The industrial sector is usually determined by the mine location. Each storehouse increases the efficency of nearby refineries (sawmills, smelters and granaries). Each refinery also increases the the number of workers (the "capacity") that can be held iby the others near it by 3. The optimal...
Usually you can swipe the blueprint of buildings nearby. But not, unfortunately, with fields or meadows.
Is there an easy way to reload the most recently selected building type? (Hoping for something like the way 'M' reloads the most recently selected Miracle type again) On level 2 of BotG I...
The pot, state and plant markets by themselves only boost happiness in a radius of 25 by 0.3 to 0.1 at their exterior. ie not much better than adding a villa which has a range of 22 and boosts to 0.2 at its far radius.
But they also have a base capacity of 6. Placing all 3 in the middle of a...
This is from partially the file data/Balance/PlacementData.cml
Hovels are greek_abode_a. They cost 280 wood to build. Each hovel boosts the total capacity of all housing within a radius of 20 by +3 people each. Having multiple hovels together together can through overlapping capacity bonuses...
Impressiveness inspires other towns to abandon their town and migrate to mine.
Productivity allows them to work more per person.
What good is happiness? Does it have any game effect at all, or is it only a reading on a bar, with no actual game effect?
Fields really, really cross over productivity to eachother!
Place a granary in the middle of a fertile plane. Run a road into this.
Then build the minimal size field possible. You should be able to box in the granary with a tight circle of 8 minimal fields. Then do another circle, and...
Fields raise productivity of other adjacent fields and of grainarys. (only. Not the lumbermill or the smelter)
Universities boost the productivity of both adjacent fields and refineries the highest.
Granarys, Smelters and Lumbermills all boost eachother's productivity if built near eachother...
I got a sandbox game working and studied what the villagers do with the 'S' key toggle.
Farmer's path without a grainary in their city is
Go to field (carry sickle graphic)
Go to storehouse (carry pot graphic)
With a grainary their path is
Got to field (carry sickle graphic)
Go to refinery...
Do people really find markets worth their cost? They seem to be pretty high for ore.
Is it necessary to build more than one market in a city of each type, or is it once you've build one of each type you're well covered?
Except fireballing enemy troops anywhere is considered evil. Even if it's within your green sphere of influence.
Some people like to put down Temples at +1200 prestege each. Others prefer Altars, which only use wood, not ore.
Can anyone explain how refineries work?
I place a grainary silhouette. It lights up several fields nearby with gears. Is that how it works --as an area effect increasing the yield of harvesters in the field? Or do the harvesters have to carry the grain to the grainary?
Are there pathing issues...