This is the amazing journey of Kreg.
Kreg lives in this town. The green circle is the town, where all the people live. With a temple and a theatre and lots of good stuff. Life is good here.
The yellow circle is a mining outpost. People live right next to the mine, and work all day. To feed these people, arborists grow fruit next to the mining outpost, and store fruits in root cellars in the mining outpost. 2 markets in the mining outpost then sell these fruits to the workers.

At the start of the story, Kreg, who works at a market, is taking a walk outside of the safety of the walls, North of the mining town. He is heading into wolf and bear country, in the middle of winter. He is carrying a year’s supply of fruit that he collected from the storage in the mining outpost. Where is he going ?
He claims he is stocking the market. There are no markets in this direction
Kreg has picked up some nuts in the frozen, barren forest. Then he walked West towards the lake. Here he is picking up 18 fish from a frozen lake with his bare hands. Wow!
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Next, Kreg walks into town.
Now here is the High Street, where the markets are. You would probably go here if you were trying to stock a market. Instead, Kreg is going towards the Town Hall.
Notice that Kreg has picked an additional 8 fish from the frozen lake with his bare hands.
Oh, I see. Kreg has picked up an additional 250 carrots and cheeses from the Town’s central stores. I bet his basket is getting heavy. Better head to the market to drop off you goods, Kreg!
No wait! First Kreg has to stop at a Forager’s shack, to pick up… another 15 fish ? That’s a strange place to get those, Kreg!
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Now Kreg is heading East again, away from town. Away from the markets in town that want his goods. He is running towards the mining outpost again.
That’s weird! Kreg just picked up a year’s supply of fresh fruit there, before going on his epic journey around the world. Why is he going back there now? He is already carrying so much stuff, what else could he possilby pick up now?
Oh I see. Kreg actually works for a market in the mining village. Look, the market has no food whatsoever. It’s a good thing Kreg brought them so much delicious food.
His manager starts complaining though: Kreg! People here have been starving all winter long! Why did you not take the food from the root cellar RIGHT NEXT DOOR, and put it in the market so people could enjoy it?
Kreg shugs. He just wanted to get his 10.000 steps in.
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Merged your posts into the one thread, no need to have separate ones just continue the story in this one.
Yup. Those market workers will rob everybody, even taking fish that the forager stocked for his own meal, to fill his store. The forager might then go back to the store and take food for his hut again. Like, his job is to find food. Why can’t he be happy with that? He’d be well fed if he just stuck to foraging and not fetching. It’s a constant battle between them two. Did you hear the story of the creaky wagon? It goes all the way across the map empty to a mine, grabs a few ore and carries it but a few meters to the stockyard placed next to it for the miners to offload into, then leaves for someplace else empty again. The moral of this story, don’t expect your miners to dump their ore in the stockyard before the wagon gets there, and never expect the wagon to carry it from a stockyard to one with a minimum quantity set and not met yet. This just does not happen. I don’t know if this is a bug or not but its sure changed how I manage my mines now.
thanks i was worried max post size would eat my post if i made it a single thread
No, it’s fine. While individual posts in a thread might hit a limit given how long the patch notes for the game usually are you’d have to pretty much write a book to hit the post limit. And even if you did you could just cut it to fit and then paste the rest of it in the next post section.
This is an egregious case of a general problem: The Problem with Multistop Logistics Trips
For jobs that allow multi-stop logistic pickups, the AI seems to prioritise picking up as much as possible, when it really ought to prioritise something like amount_picked_up / distance_walked.
In many cases, I see the character pick up some stuff, walk back closer to the destination only to travel more in another direction to keep picking stuff up. I think if the multi-stop route could check for any instance of passing within a specific radius of the end stop that it should make a detour to drop off what it has collected already before moving on for more collections elsewhere. This would free up more space to carry more goods if it needed as well.
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