The OP in this topic is right about one big thing: logistics handling could use a little Impression Games (Caesar/Pharoah/Zeus/Emperor) flavor. Here is my suggestion:
Each Storehouse/Stockyard/Root Cellar/Vault (not depot!) has optional logistics worker slots
At each of these storage places, rather than just a minimum number of goods you should be able to set them to ‘accept’ the goods, ‘get’ the goods, ‘not accept’ the goods or ‘send them elsewhere’.
Logistics workers will then comply each ‘send them elsewhere’ or ‘get’ order (up to the minimum)
You can order wagons to be assigned to each storage place. Logistics workers will use them. The wagoneer shop becomes the place where the wagons are made.
The Storage Depot becomes a temporary store of items and logistics workers will prioritise getting goods from these places over other storage centers.
Also minor pet peeve: logistics workers like the ones working at the trade depot should hang around the depot not go and chill out at home when nothing’s happening!
I think that is a solid idea - though it probably would require a bit of a rework of the logistics side of the game.
It’s probably also worthwhile to remember that in the Impression Games cited above, each production building also had it’s own delivery-man, who would deliver the products of the building to where ever storage was available (or where they would be needed, in case of raw-materials)
Generally speaking, I think FF could do well with introducing full-time, dedicated logistics workers, rather than treating labourers as a kind of all-purpose category.
To fix logistics, don’t start by asking for more game features. The issues can have different causes, like:
Poor AI (game quality)
Bugs (game quality)
Too many tasks for too few villagers (player skill)
Poor building layout (player skill)
Missing game features
Instead, we should request better reporting in the UI.
Tools like:
Task list
Villager list
Current villager target displayed in the UI
These UI tools are standard in the colony sim genre for good reason.
After the devs add these much needed UI features, we will be able to see if the logistics issues belong to 1,2,3,4 or 5 above.
Then, intelligent requests can be made to the devs to fix 1,2 or 5.
This suggestion calls for a major rework of the logistics logic to be more like other games. While possible and providing some more direct control over storage flows, I don’t think this resolves much and the current system provides the same functionality already.
Personally I actually like the current system a lot, and it is one of the best logistics implementations I’ve seen in similar games. Resources are delivered by workers to the nearest available place, wagons pick up and deliver bulk goods from ans to remote locations, and resources are balanced between storage based on the min/max settings:
Below min: get
Above max: send elsewhere
Turn off storage: do not accept
Need coal for your foundry? Set the local storage to have a minimum of 200 in stock. Your laborers will get them there.
Want to prevent tallow from overflowing your local storehouse? Set a maximum and they will carry it away to other storage locations.
Need to empty a warehouse? Turn off storage for all items an your laborers will carry it all out.
If you set it up like that the game balances it all rather well. And without having to set the accept and carry away options manually you actually have more control over the automatic behavior