Mmm, I don’t think as many players would notice or think about that though, and so aren’t likely to have feelings about it. You end up needing to think about storage management quite a bit because of the nature of the game, and so ‘why are piddly arrows clogging up my warehouse?’ is something most player will wonder at some point. In my mind I answered it by imagining they are each just representative of many arrows. If they’d been called quivers I would have been more likely to think ‘yeah, I don’t need 1000 quivers of arrows, I should limit that before I get too many.’ Anyway, it’s just my 2c trying to share my experience/feelings of the current system.
Can we approach the problem in a different light?
A simpler solution for programming may be to allow arrow storage at hunter huts, outposts, and barracks. Each building having a limit beyond the limit belonging to the villagers attached to that building (2x for regular builds and 3x for upgraded builds?). This gives both faster access to arrows AND reduces the need to store arrows in regular storage. Players could then turn off storage in regular storage (uncheck arrow box) and be alerted when all other facilities are full. They would then know to turn off their fletcher building.
The faster access to arrows would need to be countered by something in order for the game to not be made easier than it already is. Perhaps reduced effectiveness of arrows?
I honestly don’t get what’s wrong with the easiest, the most simple solution when calculating storage space.
Look at the mad paint skillz!!!
Add description to arrows - 10 arrows take 1 storage slot - sorted. This way 1-10 arrows take 1 space, 11-20 take 2 spaces, 21 to 30 take 3 spaces and so on, like they are in quivers - whatever 
Or am I missing something with my maths?
If I wanted to implement a quiver tracking system and I had to code it up, I would maybe approach it by reusing the food spoilage system, depending on how exactly that is coded obviously. Assuming it works by adding decay as time passes: each quiver would have 18 “months” lifetime, but instead of ticking down with the passing of time they would instead add a “month” of decay every time they shot. As long as it was prioritized to pick up and use the most depleted quivers first you probably wouldn’t need to worry about combining them.
That approach could be handy for tuning tower arrow use too. I notice that at the moment it is turned off, presumably because it played terribly to have your guards running out of your towers and back to storage between every 10 shots. Using the new system, if they added a smaller fraction of decay for each shot you could give them say 20x the value of arrows. So they would eventually run out, but just not so much that you constantly have no towers actively firing. This would then make it a more meaningful choice to place your arrow supplies somewhere handy to the defenses. It also tones down the effectiveness of, and thus natural dependence on, towers. And it would force you to sooner use melee troops in drawn out engagements.
On a tangential thought, I’m not sure why arrows and bows can’t be stored in vaults with the rest of your weapons. On a wishful thought, it would be great if you could employ a villager at the vault to deliver arrows to towers and hunters huts (and collect gold from smelters and mines I guess).
I hadn’t realized this. I was under the impression that the total number of arrows in the guard house was limited by what the one or two guards carried. Based on that, restricting the guard houses to a total number of arrows, as I suggested in my recent comments would make combat more difficult than at present As it is now, a well positioned guard house can tear up the enemy. What is the current limit?
When Zantai or another Crate developer tells me that something is difficult to implement for them, I take them at their word. They know and understand the source code better than any of us. My suggestion is based on their feedback already given as an alternative to my earlier quiver suggestion.
I could be wrong. If you select a tower during a raid you can see it says it has 10 arrows. I’ve never seen that number go down even as I watch the tower shoot many many times that number, so I concluded they must just be unlimited. They only time I really notice my arrow stocks going down is when I hire a bunch of new troops.
I trust them too, but no one can think up all the possibilities. So having random suggestions thrown around might not often be useful but sometimes might spark an interesting new idea. I guess I trust them to ignore unworkable suggestions, my unpaid job is just to dream them up.
It reminds of the concept of “carcass” turning into meat.
Quivers could turn into arrows along the same line.
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