Please, please, please... adjust storage space for arrows?

1 arrow takes up the same amount of space in a storehouse or in the wagon as 1 log does.
No wonder our Hunters are so arrogant- they are walking around with giant… arrows.

More seriously- this feels unbalanced. 1 arrow should not take up the same amount of space as 1 log or 1 block of stone. I feel like 10 arrows = 1 log (storage space) would balance this out a bit.

Perhaps how they record arrows can be done as “quivers” instead of individual arrows. Allowing 10 arrows per quiver, and then counting each quiver as only 1 storage item. Then each hunter, guard, or soldier can carry a certain number of quivers of arrows.

Speaking of arrows, guard towers shouldn’t be limited to the number of arrows carried around by the guards. They would likely store arrows there in real life. Would be nice to have more than 10 arrows per guard, especially when the arrows seem to bounce right off some invaders.

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These are details I believe need to be addressed at some point and I agree with your observation.

To do the math, a 10 size oak tree should be 60-75 feet high, with a 3 foot diameter trunk. We could use these numbers to determine the size of a log. So this tree should produce 10 logs of 6 feet long with an average diameter of say 1.5 feet. My rough estimate includes all the primary branches from the trunk.

I’m amazed that workers can carry up to 3 of these!

So one log should produce hundreds of arrows and several bows. Fletcher would only need one to two logs a year. Therefore, hundreds of arrows and several bows should take up the same space as one log.

Of course being this specific, to harvest trees would take a great many workers and time, and probably wagons to get them to storage.

So we need to ask, as players are we looking for realism or not? The devs may want to know the trend.

“Realism”, not realism. I am not looking for IRL 100% realism- I never do with games. I am looking for better balancing of storage for really small items like arrows. Arrows can fill up a storehouse or wagon in a hurry if you forget to slow your Fletcher down or lay them off for a bit. The game counts storage by number of items, not size of items. But I feel it would be less confusing or frustrating to some players and make more sense overall if 1 arrow did not take the same amount of storage space a 1 log. The idea of having a separate item- a quiver- that equals 10 arrows, and have that use the one storage slot makes more sense. But it would also require some significant coding work to have Fletchers produce only in sets of 10, and introduce fractions and rounding up/down for storage of arrows in numbers that are not 10, for hunter cabin and guard tower storage. Hunter tends to use 2 arrows per kill- so they start with 10, now they have 8 after a kill… is that still 1 storage slot? Creating separately calculated sotrage fr storehouses/warehouses/wagon/hunter’s cabin/guard towers would be a lot of work. Not impossible to do, just labor intensive for the devs.

But it is something that just bugs me when I can’t store any more honey in my storehouse or warehouse because thee are thousands of arrows there that the hunter will not get until/unless the Fletcher has none left in their shack. Not as big of a deal for Pacifist Mode, but for Regular Mode where you have to keep your army equipped- shutting down any/all Fletcher buildings you have could have dire consequences if you forget to put them back to work when your supply is running low.

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Very much agree with this. Storing arrows in lots of 10 would be much better.

The other thing that really bugs me about storage is water. If you have a couple of fires in quick succession your storehouse can easily fill up with water. This is dumb. Villagers should dump it all back down the well or take it home.

You are right about balancing but wrong about implementing it. All it takes is 1 loop with 1 simple formula in it.

In the Middle Ages arrows came in sheaths of 24, How were arrows supplied for battles? | Part 1 | Medieval Logistics - YouTube and part 2. :slight_smile:

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Never ceases to impress me how “easy” people think implementing tech is.

A special case for arrows to stack in this manner would in fact be way more work than it’s worth.

EvilGinger is correct that we would need to account for partial arrows stacks, and in a way I suppose they answered their own question :smiley:.

What if the hunter dies when they had used 3 arrows? What happens to this quiver? So we display arrows as quivers in storage…how do you then communicate to the player how many arrows they actually have? What happens to partial quivers in storage? I suppose we combine them when they get deposited? But what if there’s a remainder? How is that displayed? How do we display an empty quiver? Is that an item too? Does villager just hide that?

