Are smokers stupid?

Hello…yes it’s me again :grinning_face_with_smiling_eyes:

The subject is the mismanagement of smoking workers.

As soon as I build a remote residential area to mine resources there, the meat smoking almost stops. Because the smokers of the west go to look for raw fish and meat in the east and the smokers installed in the east will look for them in the west. As a result, raw fish and meat pile up even when doubling the number of smokehouses.

To solve this absurdity, there is a very simple solution: put a radius of action for smokehouses as for hunters, foragers and fishermen.

1 Like

Personally, I have put my barns and fishermen close to each other (and removed hunters).
I have a root cellar accepting only fish and meat close (both raw and smoked) … might need to build a second though with the amount of meat barns generate.
And finally an army of smokers next to the cellar (they have very little travel to do for meat and fish), but get an insane amount of job to do with the barn’s output.

Now it’s true that going for the closest source available would be nice. I had brickyards fetch clay in a remote outpost rather than the one just on the other side of the street :man_facepalming: .

1 Like

So am I with clay and other mine. That’s why I group pottery and brickyards around the only store that accepts clay. Alas, smokers fetch meat and fish primarily from the hunter’s and fisherman’s huts.

Because of raids, I have a big stronghold with lots of defenses where I have all my storage and industry.
24x25 zone. This way industry has quick access to the resources … the clay thing I was talking about was in a town where I didn’t do that.
And of course I have to press “R” every now and then to check that I have plenty of resources so industry gets it from storage and not running to the mines.
My most efficient town to date.

2 Likes

There’s an issue, not only with smokers, but overall resource management. I already posted something on other post. Here’s the scenario:
-building a temporary shelter and remote harvesting cabin very far away from main settlement.
-have 2 firewood splitters and 4 workers on saw pit.
-have about 400+ wood on storage inside the settlement.
Workers stop midway while carrying resources of new building to either supply shelter or seeking for food and drop whatever they’re carrying. The ones in charge of processing wood will go all the way to the construction and grab that resource that was intended for the construction and bring all the way back to settlement for processing.
Other scenario is worker is carrying resource to either build or upgrade a building. All of a sudden a building is on fire and this is particularly one that pisses me off, entire map will stop to put the fire off (including garrisoning settlers that are near the edge of the map. That resource is of course dropped on floor. Once the fire is out, some random npc will grab that resource and re-store it.

4 Likes

I love this, will probably copy that one :+1:

Yes, smokers are stupid, everyone should know by now that it’s bad for your health… :grinning:

1 Like

I don’t see the point of doing that. Also, as I said in my first comment, it’s not to harvest a resource but to create a new district slightly distant from the first.

Today, I noticed that there is a big problem in villager management: I create a district quite far from the start. I build gites and to my surprise, while there are still vacant gites in the starting district, the houses are filling up as they are built. I think it is the workers and the builders who occupy them. But no. With level 2 houses in the starting district and 50% attractiveness, these are specialized workers who said to themselves: “Oh! houses very, very far from our place of work, we will occupy them like that, we will walk three-quarters of the day rather than working in our workshops.”

I think the occupancy of the houses needs to be reviewed.

But this one here … oh boy! Its kinda hilarious when you see them all stops and run to the wells. Some of them not evem reach the well, and the fire is out.

I guess the AI implemented for the “fire brigade” matter needs a bit of love!

I keep my smokers near my store houses - all fairly central.

all of the unit AI is pretty stupid like that currently

2 Likes

Denidil you beat me to this exact comment… right now, none of it makes much sense at all… it’s a definite Work In Progress for sure… not sure who plans the logistics for the game (not the actually making it work) but seems to be like someone who doesn’t play it enough to realise the utter lack of sense in most of the routines…so many logic traps, dead ends, mismatched tasks, priority confusion and weird routing of transport, pick up, delivery, villager behaviour… I shake my head in frustration on every play through

You’re onto something I am observing as well. A little experimentation has suggested to me underlying issues with targeting and decision making that can express themselves in any task. I am going to post more on those observations.

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.