about the little chap having to walk too far then don't worry (maybe he needs the exercise! ) However, it only matters if the production building efficiency drops to less than 100%.
The game has been divided into the upper class and lower class citizens with a social simulator and ecosystem working behind it to make the things going on in this virtual city simulator at a random and natural pace.ġ :: Operating System :: Windows 7/8/8./10 (64 Bit Processor)Ģ :: Processor: Intel Core I5 4460 3.This is true, and there's not a lot you can do about it. The Management Simulator of the game will handle the rest for you and make the management of the city easy for you through an interactive and user-friendly dashboard powered by an Advanced AI.Īnno 1404 History Edition will allow you to study the medieval and early history of the world. The game allows you to build the city and colonize it, plan lands, set up factories and farms, layout management of the city in order to meet the growing needs of citizens, and building up diplomatic ties of your city with the advanced AI system of the game. It is a sequel to the Anno 1701 and centers on an array of fictional elements with medieval and 16-17th century history elements.
Anno 1404 History Edition is a city-building and economic simulation game with real-time strategy elements like the other Anno games released in the past.