There are [This message has been edited by civilis (edited 04-07-2004 @ 05:45 AM).]
I think configurations with well distributed areas of goods consumption/production have the obvious solution of "true" multiple docks - but with badly implemented ship routines distant dock solutions are often almost useless (Docks should allow to specify trade routes to trade with and ships should find the shortest path from entry to exit visiting only&all docks in which they are specified
How much trade can a city conduct?
This is a nice summary of current "accepted wisdom" for docks, but with one glaring omission. Amplifying schnurbart's comment, the most important (in my opinion) factor in dock design is to make it efficient. This means ensuring that dockers never go far (to storage yards). Your point #2 addresses this, but only indirectly. I frequently disconnect the dock from the rest of the city, because it often makes design simpler, but disconnection alone is neither necessary nor sufficient for high dock efficiency.
Clearly, in many missions high dock efficiency is not really needed (and, depending on the player's personal goals, may not even be wanted). In those cases, multiple docks may be useful. But I've never accepted the "docks = traderoutes+1" idea. In all of the Caesar III or Pharaoh missions that I've seen (with less than half of the Pharaoh "family history" done), a single efficient dock should easily handle the load, although (in my ignorance) I've built 2 side-by-side docks a few times.
Here's another, less important, point. It's usually reasonable to not export low-priced goods, especially when trading by river. For example, not exporting limestone in On or either Dahshur helps avoid dock congestion with only a small potential income loss.
Regarding your last paragraph: with a map specifically designed to be "river trade friendly", I'd expect a single high efficiency dock to easily fully occupy the ships of 4 trade cities, with around 28800/year each of exports and imports. With more river trade cities, I wouldn't be surprised to see one dock handle considerably more trade, and multiple docks might handle even more. For the absolute maximum exports, it might be necessary to eliminate imports.
By the way, I intended for my Abu to export 12500/year by water, but it might have ended up selling a little less. (At the time I didn't realize the limitation on trade ships/year, but I also didn't allow for exporting more to a city than it nominally allows.)
[This message has been edited by Brugle (edited 07-11-2001 @ 01:34 PM).]
I think the Civilis comments are very good, and very pragmatic. I played during months with as many as 6 docks. This leads to nothing. But I do believe in the "2 close docks" efficiency. I rely on 4 commercial routes, import various goods that sometimes go far away (I forget to check that close SY is already full). I am globally delivered everything I need.
I sometimes play on the goods delivery: when I see that I would love some barley and some linen but all CP are going to the linen SY only, I change the "Import as many as" while the CPs are coming. First one delivers, others vanish.
[This message has been edited by Tryhard (edited 07-11-2001 @ 11:01 PM).]
-Skari
Two funny bugs in last Hetep:
-I was offered 64 sandstones, but 4 were granite
-A transport wharf (TW) had a fishing boat instead of a troops carrier (boat was fishing but never unloading). I destroyed the TW and replaced it with a fishing wharf. When it got workers, the shipwright immediately built a new fishing boat, but the other one was still there and went fishing too. This was better than Brugle's 2 cart pushers, 2 fishing vessels for one wharf. But it did not work, old fishing boat never unloaded anything...
Speaking of odd behavior with transport and fishing wharfs: You can build them on "inland lakes" and the shipwright will build a ship for them.
The fishing boat immediately sinks, since it can't get to the wharf (and then the shipwright builds another). So, this isn't useful, just interesting.
However! The transport ship does not sink and is fully functional, even though it can't get to its wharf. So, on a map in which river frontage is limited (but there is non-river coastline) and I need a transport or 3, that's where I build them.
[This message has been edited by Brugle (edited 03-28-2004 @ 02:15 PM).]
Especially I want to mention the very enlightning article "Docks Trading" from Merepatra on GraniteQ's website.
As always with perfection: the last %s kill you
I omited not only "a glaring" aspect in #2, but also the fact, that (of course) I took nearly all ideas from the posts of all the nice people who submitted them.
(I can only look so far because I'm standing on the shoulders of giants)
Thank you Brugle for your help, proofreading & linking to Nerdicus' great post.
some more comments, omissions, exceptions from the described rules?
There are Dependant on how "river trade friendly" a map is designed, it's expected a
I think configurations with well distributed areas of goods consumption/production have the obvious solution of "true" multiple docks - but with badly implemented ship routines distant dock solutions are often almost useless (Docks should allow to specify multiple trade routes to trade with and ships should find the shortest path from entry to exit visiting only&all docks in which they are specified
Very nice summary.
