Brugle
HG Alumnus
posted 01-12-01 02:28
ET (US)
5 / 30
drnewcomb,
I don't see how overproduction (of anything) would be a problem, unless a granary or storage yard accepts multiple items. As you said in your last sentence, if granaries are full then cart pushers (and eventually boats) just wait.
Smack
Pleb
posted 01-13-01 16:46
ET (US)
10 / 30
True, catilina. But two wrongs made a right in the granary distance calculation.
Smack
Pleb
posted 01-14-01 12:08
ET (US)
12 / 30
You didn't figure the return trip for the boat or for the cart, so the mistakes cancel out.
Smack
Pleb
posted 01-15-01 11:22
ET (US)
15 / 30
So that means that a wharf will have the same production per worker as a nonwheat farm if it is built at a distance of 13 tiles from the fishing ground.
Dorito the Merciless
Pleb
posted 01-15-01 16:02
ET (US)
16 / 30
Smack - Actually, it actually takes a remarkably long distance to make a wharf as (non)productive as a non-wheat farm per worker. These farms produce 9.6 carts/year or 0.96 carts/year/worker. A wharf at a distance of 13 tiles produces 14.9 carts/year or 2.5 carts/year/worker. A wharf has to be a whopping 47 tiles away to produce only 0.96 carts/year/worker (640/(17 + 94)/6). The breakeven point for a non-northern wheat farm is much closer, but it is still a fairly distant 19 tiles (1.92 carts/year/worker). Pretty amazing how efficient those little boats can be, no?
Trium3
Pleb
posted 09-21-08 03:30
ET (US)
23 / 30
Brugle,
After checking again, I'm inclined to go with my original figure of 8 ticks unloading. I was watching the wheat warehouse in your Happy Tarsus deliver to the granary three tiles away (measuring to the centre) and he clearly unloads in 8 ticks. His trip takes 3x30+8 = 98 ticks, so he respawns only 2 ticks later, allowing him to deliver up to 8 loads a month. If he spent 12 ticks unloading he would only respawn every 150 ticks.
So I thought (unlikely though it is) maybe wheat unloading is quicker than fish, or warehouse pushers are quicker than wharfs, and checked it out.
You have a fish granary not far from your dock and a couple of wharfs separated from it by a couple of gatehouses. I deleted all but the one facing NW to avoid contention. I deleted the oracle and moved the granary two tiles SW, connecting it to the gatehouse. That makes 13 tiles (allowing for corner-cutting) from its centre tile to the wharf, which is itself 5 tiles from the grounds.
Initially, the cartpusher did indeed 'miss the boat' because he was travelling 13 tiles to the granary but 14 tiles back - an oddity in the route-finding algorithm I have noticed before when diagonal travel is involved. I deleted a couple of road tiles to force him back the way he came and he makes it by 2 ticks. Observations of the other wharfs confirm that the cartpusher returns to the wharf 30 ticks per tile + 8 after setting off.
Unless you are sure that you have seen 13-tile pushers fail to get back in time to unload a 5-tile wharf on the expected 400th tick (and the delay is not otherwise explained) I think I need to re-instate my original formula.
goonsquad
Pleb
posted 09-21-08 08:57
ET (US)
24 / 30
Quite a few years ago when I was something of a novice player really, I built a city of 73,500 or so fed by fish. It was quite hopelessly inefficient really. I gained a reasonable grasp of how fishing worked but nothing like what is in this thread. If someone were so inclined, it should be possible to calculate what it the maximum possible population that can be fed by fishing, without even having to build the city. My seat of the pants guess would be around 90,000. May do it one day.
joshofet
Pleb
posted 09-21-08 09:24
ET (US)
25 / 30
IIRC Philon tried once and reached a number around that, but not all people were fed on fish. One problem is to have enough wharves close enough to the fishing points, and the other may be the walker sprite limit, which is a bigger problem with wharves than farms. There are probably detailed reports in the big city threads.