All of those questions need to be answered and resolved to implement something that offers a marginal improvement at best, and is confusing to some players at worst.


If you look at item storage, everything is already extrapolated. A log doesn’t take up as much space as medicine or honey or any number of other items in storage. This is a gamism that offers clarity. At a glance, you immediately know how much you have of your resources without any special cases or exceptions.

Is it unrealistic? Absolutely. But realism should not trump clarity. If we get to a point where we need a tutorial for resource storage, I feel like we’ve gone too far. :laughing:

If you’re producing and storing thousands of arrows, it may be time to look at your manufacturing and putting some fletchers on the street. That said, production limits are coming posthaste™.

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That’s great news.

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Adding quiver is honestly overcomplicating things. You could just simply calculate storage space by dividing arrows by 10 and rounding it up. Going further adding some more “work”, could add second number to storage houses under each item which would show actual storage space used and you could literally recalculate every single item this way. This would add like you say more realism and keep clarity on the same level :slight_smile:

Lol. Yeah, I did, knowing that I was. Just needed to get it off my chest and have a tiny little rant over it, while looking at 2700+ arrows taking up space in one of my warehouses. :upside_down_face:

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Huh you can use up those arrows quite quickly, how about 30k water? :slight_smile:

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The issue here, imo, is that it feels wrong and unrealistic, not that it actually plays badly. I think you could change the name of the item from “arrow” to “quiver of arrows”, not actually change any mechanics, wave your hands and call it a day. I’ve noticed that guards in towers will fire far more than the 10 arrows they’re carrying without ever running out (thankfully), so this kind of handwaving for game function is already happening.

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Build a storage next to the production buildings that use water (closer than any wells), untick everything except water, untick water in every other storage. This makes fires actually help your production efficiency.

[edit to be slightly on topic: I do something similar with my arrows, and armor/weapons. Place them between your town and your defenses, that way you arrows are kept in one place and when you pump up your defense numbers they will equip themselves and get into position much quicker.]

Yes, that’s what i do. I think there should be a way to simply waste some items, having 2 storehouses full of water only is a bit too much, dont you think?

I am playing Pacifist Mode. I do not need to equip arrows on dozens pf archers in guard towers. I only need to have arrows for my hunters- and that number can vary depending on how many 2-3 chevron deer spawns I get on a map, and whether I have large brans and multiple large herds of cows in them to milk for cheesemaking and slaughter for meat, tallow and hides.1 Fletcher going all-out making arrows filled my warehouse quickly- things got busy and I neglected to look and see how many arrows I had in stock, and Little Miss TwangyTwangyStabbyStabby just kept on pumping them out.

Production limits will be a big help to those of us who don’t enjoy the tower-defense combat system, and just want to chill and make a happy, healthy town that can feed itself and develop a good trading economy. You may be able to use those arrows quickly if you are equipping a large army. I won’t in my current T-3-about-to-go-T-4 town, that has only three 2 chevron deer spawns near enough to make hunting reasonable and efficient. for a little extra tallow, hides and meat. I’m leaving the Fletchers unstaffed- we’ll see how many decades it takes to start to deplete those arrows, since I can’t sell the excess off.

great to hear all these.

And then hunters and soldiers would be shooting a quiver of arrows at a time. :thinking:

You can’t hand-wave the partial quivers away, haha.

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It could be possible…
download
Okay, it’s not a full quiver, but you get the idea, I think. :joy:

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I have no problems with arrows, but it can be implemented as:

  1. Add new item “Quiver of arrows” produced by fletchers
  2. Keep arrows
  3. Hunters and Soldiers convert Quiver of arrows to arrows when took it.
  4. Hunter or Soldier should take Quiver of arrows if amount of arrows lower than capacity.

tbh solving this issue with arrows doesn’t make sense.