I have to admit that in my ascendance to pharaoh I usually used to build to much docks. What often happened to me was that sometimes ships got stuck (i.e. just waitinbg there and doing nothing Could maybe someone post a glyph of how they think a dack area is best designed? I usually place 4-6 storage yards just opposite of the dock. Greetings
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The following example of a connected dock is copied from Brugles "Baki, the hard way". It's an arrangement of 5 "inner" storage yards with docker travel distances of 0, 1, 3, 3 and 5 road tiles. The "outer" SYs are mainly BSYs to distribute papyrus. [This message has been edited by civilis (edited 01-17-2009 @ 10:01 AM).]
It seems to make no difference wether trade routes are opened before, inbetween or after building the docks. First of all observations with The same rules apply to Any contrary observations, opinions?
As usual the road connecting dock & inner SYs must have access to the kingdom road. If a compact, "highly efficient" arrangement contains this error, no warning is given, the animation is the normal one, but nothing is (un)loaded. I mention this, because some reports about "desastrous" docks seem to contain mistakes in the setup including bad worker access (eg. "feeder" houses emptied by malaria look fairly normal), too small overall work force, wrong priorities of worker overseer, incorrect setting of SY orders (accept & get in flow direction), stucked CPs, CPs on too long walks, CPs busy doing other (ordered!) things, inavailable goods for exports or empty space for imports, wrong settings of trade overseer: trade route not opened, material/good not set on export/import, export/import limits reached ... (Brugle, what is missing?
When a ship is generated and enters the map and there is/are at this time
Questionable because the continous dispatch of ships is interrupted: In case A and B, when a ship is dispatched, the dock calls another (any other, no fifo) anchored ship in for service until the new ship anchors or passes by and continues after that without end ...
In case C all ships nearer to the dock than the new one have to wait (which provokes again case B, skipping). Case C could be handled by case A (with less programming effort), so I think, this behaviour is designed (they like waves of ships more than the boring continous dripping of a defect water-tap) to avoid the same distances (std dispatch time / speed) between the ships all over the map (the ships leave the map in this pattern and would also reappear).
In short: If the dock has too high load, new ships skip, lowering the load. If the dock has too low load, new ships are delayed, raising the load. Flow control.
Best is medium load (1 or 2 ships at the dock) with a continous stream of ships from the entry to the dock, anchoring and being serviced just in time before provoking a Nerdicus gap or skipping (which may be manipulated (if really necessary) by offering additional goods to delay or denying ordinary goods to speed up - heavy micro management). It may help somewhat in the beginning to not open multiple water trade routes at the same time.
The consequences of case 1 and 2 are much milder:
- Docks should be efficient to minimize skipping.
- Docks should be build from the entry to the exit of the water trade routes as this is the default sequence of visits to minimize zigzag.
- When the ships arrive at the first dock, they tend to remain longer as at the subsequent docks where they have left less to trade. To avoid that the first dock is skipped more than others, it should be especially efficient and/or trade only a limited variety of materials/goods.
All comments, critics, suggestions, reports of errors and/or omissions appreciated.
But first, let me mention that the description in civilis's post is not completely accurate, in that it initially ignores "dock reservations" and then later tries to fit in consequences of "dock reservations". A more accurate description would combine civilis's algorithm with Nerdicus's algorithm that is described in reply #22 of the I'll restate civilis's observation like this: when a ship is trading at a dock and 2 other ships occupy the usual "waiting" spots, another ship will not start heading for that dock. This means that if each dock in a city has 3 ships in the usual locations, then a new trade ship that appears will simply sail home. (People playing without Cleopatra are unlikely to see a new trade ship sail home, since all trade ships exit at the ship entry point. With Cleopatra, trade ships exit at the ship exit point, which may be close to or far from the entry point.) This makes dock efficiency even more important. In Cleopatra, I ran my Baki and my On (which each has 4 open water trade routes and 1 fairly efficient dock that is close to the ship entry point) for over a year each, and all trade ships went to the dock. I was lucky, since if the timing had been slightly different then some ships would have skipped the dock, but the fast ship turn-around clearly helped to avoid the problem. This also makes selecting water trade routes important. In Baki, a 5th water trade route (Itjtawy) might have been useful if the city had been designed differently, and a 6th (Tyre) could have been opened "just for fun", but opening more water trade routes would have significantly increased the probability of ships skipping the dock. Finally, in some situations that have several water trade routes where it is important to trade close to the maximum with every ship that comes from one of the cities, multiple docks (that are highly efficient, connected, and close together) will be useful. Even though multiple docks will probably increase the time that a ship spends on the map, making sure that every ship trades may be more important. (Multiple docks are especially useful when docks are not efficient, but we already knew that.) [This message has been edited by Brugle (edited 03-28-2004 @ 02:58 PM).]
