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Storage size increase is counterproductive

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Ben Robbins

Building storage size increases are counterproductive. It is a trap perk and a less than helpful bonus in the tech tree. My village does not gain productivity by having 11+ planks in a building when I'm waiting to build beaver houses. It actually loses productivity because I am waiting for 10 more units to complete before they get delivered. My builders end up spending more time standing around waiting for the large batch to complete. I as a player have to micro considerably more to click into my production buildings to force the delivery early.

A better bonus would be an increase to storage delivery walking speeds and/or an increased carry bonus for storage delivery settlers. (one settler could carry all 10 baseline items while leaving any additional settlers in that building to continue producing).

Product flow increases are much more useful than larger batches. This is a major tenant of lean manufacturing/JIT manufacturing.

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Aron Pietron

Status changed to: Done

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Aron Pietron

In the latest update (eremitegames.com/camps-update-2/) we introduced an option to customize the internal storage capacity of every building, so you can manually set a threshold, at which your workers deliver goods to the main warehouse. I hope this makes the storage upgrade more worthwhile and removes the need for the constant "deliver now" spamming.


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Matthew Tadd

Some improvements that can also occur is that when a work has to fetch more input ingredients, they'll also take back whatever they can carry from the building storage. Also, building storage capacity could automatically adjust based upon occupancy. e.g. for Carpenter building that can have an occupancy of 3 and a building storage capacity of 15. If only one person is working, then adjust the effective building storage capacity to 1/3 of overall capacity, or 5. Or, provide a slider to adjust storage capacity.


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Alexander Tolstoy

Storage size increase could be made productive with an additional mechanics:
Let idle builders help with the delivery. As soon as an armload of produced goods accumulates in a building, an idle worker (builder that has nothing to build at the moment) goes to deliver it to the storage. This way workers themselves will have to carry the produced goods only if there are no workers available to help with it.

Also, a switch could be introduced to the building menu to switch between two modes:
1) Workers themselves deliver the goods as soon as they produced up to armload.
2) Workers deliver the goods only when the building capacity is exceeded.


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I don’t think it is. Combine it with a market and a bird tending the flame and the workers will only make 1 trip.


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Michael Collins

It does increase the productivity of the workshop itself, since they'll be able to work longer without needing to deliver their goods to the closest storage.

The counterproductive part is that 1) only the workers of a workshop will haul goods to storage, and 2) works can only carry one type of good at a time.