I’ve made a Blacksmith building to create only weapons and heavy weapons, and about 5 years ago set it to produce 1x weapons, 3x heavy weapons to meet my army needs.
However, after 5 years of tracking the building’s productivity, they are ignoring this setup and always produce both in a 1 to 1 ratio:
They should be making around 10 heavy weapons and 4 weapons, but they just keep making 7+7 every year.
I suspect this bug affects other buildings because I’ve had frequent issues with the arrow productivity of fletchers who make far more crossbows than they should, despite their configured work ratios.
Important note about reproducibility: I have been saving and loading the game at the end of each year, because I only have about 1 hour to play every day. So I got for 1 in-game year, and then save in month 11 and quit the game, and then continue the next day. Maybe the issue is that the blacksmith forgets their current progress along the productivity ratio when the game is loaded? I don’t know if the save game information stores that stuff.
Savegame after the 5 years is called “Korvakstan y41”, but I left some old savegames back from year 35 in case it helps:
I suspect this could be due to a resource shortage. The quota creates a queue, so blacksmiths produce items in a specific order. For a 1:3 quota, the queue would be:
weapons
heavy weapons
heavy weapons
heavy weapons
weapons
heavy weapons
and so on
A blacksmith might skip producing a heavy weapon if there aren’t enough resources in the warehouse when it’s time to produce it.
Forcing workers to wait for resources can also be problematic, as it can paralyze production. Therefore, it’s necessary to ensure sufficient resources are always available in the warehouse - manually halting production to build up sufficient stockpiles and ensuring the flow of iron and coal to cover the blacksmith’s consumption.
Another way to deal with it - using production limits. You can setup maximum limit for weapons to 10 and for heavy weapons to 30. This way quota can be used not for balancing quantity of produced items but to prioritize production.
I usually use it this way - set quota for desired pricy items to 10, and for less required and cheap to 1. And with production limit I protect from overproducing. So if there are enough resource I have higher chances to produce pricy item. But less required items will be produced too.
That is my impression as well. I have noticed that when resources are low the production ratios are off. Quite tricky when you are trying to produce some heavy tools when you really need them.
Perhaps the year-end also triggers a reset of the ratio, or the ratio is observed per worker in the building.
Would be nice to have this fixed. A small indicator “waiting for resources to produce heavy weapons” next to the ratio setting would address any confusion players may have when it production halts
In my case there is no resource shortage. Feel free to check the savegames.
I have a TON of iron and coal stockpiled, and I’ve been consistently overproducing both for years and even selling some of the excess.
But I do suspect my end-of-year save & loading might have something to do with the problem.
I just tested the “save-game” theory, by playing for 2 years straight without saving/loading in between. The Blacksmith still made weapons and heavy weapons on a 1:1 ratio, ignoring my settings. It may still be some weird thing happening at the end of the year, but I don’t think it’s a save-game problem anymore.
Edit: Also tested setting up a 1:10 production ratio; they still produce 1:1
I was about to make a thread for this: the ratios just don’t work correctly. I’ve had these ratios set for years, yet they haven’t produced any heavy tools in years. That one there is still from the beginning when I had set it to produce ONLY heavy tools.
I also recently had like 80 iron laying around, so that doesn’t seem to solve it either. And even if there wasn’t enough iron: if the ratios are just ignored because they can’t wait for a few seconds for more iron thats stupid. If you have 5 orders for one thing, do you just use waste your ressources to make something else that no one wants because the shipment is some days out? The blacksmith should obviously wait for the ressources, at least after it has already produced it’s share of tools for the year.
Edit: I guess for something like the smokehouse it’s slightly different: if there is no fish it should not wait for it forever just to satisfy the ratio. But that’s different because the input ressource is not shared between the products.