Of course I knew the great works of Merepatra & Nerdicus regarding disconnected/multiple docks 2.5 years ago ... You write, my post 'initially ignores "dock reservations"' ... I can't figure out, what you mean -- isn't it that what I call "Nerdicus registration gap" in case C). ??? --- Maybe I'm missing@the moment some major aspects & it's the best you make the synthesis of "civilis's algorithm with Nerdicus's algorithm", as I would have now to 'reload' a lot of the latter.
... but unfortunatelly some instant knowledge somehow dissipated from my brain somehow.
I expressed my thoughts badly, and apologize. I'll try to explain.
"Dock reservations" are the cause of "Nerdicus registration gaps". Your post discusses the consequences, but a reader who didn't know about "dock reservations" wouldn't know why "Nerdicus registration gaps" occur or which ships would be affected. For example, say a ship enters the map when no other ships are present and then another ship enters the map before the first ship gets to the dock. Reading your post, each ship (when it enters the map) is your case C), so a reader might (incorrectly) think that the first ship (which is "in transit" when the second ship enters the map) would wait for the second ship to dock.
Also, "Nerdicus registration gaps" can also occur with your case A). If a ship enters the map just as a trade ship is leaving the dock where other ships are waiting, then it may "reserve" the dock, causing the waiting ships to wait even longer. This doesn't occur often (since the timing has to be "just right"), but I've seen it happen several times. Thinking about "dock reservations" reveals that this is a possibility.
To me, these examples show that it is much easier to understand ship behavior by explaining one aspect of that behavior in terms of "dock reservations" rather than simply describing "Nerdicus registration gaps". That's the logic behind my poor choice of words.
(This discussion reminds me of how evolution by natural selection can be understood more easily by thinking in terms of genes instead of organisms. Of course, there are many problems which become much easier to solve when thought about in a different way.)
In this post should be an introducing note, that *many* water trade routes are described Case C) should be rephrased like this: Your other example I would like to insert as (exception) case D):
Also, in general, no starting conditions are discussed, ie. the docks described are fully operational, the water trade routes are already open long enough and active, no water trade problems occured recently etc. This means only the "on wing condition" under those premises above is described, ie. in effect there are always more than 3 ships "in transit".
In the following I discuss the connection of docks only from a efficiency point of view. Also the focus lies on a big city with many trade routes exchanging a lot of (different) materials/goods ... Often dock areas should be Wether multiple docks shall be Quote: All industries which use imported raw materials are disconnected from the docks; all other industry is connected. [This message has been edited by civilis (edited 04-25-2004 @ 10:41 AM).]
Unfortunately the game supports not the ability for the player to
Another benefit of segmenting the whole road system into several smaller road systems is, that the CPs using the normal transport mechanisms can't leave them - thus avoiding especially the dock CPs crossing the whole map eg. for fetching papyrus from a SY, which is part of a production designed to support a rich housing block there, while ignoring a nearby SY, which is part of a production designed to export papyrus via the dock.
On the other hand, if there is only one SY holding a particular material/good from the docks point of view and this SY can be filled easily with the normal transport mechanisms, it clearly shouldn't be disconnected, because normally the GET-capacity of the inner SYs of a disconnected dock is very limited & shouldn't be wasted.
I recommend, that multiple docks should only be connected with each other in special cases, eg. a doubledock with two docks sitting side by side and sharing their associated SYs (what comparably strong limits the number of SYs, but also reduces the problem above).
For quick behaviour, I think, usually two docks should be disconnected from each other (more info about a working example of two docks, which can easily be dis/connected in surf10yr.txt, which is part of #200 in the scenario download section).
When operating normally, the both docks are disconnected from each other at the ferry across the river, ie. the dockCPs take into consideration only the materials/goods stored on their own side of the river and undertake therefore only relative short walks leading to quickly dispatched ships.
Sometimes (eg. when the docks threaten to run out of anchoring & waiting ships, what would provoke in turn the dreaded "Nerdicus registration gap": The dock waits for the arrival of the next ship entering the map ignoring all ships already on their way to the dock) it is useful to be able to reduce considerably the speed of the docks. This can be done by laying down the connecting roadtile beneath the southern ferry. Now the dockCPs take into consideration also the materials/goods stored on the other side of the river (which takes more time) & undertake also long walks to the other side (which takes a lot more time) leading to snailly dispatched ships.
Finally, multiple docks are not only useful for making sure that every ship trades, but also in situations when the
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